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*Pathfinder & Starfinder
Introducing Psionics (To both the players and me)
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<blockquote data-quote="Varthol" data-source="post: 5605718" data-attributes="member: 95517"><p><strong>re</strong></p><p></p><p>First of all, in 3.5, there was a variant rule to treat psionic powers as spells for the purpose of many effects (dispel, antimagic field, SR, etc...). You should play this rule for game balance.</p><p></p><p>Second, all psionic classes have a base reserve of power points (PP) according to their level. For multiclass characters with more than one psionic class, add those points together. Characters gain bonus power points per level with high mental ability scores (INT for psions, WIS for psychic warriors, etc...). Maximum powers level and powers known are determined by class and level.</p><p></p><p>Then you have your manifester level. Typically, psionic powers usually use your full manifester level for most variables except one, usually the damage dice of damaging spells. To increase the damage dealt by mind thrust, a 1st level psionic power, you must spend additional pp. Mind thrust deals an additional damage die for every power point you spend and for every 2 extra damage dice the save DC increases by 1 (this is called augmentation of a power, not all powers have augmentations though).Your manifester level is the limit of power points that can be spent on a single power.</p><p></p><p>Psionic powers can have XP components, but (almost) never have expensive material components.</p><p></p><p>All psionic powers have a minimum pp cost (you must spend that many pp before even augmenting the power):</p><p>0 - I haven't checked PF adaptations but in 3.0-3.5, unlike spells, there were no 0 level psionic powers</p><p>1st - 1pp</p><p>2nd - 3pp</p><p>3rd - 5pp</p><p>4th - 7pp</p><p>5th - 9pp</p><p>6th - 11pp</p><p>7th - 13pp</p><p>8th - 15pp</p><p>9th - 17pp</p><p>The equivalent of metamagic feats -metapsionic- increase the pp that must be spent on that power and you must expend your psionic focus.</p><p></p><p>Last, to become psionic focused you must succeed at DC 20 Concentration check (standard action, provokes AoO). There are many feats and class features that say "as long as you are psionicly focused" or "by expending your psionic focus".</p><p></p><p>Psionics do not suffer from arcane spell failure and you do not need a free hand to use them (cast while grappled + hurray full-plate <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />).</p><p></p><p>The final part, psionics characters have access to an extra skill, Autohypnosis, which can allow you to ignore many effects if you roll high enough (relatively easy at lvl 8 and later).</p><p></p><p>Can't really fit the entire XPH in one post but hope I helped you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Varthol, post: 5605718, member: 95517"] [b]re[/b] First of all, in 3.5, there was a variant rule to treat psionic powers as spells for the purpose of many effects (dispel, antimagic field, SR, etc...). You should play this rule for game balance. Second, all psionic classes have a base reserve of power points (PP) according to their level. For multiclass characters with more than one psionic class, add those points together. Characters gain bonus power points per level with high mental ability scores (INT for psions, WIS for psychic warriors, etc...). Maximum powers level and powers known are determined by class and level. Then you have your manifester level. Typically, psionic powers usually use your full manifester level for most variables except one, usually the damage dice of damaging spells. To increase the damage dealt by mind thrust, a 1st level psionic power, you must spend additional pp. Mind thrust deals an additional damage die for every power point you spend and for every 2 extra damage dice the save DC increases by 1 (this is called augmentation of a power, not all powers have augmentations though).Your manifester level is the limit of power points that can be spent on a single power. Psionic powers can have XP components, but (almost) never have expensive material components. All psionic powers have a minimum pp cost (you must spend that many pp before even augmenting the power): 0 - I haven't checked PF adaptations but in 3.0-3.5, unlike spells, there were no 0 level psionic powers 1st - 1pp 2nd - 3pp 3rd - 5pp 4th - 7pp 5th - 9pp 6th - 11pp 7th - 13pp 8th - 15pp 9th - 17pp The equivalent of metamagic feats -metapsionic- increase the pp that must be spent on that power and you must expend your psionic focus. Last, to become psionic focused you must succeed at DC 20 Concentration check (standard action, provokes AoO). There are many feats and class features that say "as long as you are psionicly focused" or "by expending your psionic focus". Psionics do not suffer from arcane spell failure and you do not need a free hand to use them (cast while grappled + hurray full-plate :P). The final part, psionics characters have access to an extra skill, Autohypnosis, which can allow you to ignore many effects if you roll high enough (relatively easy at lvl 8 and later). Can't really fit the entire XPH in one post but hope I helped you :). [/QUOTE]
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