I'm making a jungle-psionics-wixia campaign setting, and wanted to use VP/WP. Armor will provide Damage Reduction, but only against damage to WP. Weapons with high critical multipliers will deal bonus damage on a critical hit equal to (multiplier - 2) x 2 damage. So, Scythes will deal 2d4+4 damage, Greataxes 1d12+2, etc. (normally when using VP/WP, all weapons just bypass VP and deal WP damage.) Characters will have an either High or Low base defense bonus. (Psions have Low, everyone else has High.) Low BDB progrsses like the Psion's BAB, and Medium BDB progresses like the Rogue's BAB.
The Fighter, Monk (called Martial Artist), Ranger, Rogue, Barbarian, Psychic Warrior, and Psion will all be available as PC and NPC classes. The Expert, Commoner, and Warrior will be available as NPC classes. I've done some changes to all the PC classes.
The Fighter: As described in the PHB, except for the following modifications. Fighters are not proficient in Heavy Armor, but may choose one exotic weapon of their choice to become Proficient in.
The Martial Artist: As described in the PHB, except for the following modifications. Martial Artists have a Medium, not High, Fortitude and Will save. They lose all class abilities except for Unarmed Strike, increased Unarmed Attack Rate, increased Unarmed damage, Flurry of Blows, and increased Speed. Instead, they gain a Bonus Martial Arts feat at levels 2, 6, 10, 14, and 18, and a Low Psionics progression. They retain their Wisdom modifier to Defense, but do not gain an extra bonus from levels. In addition, they gain the Constant Awareness class ability at 1st level. Also, Use Psionic Device is a class skill. Martial Artists have no alignment restrictions.
Constant Awareness: the Martial Artist is considered to always have 1 Reserve Power Point, weather they actually do or not. This allows them to take Psionic Feats such as Inertial Armor, Speed of Thought,, and Psychic Bastion before they actually have Power Points.
The Ranger: As described in the PHB, except for the following modifications. Instead of gaining Spells, the Ranger can choose 1 of 2 options: gain a bonus feat at levels 4, 8, 12, and 16; or gain a Low Psionics progression. In addition, they may either choose Point Blank Shot and Precise shot, or Ambidexterity and Two Weapon Fighting as virtual feats. Either way, their Reflex save improves to Good, and at 2nd level, they gain the Smite Favored Enemy class ability. They gain 1 extra usage of Smite Favored Enemy per day at 8th, 14th, and 20th levels. Tumble is a class skill.
Smite Favored Enemy: Starting at level 2, the Ranger gains the extraordinary ability to perform a Smite against one of their favored enemies, once per day. When performing a Smite, they gain a +4 bonus to the attack roll, and a bonus to damage equal to their Ranger level. For instance, a 9th level Ranger with a Longsword would deal 1d8+9 damage, plus any modifiers for high Strength, Psionics, etc.
The Rogue: As described in the PHB, except for the following modifications. The Use Magic Device class skill is replaced with Use Psionic Device. Death Attack, Lightning Initiative, Poison Use, and Constant Awareness are added to the list of Rogue Special Abilities.
Death Attack: As the Assassin class ability. Use 1/2 (round up) the Rogue’s level to determine the DC of the Death Attack.
Lightning Initiative: A number of times per day equal to his Dexterity modifier, the Rogue may reroll his initiative. This is a free action, and is performed before combat begins. The characer must have the Improved Initiative feat before they may take this ability.
Poison Use: As the Assassin class ability.
Constant Awareness: the Rogue is considered to always have 1 Reserve Power Point, weather they actually do or not. This allows them to take Psionic Feats such as Inertial Armor, Speed of Thought,, and Psychic Bastion before they actually have Power Points.
The Barbarian: As described in the PHB, except for the following modifications. Instead of gaining an extra Uncanny Dodge level at levels 10, 13, 16, and 19, they gain a bonus combat feat at levels 10, 14, and 18.
The Psychic Warrior: As described in the Psionics Handbook, except for the following modifications. Psychic Warriors are not proficient with Heavy armor. Instead, they gain proficiency with one Exotic weapon of their choice. Psychic Warriors do not gain Psionic Combat modes. In addition to recieving it for free at 6th level, Psychic Warriors may take it as a normal feat or bonus feat any level thereafter.
