[RCFG] Psionics

Raven Crowking

First Post
Working on the Mystic Caster right now; hope to have all the psionic classes done this week, and this appendix and the next (Varient Classes) by the end of next weekend.

RC
 

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Raven Crowking

First Post
Classes Done; now moving on to psionic powers (then I have to backfill wild talents).

Example:

Psychic Warrior

Hit Die: d8

Starting Skills: Acrobatics 2, Bluff 2, Heal 1, Intimidate 2, Stealth 1.

Bonus Skill Points: Initial 4, 4 per level thereafter.

Weapon Skill Points: Initial 6, 3 per 2 levels thereafter.

Primary Save: Perception.

Level Features:

• Combat Senses 1: At 1st level, a psychic warrior gains a +1 bonus to Initiative due to a precognitive sense. This bonus increases to +2 at 6th level, +3 at 10th level, and +4 at 15th level.

• Armour Without Armour: At 2nd level, a psychic warrior gains the psychic ability to harden her skin when she is not wearing armour. As a result, she gains a bonus to her Armour Class equal to her psychic warrior level whenever she is not wearing armour. She can use a shield while gaining this bonus.

• Weapon Without Weapon 1: At 3rd level, a psychic warrior can manifest a shimmering field of telekinetic and ectoplasmic energy as a Reaction. This field is equal in all respects to a short sword. The manifested weapon disappears instantly if it leaves the psychic warrior’s hand. This weapon is used with the Sword Fighting weapon skill.

• Combat Senses 2: At 4th level, a psychic warrior gains insight into the psyche of her opponents. Each round, as a Reaction, she may take a bonus to attack rolls, damage rolls, or Armour Class, equal to +1 per three psychic warrior levels possessed (rounded down). Once the bonus is determined, it cannot be changed for that round.

• Followers 1: At 6th level, the fame of the psychic warrior is such that a body of warriors comes to follow her. So long as the psychic warrior maintains their equipment and pays for their upkeep (generally 3 gp each per month, plus expenditures that arise in the game), they obey the psychic warrior without question.

The psychic warrior gains on NM3 warrior, 2d4 NM 2 warriors, and 6d6 NM 1 warriors. Each comes equipped with a spear and short sword. Their base morale is 9.

• Science 1: At 6th level, a psychic warrior gains access to one psionic science, chosen by the character.

• Weapon Without Weapon 2: At 6th level, when a psychic warrior manifests her psychic weapon (as per Weapon Without Weapon 1, gained at 3rd level), the weapon gains the ability to cut through up to 10 points of Damage Resistance or hardness.

• Disciplines 1: At 7th level, a psychic warrior gains 3 ranks to purchase disciplines in the science she knows. She can gain no more than 2 ranks in any given discipline.

• Followers 2: At 9th level, a psychic warrior may seek to establish a sanctuary. Any psychic warrior who does so automatically attracts NPCs willing to serve and maintain the sanctuary.

The psychic warrior attracts 2d6 NM 3 mediums; 2d6 NM 2 warriors equipped with spear, short sword, and shield; and 6d6 NM 1 commoners capable of farming, cleaning, and otherwise maintaining the location.

These followers are in addition to those from Followers 1 (at 6th level), and require the same upkeep.

• Science 2: At 10th level, a psychic warrior gains access to a second psionic science, chosen by the character.

• Weapon Without Weapon 3: At 10th level, a psychic warrior can manifest two psychic weapons at a time (each weapon costs a Reaction to manifest). Moreover, he can use them as a ranged weapon, to a maximum distance of 30 feet, using the Knife Throwing weapon skill. A psychic weapon used in this way disappears after the attack, leaving the psychic warrior free to manifest another as a Reaction.

• Disciplines 2: At 11th level, a psychic warrior gains 3 ranks to purchase disciplines in the sciences she knows. She can gain no more than 1 rank in any given discipline.

