Psionicist

A psionicist receives 35 character points to spend on class abilities. Abilities cost 5 to 15 points. Any unspent points can be saved to buy proficiencies or saved for use in the game.

All psionicists use
Table 78: Psionicist Saving Throws and MTHAC0s from Table 77: THAC0s & MTHAC0.

Psionicists use the
THAC0s from Table 77 unless they purchase better combat abilities during character creation.

All psionicists use
Table 79: Psionicist Experience Levels.

Psionicists use
Table 80: Psionic Progression unless they purchase better psychic abilities during character creation.

Psionicist roll six-sided dice to determine hit points unless they purchase larger hit dice.

Unless stated otherwise, a character can take each ability only once and only when the character is first created.

Armor Use (5/10): The psionicist can employ small shields and padded, leather, studded leather, or hide armor. As a 10-point ability the psionicist can use small or medium shields, any of the armor types listed above, plus brigandine, chain mail, ring mail, scale mail, or metal lamellar armor. If the psionicist does not take this ability, he can wear no armor and cannot employ shields.

Attack Mode of Choice (10): The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the contact ability.

Combat Bonus (10): The psionicist uses the priest THAC0 chart. (Note: Use the priest THAC0 instead of the THAC0 shown on Table 77)

Contact (5/10): The psionicist receives the contact proficiency and gains attack modes as shown on the Psionic Progression table in the Skills & Powers book. As a 10-point ability, the psionicist receives extra attack modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two attack modes. The character can never have more than five attack modes. If the psionicist does not take this power, he can purchase the contact proficiency any time he has five character points available.

Followers (5/10): The psionicist becomes a contemplative master at 9th level. A 1st level psionicist arrives each month to study with the master. Students serve without pay if they receive at least 10 hours of training each week (they leave to seek new masters if they do not receive sufficient training). The maximum number of students the master attracts is equal to one half the master's Charisma score, rounded down. If the master builds a sanctuary, he can attract a number of students equal to his Charisma score. As a 10-point ability, the psionicist becomes a renowned teacher and can attract students at any level, subject to the limits noted above. If the psionicist does not choose this ability, he never attracts followers, but can hire servants and henchmen for pay just as any other character can.

Guarded Mind (5/10): The psionicist can block or resist attempts to usurp his will and gains a +1 bonus to all saving throws against spells from the enchantment/charm school. As a 10-point ability, the psionicist gains a +2 bonus to all saving throws against spells from the enchantment/charm school.

Hit Point Bonus (10): Psionicists with this ability roll eight-sided dice for hit points rather than six-sided dice. The psionicist still gains only two extra hit points per level at 10th level and beyond.

Mental Defense (5/10): The psionicist can close his mind to psychic contact and gains defense modes as shown on the Psionic progression table in the Skills & Powers book. The psionicist also receives a +2 bonus to his mental armor class. As a 10-point ability, the psionicist receives extra defense modes as though he was two levels higher than his actual level. For example, a 1st-level psionicist would receives two defense modes. The character can never have more than five defense modes. If the psionicist does not take this power, he has an open mind, just as if he were a non-psionic character. If the psionicist does not choose this ability at the beginning of play, he can purchase the five-point version whenever he has five character points to spend. The 10-point version is available only at the beginning of play.

Penetrating Mind (10): The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicist's clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see Skills & Powers, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.

PSP bonus (10): The psionicist has a potent mind and rolls eight-sided dice for psionic strength points instead of six-sided dice. The psionicist still gains only three extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

Psychic Adept (10): The psionicist receives extra powers according to the table below instead of the Psionic Progression table in the Skills & Powers book. The two disciplines the psionicist chooses at first level count as primary disciplines (see Skills & Powers, page 154).

Psychic Adept Power Progression

Exp.
Total
Total
Total
Level
Disciplines
Sciences
Devotions




1
2
2
4
2
3
2
6
3
3
3
8
4
3
3
10
5
3
4
11
6
4
4
12
7
4
5
13
8
4
5
14
9
4
6
15
10
5
6
16
11
5
7
17
12
5
7
18
13
5
8
19
14
5
8
20
15
5
9
21
16
5
9
22
17
5
10
23
18
5
10
24
19
5
11
25
20
5
11
26

Range Boost (5/10): The ranges of all powers within the psionicist's primary discipline increase by 25%. If the psionicist is a psychic adept he has two primary disciplines. At base cost (5), the ranges of only one discipline's powers increase. For a cost of 10 character points, the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch remain unaffected by this ability.

Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.

Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist chooses to specialize in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.

Weapon Use (5/10): The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff, sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his mental powers in combat.

Psionics and sub abilities: If the rules for sub abilities are in play, Constitution/Fitness, Intelligence/Reason, and Wisdom/Intuition determine a psionicist's PSP total. Wild talent checks use the same set of scores.

Wisdom/Willpower determines a character's base MAC, and Intelligence/Reason determines a character's MAC modifier.

Weapon Proficiencies: Once the psionicist has purchased class abilities he receives 6 character points for weapon proficiencies. The psionicist can spend these points as follows:

Ability
Character PointCost
Proficiency in a single weapon from the psionicist list.
3
Proficiency in a single weapon from the warrior list.
4
Designating a weapon of choice.
3*
Weapon Expertise (one weapon)
4*
Weapon Specialization (one weapon)
8**
Learning a fighting style

* in addition to the cost for proficiency in the weapon.

** in addition to the costs of proficiency in the weapon and the ability to specialize

  Psionicists can learn these fighting styles: one-handed weapon, weapon and shield, two weapon, missile, horse archer, thrown weapon/sling, and special.

Nonweapon Proficiencies: Once the psionicist has purchased class abilities he receives 6 character points for nonweapon proficiencies. The psionicist can choose proficiencies from the general and psionicist groups. Refer to the Skills & Powers book, Chapter 6, and to the chart below:

General Group

Initial
Relevant
Proficiency
Cost*
Rating
Ability
Contact**
5
N/A
Wisdom/Intuition
Mental Armor**
3
N/A
Wisdom/Willpower




Psionicist Group



Gem Cutting
3
6
Dexterity/Aim
Harness Subconscious**
6
7
Wisdom/Willpower
Meditative Focus**
5
8
Wisdom/Intuition
Musical Instrument
2
7
Charisma Leadership
Reading/Writing
2
8
Intelligence/Knowledge
Rejuvenation**
3
6
Wisdom/Willpower

* Cost in character points

** Proficiency described in Chapter 9 of the
Skills & Powers book.

Buying Wild Talents: Any character can purchase a wild talent as a trait for 9 character points. The character need not make a wild talent check, but must roll randomly to determine what the wild talent is (see Skills & Powers, page 156). Note that a character could make a normal wild talent check and use a character point to reroll if the check fails.

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