The Psion: As described in the Psionics Handbook, except for the following modifications. Psions do not recieve Psionic Combat modes, but instead gain a bonus Metapsionic, Item Creation, or Psionic feat at levels 1, 5, 10, 15, and 20.
The world will be one with only 2 sentient "humanoid" races: Humans and Yuan-Ti. Inevitably, Tainted Humans cropped up. Humans (there are 3 subtypes), Tainted Humans, Halfbloods, and Purebloods are available as PC races.
Humans: As described in the PHB, except for the following modifications. Humans are the more populous, but undoubtedly weaker, race on the planet. If they did not have a breeding rate approximately 5 times as fast as Yuan-Ti, they would have obviously been turned into a servitor race long ago. As it is, Humans are hard pressed by their snakelike cousins; requiring entire squads of warriors to take down even 2 or 3 Yuan-Ti assailants or slaver-traders.
There are three distinct groups of humans: Cave-dwellers, Canopy-dwellers, and Nomads. In addition to the standard racial traits, all humans gain a few bonusses, based on their subclassifications.
Because of the location of their lofty tree-homes, Canopy-dwellers need to be skilled at reaching them, and it is imperitive that they don’t lose purchase. Among the trees in which they make their home,s they practice an odd form of vertical agraculture, with fruit-bearing vines hanging down from high branches, drawing moisture from the humid air. They gain a +2 racial bonus to Balance and Climb checks.
Cave-Dwellers are better adapted to their dark homes. They subsist by growing cave-lichens, herding large rodents, and sending out (heavily armed and armored) forraging teams into the jungle. They gain Low-Light vision, which allows them to see thrice as far as humans in conditions of poor illumination, such as moonlight or torchlight.
Nomads wander the forrest floors, and are typically hunter-gatherers. They have been more exposed to the elements, including the psionic creatures, plants, and enemies around them. They each may manifest a single Tallent twice per day. If they have levels in a Psionic class, they gain 2 additional free 0-level manifestations per day.
Tainted Humans: These are the humans that have some Yuan-Ti lineage. Although the majority of Humans and Yuan-Ti are at war, there are a (very) few peaceful interracial couplings. More common, however, is the rape of a human slave by a Yuan-Ti overlord or task master, or a coupling as the result of sprinkled Telepathy. They live tortured childhoods, growing up as outcasts, no matter which parrent they stay with. However, this only serves to toughen them and make them more self-sufficient. Tainted Humans have the following racial traits:
- +2 Intelligence, +2 Wisdom, +2 Charisma. Tainted Humans have some of the advanced mental capacities of their Yuan-Ti ancesters.
- +1 Natural Armor. Tainted Humans have thick, scaly skin.
- +2 bonus on Hide checks: Their skin changes color slightly to match their surroundings.
- Psionics: Tainted Humans may manifest Suggestion and Detect Poison, each twice per day. They have some of their ancestor’s innate psionic capabilities.
- Favored Class: Psion or Psychic Warrior. Their psychic natures make them natural manifesters.
- +1 ECL adjustment: Tainted Humans are more powerful than normal Humans.
Yuan-Ti: Yuan-Ti are the devius, genius snake-men that are the most powerful, yet not quite dominant, race on the planet. Only their slow breeding rate stops them from increasing their population and taking over the jungles, once and for all.
Yuan-Ti adhere to a strict caste system, with the Shamans at the top, the Nobles below them, the Farmers below the Nobles, the Craftsmen below the Farmers, and the Soldiers below the Craftsmen. It is considered illegal for Farmers, Craftsmen, and Soldiers to talk to a Shaman, or any noble except for the Gayut, or general-princes. The Gayut are a subdivision of the Nobles, and acr as the head of the Yuan-Ti armies.
There are three types of Yuan-Ti: Purebloods, Halfbloods, and Abominations. Purebloods appear to be human accept at first glance, but have scaly patches on their skin, pointed teeth, and a thin, forked tongue. Purebloods make up the majority of the Farmer and Craftsmen castes, but also have a minority representation in the Soldier and Noble castes.
Halfbloods are still mainly humanoid, but have much more obvious serpentine features, such as a snake’s head or tail. They fill the role of Nobles and Soldiers, and have a few representatives among the Craftsmen and Farmers.
Abominations are usually just giant, intelligant snakes, but occasionally have humanoid heads or arms. Abominations are exclusively of the Shaman class.
