d20 Modern Psionic may make more sense than it did in DND.

Voneth

First Post
In regular DND, there is a lot of talk about how different schools of psionics need different attributes, something different compared to what Clerics, Mages and Sorcerers do.

In looking at how even the basic classes in d20 Modern are focused one attribute, and how that carries on to the Advanced Classes (AdC), I can see how d20 Modern Psionics allows a Strong or Tough hero access to a "spell casting" class that capitlizes on his main strength.
 

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For anyone w/ the book, have they switched Psychokinesis to Strength, and Psychometabolism to Constitution? I think that they should have done that in DnD, but that's just me.
 

i don't think so Jeph (they're not in SRD, anyway...)

Attraction (Cha) Target develops an attraction the manifester specifies.
Brain Lock (Cha) Target can’t move or take any mental actions.
Burst (Dex) Speed improves by 10 feet for 1 round.
Charm Person (Cha) Makes target manifester’s friend.
Clairaudience/Clairvoyance (Wis) Hear or see at a distance.
Claws of the Bear (Str) Manifester’s claw attack deals 1d12 damage.
Combat Focus (Wis) Gain a +4 insight bonus to initiative.
Combat Precognition (Wis) Gain a +1 insight bonus to Defense.
Combat Prescience (Wis) Gain a +2 insight bonus on attack rolls.
Concussion (Con) Mentally pummel target for 3d6 damage.
Control Object (Con) Telekinetically animate a small object.
Darkvision (Wis) See in the dark.
Daze (Cha) Target loses next action.
Detect Psionics (Wis) Manifester can detect the presence of psionic activity.
Detect Thoughts (Cha) Detect target’s surface thoughts.
Distract (Cha) Target’s mind wanders, imparting a -1 penalty on certain
actions.
Domination (Cha) Subject obeys manifester’s will.
Electric Charge (Int) Shocking touch deals 2d6 damage to target.
False Sensory Input (Cha) Falsify one of the target’s senses.
Far Hand (Con) Minor telekinesis.
Far Punch (Con) Telekinetic strike deals 1 damage.
Finger of Fire (Int) Deal 1d3 fire damage to target.
Fire Bolt (Int) Deals 1d6+1 fire damage to target.
Fire Storm (Int) Deals 5d6 fire damage in 30-foot radius.
Forced Mindlink (Cha) Forge mental bond with unwilling target.
Greater Bioweapon (Str) Creates a staff of bioenergy that deals 2d8 bludgeoning
damage.
Inflict Pain (Cha) Mental attack deals 3d6 damage to target.
Lesser Bioweapon (Str) Create a staff of bioenergy that deals 1d4 bludgeoning
damage.
Lesser Body Adjustment (Str) Heal 1d8 hp, or gain +1 bonus on next Fortitude
save to resist poison or disease, or heal 1 point of ability damage.
Lesser Concussion (Con) Mentally pummel target for 1d6 damage.
Lesser Domination (Cha) Forces target to obey manifester’s will.
Lesser Mindlink (Cha) Forge a limited mental bond with target.
Levitate (Dex) Target moves up or down at manifester’s direction.
Lightning Strike (Int) Deals 3d6 electrical damage in a 30-foot radius.
Mental Blast (Cha) Target stunned for 3d4 rounds.
Metaphysical Weapon (Int) Weapon gains a +3 enhancement bonus.
Mind Darts (Int) A flurry of mental bursts deals 2d6 damage to target.
Mindlink (Cha) Forge a mental bond with others.
Mindprobe (Cha) Discover a target’s secret thoughts.
Missive (Cha) Send a one-way telepathic message.
Natural Armor (Str) Manifester gains a +4 natural armor bonus to Defense.
Negate Psionics (Con) Cancels psionic powers and effects.
Object Reading (Wis) Reveal an object’s past.
Power Resistance (Wis) Target gains power resistance 12.
Psychofeedback (Str) Use power points to boost Str, Dex, and/or Con modifiers.
Sending (Dex) Deliver short message anywhere instantly.
Sensitivity to Psychic Impressions (Wis) Reveal an area’s past.
Suggestion (Cha) Compels target to follow suggested action.
Tailor Memory (Cha) Plant false memory in target.
Telekinesis (Con) Lift or move 25 pounds per level at long range.
Valor (Str) Gain a +1 morale bonus on saving throws.
Verve (Str) Gain 1 temporary hit point.
Vigor (Str) Gain 3 temporary hit points.
Whitefire (Int) Deals 5d4 fire damage in 20-foot radius.
 

Yes, the psionic "schools" are Strengthe, Dexterity, Constitution, Intelligence, Widom, and Charisma instead of the long long long names that I can't remember right now :D
 

My favorite thing is the Wild Talent feat, it's about time there was a way to do that without using up a level. I think i'll be useing this Feat in the next D&D campaign i run too.
 

Psionic Disciplines

Schools are actually called disciplines. They are: Psychometabolism (Strength), Psychoportation (Dexterity), Psychokinesis (Constitution), Metacreativity (Intelligence), Clairsentiency (Wisdom) and Telepathy (Charisma).

Z.
 

To be honest, for my money I think I'd go with the Call of Cthulu psionic powers (feats plus Psychic Focus skill), probably without the associated cost for a standard psi-world campaign.
 

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