• Followers 3: If she maintains a sanctuary, a 13th level psychic warrior gains the services of a 6th level psychic warrior, who comes with followers as per Followers 1 (gained at 6th level).

These followers are in addition to those from Followers 1 and Followers 2, and require the same upkeep.

• Science 3: At 14th level, a psychic warrior gains access to a third psionic science, chosen by the character.

• Disciplines 3: At 15th level, a psychic warrior gains 3 ranks to purchase disciplines in the sciences she knows. She can gain no more than 1 rank in any given discipline.

• Weapon Without Weapon 4: At 15th level, the base damage of a psychic warrior’s psychic weapon (as per Weapon Without Weapon 1, gained at 3rd level) increases to 1d10. Moreover, the psychic warrior can make ranged attacks with her psychic weapon (as per Weapon Without Weapon 3, gained at 10th level), to a distance of 500 feet.

Finally, by spending a Reaction, the psychic warrior can use her psychic weapon to deliver a psionic attack, made using any appropriate discipline she knows. She must still pay the cost of the attack as normal.
 

Raven Crowking

First Post
Astral Projection

Linked to: Strength

Granted Ability: Astral Resistance. A character with access to this science gains a Willpower save (DC 20) to resist any form of possession (including any spell, power, or device that allows another to directly control the character’s body through mental means, but not telekinetic control or the like), attempt to sever his “silver cord”, or attempt to eject him from his body. If a save is normally allowed, the character gains the normal save, and gains this second save as a Free Reaction.

Description: Astral projection is the science of leaving one’s body in spirit form, and entering the astral plane. This works much as does the astral spell (pages 153-154), except that the psionic character can bring no other creature along except as described under the “Astral Walk” discipline. Other disciplines are directly related to manipulating the astral form of the character, of others, or partially entering the astral plane.

Disciplines:

• Astral Attack: This discipline allows the psionic character to attempt to draw any living creature’s spirit from its body. This discipline is of no use against creatures without separate spirits and bodies, including Constructs, Elementals, and Outsiders, as well as creatures with the Noncorporeal or Spirit subtype. Using this discipline is an Action.

o 1 Rank: The character must succeed with a touch attack. The victim gains a Willpower save to resist, and takes 1 point of Wisdom and Charisma damage if the save is failed.

o 2 Ranks: The character must succeed with a touch attack. The victim gains a Willpower save to resist. If the save is failed, the victim takes 1 point of Wisdom and Charisma damage, and is stunned (and loses its next Action). If the victim succeeds in the save, it is still stunned (and loses its next Action).

o 3 Ranks: The character must succeed with a ranged touch attack, at a distance of up to 10 feet. The victim gains a Willpower save to resist. If the save is failed, the victim takes 1d4 points of Wisdom and Charisma damage (rolled separately), and is stunned (and loses its next Action). If the victim succeeds in the save, it is still stunned (and loses its next Action).

o 4 Ranks: The character must succeed with a ranged touch attack, at a distance of up to 30 feet. The victim gains a Willpower save to resist. If the save is failed, the victim takes 1d6 points of Wisdom and Charisma damage (rolled separately), and is stunned (and loses its next Action). If the victim succeeds in the save, it is still stunned (and loses its next Action).

o 5 Ranks: The character must succeed with a ranged touch attack, at a distance of up to 60 feet. The victim gains a Willpower save to resist. If the save is failed, the victim takes 1d10 points of Wisdom and Charisma damage (rolled separately), and is stunned (and loses its next Action). If the victim succeeds in the save, it is still stunned (and loses its next Action).​

• Astral Walk: This discipline allows the psionic character to leave his body and travel on the astral plane. It takes 10 minutes to use this ability, and the character must have contact (or have a chain of contact, such as by holding hands in a circle) with any other additional creatures taken into the astral plane. Each use of this discipline lasts up to 1 hour per psionic class level; if the character continues beyond this point, his body automatically pays the cost using temporary Strength damage (regardless of how much psionic buffer the character has remaining). The character is not automatically made aware of this when it occurs.