For the base statistics of the Yuan-Ti, refer to the Monster Manual, page 190. A Yuan-Ti’s favored class is Fighter, Ranger or Psychic Warrior (Pureblood), or Psion (Shaper, Telepath, or Farseer) for Halfbloods and Abominations. Purebloods recieve a +6 ECL adjustment, Halbloods a +7, and Abominations a +9.
Stand by for the next installment.
The Fighter, Monk (called Martial Artist), Ranger, Rogue, Barbarian, Psychic Warrior, and Psion will all be available as PC and NPC classes. The Expert, Commoner, and Warrior will be available as NPC classes. I've done some changes to all the PC classes.
The Fighter: As described in the PHB, except for the following modifications. Fighters are not proficient in Heavy Armor, but may choose one exotic weapon of their choice to become Proficient in.
The Martial Artist: As described in the PHB, except for the following modifications. Martial Artists have a Medium, not High, Fortitude and Will save. They lose all class abilities except for Unarmed Strike, increased Unarmed Attack Rate, increased Unarmed damage, Flurry of Blows, and increased Speed. Instead, they gain a Bonus Martial Arts feat at levels 2, 6, 10, 14, and 18, and a Low Psionics progression. They retain their Wisdom modifier to Defense, but do not gain an extra bonus from levels. In addition, they gain the Constant Awareness class ability at 1st level. Also, Use Psionic Device is a class skill. Martial Artists have no alignment restrictions.
Constant Awareness: the Martial Artist is considered to always have 1 Reserve Power Point, weather they actually do or not. This allows them to take Psionic Feats such as Inertial Armor, Speed of Thought,, and Psychic Bastion before they actually have Power Points.
The Ranger: As described in the PHB, except for the following modifications. Instead of gaining Spells, the Ranger can choose 1 of 2 options: gain a bonus feat at levels 4, 8, 12, and 16; or gain a Low Psionics progression. In addition, they may either choose Point Blank Shot and Precise shot, or Ambidexterity and Two Weapon Fighting as virtual feats. Either way, their Reflex save improves to Good, and at 2nd level, they gain the Smite Favored Enemy class ability. They gain 1 extra usage of Smite Favored Enemy per day at 8th, 14th, and 20th levels. Tumble is a class skill.
Smite Favored Enemy: Starting at level 2, the Ranger gains the extraordinary ability to perform a Smite against one of their favored enemies, once per day. When performing a Smite, they gain a +4 bonus to the attack roll, and a bonus to damage equal to their Ranger level. For instance, a 9th level Ranger with a Longsword would deal 1d8+9 damage, plus any modifiers for high Strength, Psionics, etc.
The Rogue: As described in the PHB, except for the following modifications. The Use Magic Device class skill is replaced with Use Psionic Device. Death Attack, Lightning Initiative, Poison Use, and Constant Awareness are added to the list of Rogue Special Abilities.
Death Attack: As the Assassin class ability. Use 1/2 (round up) the Rogue’s level to determine the DC of the Death Attack.
Lightning Initiative: A number of times per day equal to his Dexterity modifier, the Rogue may reroll his initiative. This is a free action, and is performed before combat begins. The characer must have the Improved Initiative feat before they may take this ability.
Poison Use: As the Assassin class ability.
Constant Awareness: the Rogue is considered to always have 1 Reserve Power Point, weather they actually do or not. This allows them to take Psionic Feats such as Inertial Armor, Speed of Thought,, and Psychic Bastion before they actually have Power Points.
The Barbarian: As described in the PHB, except for the following modifications. Instead of gaining an extra Uncanny Dodge level at levels 10, 13, 16, and 19, they gain a bonus combat feat at levels 10, 14, and 18.
The Psychic Warrior: As described in the Psionics Handbook, except for the following modifications. Psychic Warriors are not proficient with Heavy armor. Instead, they gain proficiency with one Exotic weapon of their choice. Psychic Warriors do not gain Psionic Combat modes. In addition to recieving it for free at 6th level, Psychic Warriors may take it as a normal feat or bonus feat any level thereafter.
The Psion: As described in the Psionics Handbook, except for the following modifications. Psions do not recieve Psionic Combat modes, but instead gain a bonus Metapsionic, Item Creation, or Psionic feat at levels 1, 5, 10, 15, and 20.
The world will be one with only 2 sentient "humanoid" races: Humans and Yuan-Ti. Inevitably, Tainted Humans cropped up. Humans (there are 3 subtypes), Tainted Humans, Halfbloods, and Purebloods are available as PC races.