It is, therefore, possible for the character’s physical body to atrophy and die while his spirit roams the astral plane. In this case, both body and consciousness die. A character’s physical body cannot Shake it Off while his consciousness is elsewhere. A character’s astral body will not be affected by any Strength costs paid for the use of psionic disciplines once the character has begun an astral walk. However, if the character returns to his physical body, any remaining Strength damage stacks; again with potentially lethal consequences.

o 1 Rank: The character can enter a trance and leave his body, as per the astral spell (pages 153-154). The character cannot bring other creatures with him, and cannot enter other planes via the astral plane.

o 2 Ranks: The character can enter a trance and leave his body, as per the astral spell (pages 153-154). The character can bring other creatures with him, by increasing the cost of the discipline by 1 per additional creature. The character still cannot enter other planes via the astral plane.

o 3 Ranks: The character can enter a trance and leave his body, as per the astral spell (pages 153-154). The character can bring other creatures with him, by increasing the cost of the discipline by 1 per additional creature. The character still cannot enter other planes via the astral plane.

o 4 Ranks: The character can enter a trance and leave his body, as per the astral spell (pages 153-154). The character can bring other creatures with him, by increasing the cost of the discipline by 1 per additional creature, and enter other planes via the astral plane. If the character has other creatures with him, he can guide those characters through the astral plane.

o 5 Ranks: The character can enter a trance and leave his body, as per the astral spell (pages 153-154). The character can bring other creatures with him, equal to his psionic class level, at no additional cost. More creatures can be brought by increasing the cost of the discipline by 1 per additional creature, and enter other planes via the astral plane. If the character has other creatures with him, he can guide those characters through the astral plane.​

etc.....
 

Raven Crowking

First Post
Manifestation

Linked to: Intelligence

Granted Ability: Forced Manifestation: A character with access to this science can spend an Action to force any one ethereal being that she is aware of to manifest in the material plane (as a ghost’s manifestation, making it vulnerable to 50% normal damage from physical spells and attacks, rounded up). The creature must be within 60 feet of the character, and is forced to spend one of its own Reactions to manifest. The creature is also stunned, and loses its next Action.

Description: This science relates to the ability to draw ectoplasm from the astral or ethereal plane, shaping it into objects or creatures in the material plane.

Disciplines:

• Astral Construct: This discipline allows a character to summon and shape proto-living forms from the astral plane. These forms are under the control of the character, doing her bidding without any thoughts of their own. She must spend 1 Reaction each time she gives orders to (or changes the orders of) the astral constructs. Each usage of this discipline can summon up to 1 astral construct per three psionic class levels (round up); the character must spend one Action per construct to be summoned (and all appear at the end of the final Action). The astral constructs remain for one round per psionic caster level, or until destroyed, and then vanish back into the astral plane. The statistics of the astral constructs depend upon the number of ranks used. The appearance of the astral constructs is determined by the character, and does not affect its statistics.

A character with the Astral Projection disciplines, Astral Walk and Possession, can potentially create an astral construct to inhabit while travelling astrally.

For more information on astral constructs, see The Big Book of Monsters.

o Rank 1: Astral Construct (Small Construct): Mv fly 20 ft.; AC 12; Init +1; HD 1d10; Att 1 slam (1d6); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc -1, Prow +0, Reas –, Refl +2, Will –); ML 12; XP 21 + 1/hp. Skills: Fly +4.

o Rank 2: Astral Construct (Small Construct): Mv fly 30 ft.; AC 14; Init +2; HD 2d10; Att 1 slam (1d10); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +0, Prow +2, Reas –, Refl +4, Will –); ML 12; XP 70 + 1/hp. Skills: Fly +6.

o Rank 3: Astral Construct (Medium Construct): Mv fly 40 ft.; AC 16; Init +3; HD 3d10; Att 2 slams (1d10/1d10); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +1, Prow +4, Reas –, Refl +8, Will –); ML 12; XP 182 + 1/hp. Skills: Fly +10.

o Rank 4: Astral Construct (Medium Construct): Mv fly 50 ft.; AC 18; Init +5; HD 4d10; Att 2 slams (1d12/1d12); SA Opponent is stunned with any successful attack, losing its next Action (Will DC 15 negates); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc +2, Prow +8, Reas –, Refl +16, Will –); ML 12; XP 295 + 1/hp. Skills: Fly +16.

o Rank 5: Astral Construct (Large Construct): Mv fly 60 ft.; AC 20; Init +6; HD 5d10; Att 2 slams (2d6/2d6); Opponent is stunned with any successful attack, losing its next Action (Will DC 20 negates); SD Immunities (poison, disease, mind-affecting), Manifested (takes only 50% damage from physical spells or attacks, rounded up); SQ Blindsight 30 feet; SV (Fort –, Perc -1, Prow +0, Reas –, Refl +2, Will –); ML 12; XP 500 + 2/hp. Skills: Fly +26.​

• Ectoplasmic Manifestation: This discipline allows a character to manifest raw ectoplasm from the astral and ethereal planes, drawing into existence in the material plane for a variety of uses. The effect of this discipline is determined by the ranks used. All uses of ectoplasmic manifestation require an Action, and have a range equal to 10 feet per rank used, requiring line of sight. Duration and effects are variable, as described below.

o Rank 1: Ectoplasmic Slime: The character causes a slippery ectoplasmic slime to manifest beneath the feet of another creature. The target creature must succeed in a Reflexes save or fall; even if the save succeeds, it suffers a –2 penalty to its next Action (if a roll is required). The ectoplasm then immediately evaporates.

o Rank 2: Ectoplasmic Cocoon: Gooey ectoplasmic slime manifests to coat a selected creature, giving it a –2 penalty on all attack rolls, skill rolls, and saving throws for the duration of this usage. The ectoplasmic slime lasts 1 round per psionic class level, and then evaporates.

o Rank 3: Entangling Aura: Ectoplasmic tendrils manifest within a 5-foot radius area, making movement difficult. A Prowess save is required to take a move action, and even if successful, a creature cannot charge or fly and only moves half normal speed. All attack rolls, as well as all skill checks and saving throws requiring movement, suffer a –2 penalty. Further, the ectoplasmic tendrils block attacks, granting a +2 Armour Class bonus to any creatures caught within. The entangling aura lasts 1 round per psionic class level, and then evaporates.

o Rank 4: Ectoplasmic Shambler: As Entangling Aura, except that creatures caught within the ectoplasmic tendrils take 1d6 points of damage at the beginning of each round. The character can direct the ectoplasmic shambler to move at a rate of 10 feet per round, by using a Reaction, and this drags along any creature within unless they make a Prowess save (in which case, they remain where they were, possibly still within the ectoplasm, depending upon how far it moved).

o Rank 5: Wall of Ectoplasm: This creates a wall of semi-solid ectoplasm, up to 10 feet long per psionic class level, 10 feet high, and 2 feet thick, shaped as the character desires so long as it remains a continuous plane. The wall cannot be made to appear where creatures or objects are. A creature may make a Prowess Action Save to push through the wall, but this movement requires a full Action to perform, at which time the creature is semi-immobilized, and gains no Dexterity or shield bonus to Armour Class (it is treated as not having a shield readied). The wall of ectoplasm lasts 1 round per psionic class level, or until the character dismisses it.​

• Object Manifestation: This discipline allows a character to manifest an object made of ectoplasm. Each usage requires an Action, and the object so manifested can last up to 1 minute per psionic class level. If the object is broken, however, it dissipates back into the ether. The object always manifests within 3 feet of the character manifesting it, at a point where she desires (although not inside another creature). Complex objects might require a Craft or other skill check, at the Game Master’s discretion. The type of object manifested depends upon the ranks used.