Humans: As described in the PHB, except for the following modifications. Humans are the more populous, but undoubtedly weaker, race on the planet. If they did not have a breeding rate approximately 5 times as fast as Yuan-Ti, they would have obviously been turned into a servitor race long ago. As it is, Humans are hard pressed by their snakelike cousins; requiring entire squads of warriors to take down even 2 or 3 Yuan-Ti assailants or slaver-traders.
There are three distinct groups of humans: Cave-dwellers, Canopy-dwellers, and Nomads. In addition to the standard racial traits, all humans gain a few bonusses, based on their subclassifications.
Because of the location of their lofty tree-homes, Canopy-dwellers need to be skilled at reaching them, and it is imperitive that they don’t lose purchase. Among the trees in which they make their home,s they practice an odd form of vertical agraculture, with fruit-bearing vines hanging down from high branches, drawing moisture from the humid air. They gain a +2 racial bonus to Balance and Climb checks.
Cave-Dwellers are better adapted to their dark homes. They subsist by growing cave-lichens, herding large rodents, and sending out (heavily armed and armored) forraging teams into the jungle. They gain Low-Light vision, which allows them to see thrice as far as humans in conditions of poor illumination, such as moonlight or torchlight.
Nomads wander the forrest floors, and are typically hunter-gatherers. They have been more exposed to the elements, including the psionic creatures, plants, and enemies around them. They each may manifest a single Tallent twice per day. If they have levels in a Psionic class, they gain 2 additional free 0-level manifestations per day.
Tainted Humans: These are the humans that have some Yuan-Ti lineage. Although the majority of Humans and Yuan-Ti are at war, there are a (very) few peaceful interracial couplings. More common, however, is the rape of a human slave by a Yuan-Ti overlord or task master, or a coupling as the result of sprinkled Telepathy. They live tortured childhoods, growing up as outcasts, no matter which parrent they stay with. However, this only serves to toughen them and make them more self-sufficient. Tainted Humans have the following racial traits:
- +2 Intelligence, +2 Wisdom, +2 Charisma. Tainted Humans have some of the advanced mental capacities of their Yuan-Ti ancesters.
- +1 Natural Armor. Tainted Humans have thick, scaly skin.
- +2 bonus on Hide checks: Their skin changes color slightly to match their surroundings.
- Psionics: Tainted Humans may manifest Suggestion and Detect Poison, each twice per day. They have some of their ancestor’s innate psionic capabilities.
- Favored Class: Psion or Psychic Warrior. Their psychic natures make them natural manifesters.
- +1 ECL adjustment: Tainted Humans are more powerful than normal Humans.
Yuan-Ti: Yuan-Ti are the devius, genius snake-men that are the most powerful, yet not quite dominant, race on the planet. Only their slow breeding rate stops them from increasing their population and taking over the jungles, once and for all.
Yuan-Ti adhere to a strict caste system, with the Shamans at the top, the Nobles below them, the Farmers below the Nobles, the Craftsmen below the Farmers, and the Soldiers below the Craftsmen. It is considered illegal for Farmers, Craftsmen, and Soldiers to talk to a Shaman, or any noble except for the Gayut, or general-princes. The Gayut are a subdivision of the Nobles, and acr as the head of the Yuan-Ti armies.
There are three types of Yuan-Ti: Purebloods, Halfbloods, and Abominations. Purebloods appear to be human accept at first glance, but have scaly patches on their skin, pointed teeth, and a thin, forked tongue. Purebloods make up the majority of the Farmer and Craftsmen castes, but also have a minority representation in the Soldier and Noble castes.
Halfbloods are still mainly humanoid, but have much more obvious serpentine features, such as a snake’s head or tail. They fill the role of Nobles and Soldiers, and have a few representatives among the Craftsmen and Farmers.
Abominations are usually just giant, intelligant snakes, but occasionally have humanoid heads or arms. Abominations are exclusively of the Shaman class.
For the base statistics of the Yuan-Ti, refer to the Monster Manual, page 190. A Yuan-Ti’s favored class is Fighter, Ranger or Psychic Warrior (Pureblood), or Psion (Shaper, Telepath, or Farseer) for Halfbloods and Abominations. Purebloods recieve a +6 ECL adjustment, Halbloods a +7, and Abominations a +9.
Stand by for the next installment.
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