o Rank 1: The object manifested is clearly insubstantial, and not more than 2 feet x 2 feet x 2 feet in area. It is light enough to float in the air, and has a soft green glow (about half as bright as candlelight). The object is insubstantial enough that it cannot directly affect material things (and vice versa), but if the character concentrates she can manipulate it using Actions of Reactions to do so. Thus, a trumpet may appear and play a few notes, or the image of a face.

o Rank 2: As above, except that the object has weight (about half its normal weight, were it real), and can manipulate, and be manipulated by, material creatures and objects, although it is only about 50% effective in doing so (roll 1d6; on a roll of 1-3, any given use of the object fails to have any effect; check each time the object is used, attacked, or otherwise manipulated by material beings or objects). Thus a manifested sword may cut, or it may not, depending upon the roll. The object has no hardness, and has hit points equal to half the character’s psionic class level, rounded up.

o Rank 3: The object manifested appears to be real, and can be up to 3 feet x 3 feet x 3 feet in area. It has only 50% normal weight for a real object, however, and has no hardness. It has hit points equal to the character’s psionic class level. If used as a weapon, it causes 50% normal damage (rounded up). If used as armour, it provides only 50% of the normal AC bonus (rounded up). It may otherwise be used as though it were real.

o Rank 4: The object may be up to 5 feet x 5 feet x 5 feet in area. It has no hardness, and has hit points equal to half the character’s psionic class level, rounded up. It is otherwise treated exactly as is a real object.

o Rank 5: The object may be up to 5 feet x 5 feet x 5 feet in area. It has normal hardness and hit points for an object of its type. It appears, in all ways, to be a real object of its type, and functions exactly as such.​
 

Raven Crowking

First Post
Precognition

Linked to: Charisma

Granted Ability: Déjà Vu: Once per day per psionic class level, the character may reroll a die roll that represents the outcome of an action taken by the character (generally, attack rolls, skill checks, saving throws, and damage rolls, but not rolls such as a roll for new Hit Points when a class level is gained). This represents the character foreseeing the outcome of a particular attempt, and choosing to attempt another way. This ability can only be used once on any particular die roll, and costs one Reaction.

Description: Precognition is the ability to see the future.

Disciplines:

• Precognitive Strike: By knowing where his opponent will be, the character gains a greater chance of hitting it, and improves his damage. Using this discipline is an Action, which then allows the precognitive strike as a Reaction. The bonus to attack roll and damage are determined by the number of ranks used.

o Rank 1: +1 to hit, +1d4 damage

o Rank 2: +2 to hit, +1d6 damage

o Rank 3: +3 to hit, +2d4 damage

o Rank 4: +4 to hit, +2d6 damage

o Rank 5: +5 to hit, +3d6 damage​

• Precognitive Defence: By knowing where an opponent will strike, the character gains an improved ability to avoid its attacks. Using this discipline is an Action, and each usage lasts 1 round per psionic class level. The character gains a bonus to Armour Class, applied to one or more opponents, depending upon the ranks used. Each rank does not stack with itself, but a character can stack different ranks of precognitive defence. When doing so, each rank applies to the same selected opponent.

o Rank 1: +1 bonus to AC against selected opponent (the character may change the selected opponent as a Reaction).

o Rank 2: As above, except the bonus to AC is +2.

o Rank 3: As above, except the bonus to AC against the selected opponent is +3, and the character gains a +1 AC bonus against all other opponents.

o Rank 4: As above, except the bonus to AC against the selected opponent is +4, and the bonus against other opponents is +2.

o Rank 5: As above, except the bonus to AC against the selected opponent is +5, and the bonus against other opponents is +3.​

• True Precognition: This discipline allows a character to glimpse the future. The character must enter a light trance in order to use this ability, lasting 1 minute per rank used. The character is aware of his surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of true precognition are lost, although the usage must still be paid for.

Most uses of precognition require that the character frame a question about the future; the vision he sees is an answer to that question. A character can also simply perform an “open” precognition, where he allows the Game Master to determine what future events are seen. This may lead to vague and unsatisfactory results, as most future events across the breadth of the campaign world have little, if anything, to do with the player characters. This is a way in which the player may ask the Game Master for adventure hooks, however, and the wise GM will use it as such whenever possible. It may not always be clear whether a vision gained from “open” precognition is a potential hook or not.

What sort of information is gained depends upon the ranks used.

It should be noted that, within most RCFG milieus, the future is constantly changing, based upon the events of the present, so any glimpse of the future should be treated as the probable future, or the future that will be if things do not change. However, once a character has gained a glimpse of a probable future, that future becomes more likely to occur, and the Game Master will attempt to manipulate events so that it does. Knowledge of the future can be a double-edged sword!

o Rank 1: The character gains a vague, possibly symbolic or cryptic, vision of the future.

o Rank 2: The character gains an accurate vision of the future, as though he were present at those events. If the events involve the player characters, they may wish to play those events out, and simply substitute the vision for the events when the time comes (if possible; if things have changed, play the events out anew).

For example, if the character wished a vision of an upcoming venture to the Dungeon of Tears, the Game Master could have them play out an encounter with a troll he knows is there. If they succeed in the encounter, the GM may simply tell them that they have reached the chamber of the troll, and defeated it as in the vision. If they are in worse condition when they reach that encounter, though, or if they failed (and wish to use the vision of failure to change their tactics, and thus the future), they may play the encounter anew.

This usage only allows characters to see up to 48 hours into the future.

o Rank 3: As Rank 2, above, except the character can see up to 1 week into the future.

o Rank 4: As Rank 2, above, except the character can see up to 1 year into the future.

o Rank 5: As Rank 2, above, except that there is no limitation to how far into the future the character can see. The players and Game Master may use this ability to play entire “one shot” adventures when their characters are older, better equipped, and higher level, or even other characters of any level in the distant future....so long as everyone is aware that the envisioned future might not come to pass!

It should be noted that a “distant future” adventure can be used by the Game Master to allow the players to have information relevant to their present circumstances. For example, if one of the PCs has a magical, but thus far unidentified, staff, a “distant future” adventure could follow the exploits of one of that character’s descendents carrying that staff with full (or partial) knowledge of what it does. The DM could even let the PCs play a group of their nominal foes, giving them inside information about their potential future capabilities. They might even have some of the current PCs’ equipment, implying a serious future threat for the characters. That future must be changed!​
 

Raven Crowking

First Post
Psychic Healing

Linked to: Constitution

Granted Ability: Psychic, Heal Thyself: The character gains a +1 bonus to the amount of damage she heals each day (see page 105).

Description: This science allows a character to heal herself or others through the power of her mind.

Disciplines:

• Energy Healing: This discipline allows the character to heal another living creature through the manipulation of its body’s aura, spirit, or other energy. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the choice of the character, and the ranks used.

Note that an unscrupulous character could reverse the effects or Ranks 1 to 3, so as to (for example) cause damage or induce a disease to take hold. The character would have to dupe the target into participating, or engage a target that is unconscious, sleeping, or otherwise unable to resist to do so. Binding is not enough, as the target must remain calm. Inducing a disease must be adjudicated by the Game Master. In most cases, a Fortitude or Willpower save negates these effects; a particularly malignant disease should offer a bonus to the save (generally, +2 or +4).

If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.

o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage.

o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage.

o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress.

o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.

o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.​

• Healing Trance: This discipline allows a character to enter a healing trance to repair her own body. The character must enter a light trance in order to use this ability, lasting 5 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the energy healing are lost, although the usage must still be paid for. If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.

o Rank 1: Heal 1d6 hit points or 1 point of temporary ability damage.

o Rank 2: Heal 2d6 hit points or 2 points of temporary ability damage.

o Rank 3: Heal 3d6 hit points, or 3 points of temporary ability damage, or 1 point of ability damage, or remove one disease. As soon as the trance begins, a disease that is targeted ceases to progress.

o Rank 4: Heal 3d6 hit points, or all temporary ability damage, or 2 points of ability damage, or remove all diseases or 1 poison. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.

o Rank 5: Heal 3d6 hit points and all temporary ability damage, or all ability damage, or remove all diseases and poisons. As soon as the trance begins, any disease or poison that is targeted ceases to progress. This rank cannot be reversed.​

• Minor Healing: This discipline allows a character to heal herself or others in a small way, even over a distance. Each usage requires an Action. The range and amount of healing done depends upon the ranks used.

o Rank 1: 1 hit point, up to 10 feet away.

o Rank 2: 1d4 hit points, up to 30 feet away.

o Rank 3: 1d6 hit points, up to 30 feet away.

o Rank 4: 1d6 hit points, or 1 point of temporary ability damage, up to 60 feet away.

o Rank 5: 2d6 hit points, or 1d4 points of temporary ability damage, up to 60 feet away.​

• Psionic Restoration: This discipline is the “big gun” of the psychic healing science, allowing miraculous healing to take place. However, the circumstances under which psionic restoration is useful are less common than those of the other psychic healing disciplines. Moreover, the character is limited to healing other; she cannot use psionic restoration to heal herself.

The character must enter a light trance in order to use this ability, lasting 10 minutes per rank used. The character is aware of her surroundings during this time, and is not considered helpless. If the character’s concentration is broken during this time, however, the benefits of the psionic restoration are lost, although the usage must still be paid for. The target being must remain still and calm, but need not be in a trance or concentrate. The benefits gained depend upon the ranks used.

If a disease or poison has spell resistance, the character must make a psionic class level, with the spell resistance as the DC, in order to remove that spell or poison. This is part of the healing process, and requires no additional action. The character will know whether or not she succeeded. If she failed, the disease or poison begins to progress again as soon as the trance is ended – the character may prolong the trance to prevent this, in hopes that other help will arrive.

o Rank 1: Cure Disease: This cures all diseases the target is currently suffering from.

o Rank 2: Remove Poison: This removes all poisons the target is currently suffering from.

o Rank 3: Cure Blindness or Deafness: The character can either restore sight or hearing, as she desires. This cannot grant sight or hearing to a creature that is naturally without these senses.

o Rank 4: Make Whole: The character may do any one of the following: restore all ability damage, remove one negative energy level, or initiate the regeneration of one missing body part. Regrowing the body part usually takes between 3 to 30 days (the GM can roll 3d10, or determine the time required based upon the body part being regrown).

o Rank 5: Raise Dead: The character can actually bring the dead back to life, so long as the deceased character has not been dead more than one day per psionic class level possessed. The body must be fairly intact, for this usage will not otherwise restore it.

Coming back from the dead is an ordeal. The target is brought back with 1 hit point (and the remaining damage cannot be shaken off). For one week, the target moves at half speed and suffers a – 10 penalty to all initiative rolls, attack rolls, skill checks, and saving throws. Thereafter, the target gains full movement speed, and the penalty is reduced by 1 each day until it is gone.

In addition to the normal cost, both the target and the character permanently lose 1 point of Constitution. This is not ability damage, and it cannot be restored (short of a wish).​
 


Raven Crowking

First Post
If anyone is interested in donating some monster illustrations (with or without characters being mangled by the monsters), that would be great. I’ve been working on the Big Book of Monsters, and have produced a number of illustrations. I have also found some good Public Domain illos, but I could use more.

Illustrations of psionics use would be great, too! Really, beggers cannot be choosers.

There is (unfortunately), no pay for this….but you do get credited, and you may have a free copy of the completed pdf….which will be free anyway. So, really, this is a “goodness of your own heart” type thing.

Thanks,


RC
 

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