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The Psyker (Alternate, Customizable "Psychic" Warlock)
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 3519986" data-attributes="member: 748"><p><span style="font-size: 15px"><strong><u>The Forces</u></strong> (Under Heavy Construction)</span></p><p>Most of these are just from my notes, I'll do a full write up when I have the time.</p><p></p><p>[sblock]<span style="font-size: 12px"><em><strong>Basic:</strong></em></span></p><p><u>Basic Force</u> (Force)-d4, cannot be shaped, affects Ethereal</p><p></p><p><span style="font-size: 12px"><em><strong>Physical:</strong></em></span> (Affected by DR, More General boosts):</p><p><u>Earth</u> (Piercing)-d8, Critical: 19-20/x2</p><p><u>Water</u> (Bludgeoning)-d8, Critical: 20/x3</p><p><u>Wind</u> (Slashing)-d6, Critical: 19-20/x3</p><p></p><p><span style="font-size: 12px"><em><strong>Elemental:</strong></em></span> (Affected by Energy Resistance):</p><p><u>Acid</u> (Acid)-d6, deals half (non-critical) damage following round (Reflex negates)</p><p><u>Lightning</u> (Electricity)-d8, Stun (Fortitude negates)</p><p><u>Fire</u> (Fire)-d10, set aflame (Reflex negates)</p><p><u>Ice</u> (Cold)-d8, Slow (Fortitude negates)</p><p><u>Sound</u> (Sonic)-d6, Deafen (Fortitude negates)</p><p></p><p><span style="font-size: 12px"><em><strong>Esoteric:</strong></em></span> (Untyped damage, Unique properties):</p><p><u>Darkness</u>-d4, Nauseate (Fatigue?), Easy to Shape (1 Free equivalent die to use on a Blast Pattern)</p><p><u>Gravity</u>-d10, Sicken (Nauseate?), Hard to Shape (Must use 1 extra die to use a Blast Pattern)</p><p><u>Life</u>-d8, Fort save half (no attack roll), Nauseate on natural 1</p><p><u>Light</u>-d4, Blindness, Easy to Shape (1 Free equivalent die to use on a Blast Pattern)</p><p><u>Mental</u>-d8, Will save half (no attack roll), Confuse on natural 1</p><p><u>Telekinesis</u>-d6 P/B/S, affected by DR, special*</p><p><u>Temporal</u>-d4, Stasis (Paralyze?)[/sblock]</p><p><u><span style="font-size: 12px"><strong>Blast Patterns (5/6/7):</strong></span></u></p><p>[sblock]The application of Basic Force with another force</p><p>-You can take these in place of Disciplines, the number of Dice a Blast Pattern uses is its Discipline level. You subtract the allotted dice from your damage to apply a shape pattern. You can apply multiple shapes to an attack, but no more patterns than the blast damage dice you have available.</p><p></p><p><strong><em>Tier 1:</em></strong></p><p><u>Discerning</u> (1 Die)-+4 attack bonus/+2 Save DC</p><p><u>Emanate</u> (1 Die)-Area effect (5 ft. radius around self, +5 ft. for every extra Die spent)</p><p><u>Penetrating</u> (1 Die)-Ignore first 10 resistance (Elemental Immunity counts as 40 base resistance)</p><p><u>Selective</u> (1 Die)-Only on area powers, choose who your ability affects</p><p><u>Spear</u> (1 Die)-Improves Range</p><p></p><p><strong><em>Tier 2:</em></strong></p><p><u>Burst</u> (2 Dice)-Area effect</p><p><u>Cone</u> (2 Dice)-Area effect</p><p><u>Knock back</u> (2 Dice)-Knocks back target</p><p><u>Line</u> (2 Dice)-Area effect</p><p><u>Power</u> (2 Dice)-Increased critical effect (can be combined with Concentrated?)</p><p><u>Tripping</u> (2 Dice)-Trip target</p><p></p><p><strong><em>Tier 3:</em></strong></p><p><u>Aura</u> (3 Dice)-Apply as melee attack, also provides offensive shield (ala Fire Shield) - Can only apply Concentrated, Discerning, Knock back, Penetrating, Power, Selective, Tripping on this.</p><p><u>Chain</u> (3 Dice)-Area effect</p><p><u>Concentrated</u> (3 Dice)-Automatic Status Effect (according to Element)</p><p><u>Summons</u> (3 Dice)-Constant effect (ala Dancing weapon/Spiritual Weapon, 3 round duration and/or needs normal attack roll?), works with Life/Mental funnily</p><p><u>Trap</u> (3 Dice)-Attempt to entrap subject</p><p><u>Wall</u> (3 Dice)-Area effect. Creates a wall of energy (ala Wall of Fire)[/sblock]</p><p></p><p><u><span style="font-size: 12px"><strong>Disciplines:</strong></span></u></p><p>[sblock]Disciplines are applications of psychic abilities that go beyond simply using them in forceful displays of power. You can only take a discipline for an element you have available, they’re generally at will abilities that require a swift action (I.e. they can‘t be used the same round Power Surge is used).</p><p>*Constant effects must be maintained every round as a free action (cannot do it if stunned or such).</p><p>**Maintaining 2 or more Constant effects requires a Concentration check (DC 15 for two effects, 25 for three, 35 for four) every round. Generally a Psychic begins battle with only one Constant effect.</p><p>DC = 10 + 1/2 Psychic Level + Cha Mod</p><p></p><p>Tier 1 is (usually) a personal, defensive ability.</p><p>Tier 2 is a personal, option-enhancing ability, generally boosted at 10th level</p><p>Tier 3 is a power definitive of the force (all these abilities are tiring and cause fatigue, exhausted status if already fatigued, or unconsciousness if already exhausted)</p><p></p><p><span style="font-size: 12px"><em><strong>Basic:</strong></em></span> (open to everyone)</p><p><strong>Force</strong>:</p><p><u>Barrier</u> (Tier 1)-Gain Deflection bonus to AC (+1/3 levels, minimum +1)</p><p><u>Flight</u> (Tier 2)-Gain fly speed equal to normal movement (Good maneuverability). (Requires free action to maintain.)</p><p><u>Ultimate Guard</u> (Tier 3)-(Immediate action)-Ignore first 30 points of damage from any attack</p><p></p><p><span style="font-size: 12px"><em><strong>Physical:</strong></em></span> </p><p><strong>Earth:</strong></p><p><u>Earth Shield</u> (Boost) (Tier 1)-Gain DR 3/Piercing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.</p><p>Great Stamina (Boost) (Tier 2)-+2 Fortitude saves, +2 on Strength/Grapple checks. At 10th level: +4 Fortitude saves, +4 on Strength/Grapple checks</p><p>Quake? (Terrain) (Tier 3)-Terrain status (Trip each round, chance for falling rocks, Earth attacks are increased by 1 die)</p><p></p><p><strong>Water:</strong></p><p><u>Water Shield</u> (Tier 1)-Gain DR 3/Bludgeoning, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.</p><p><u>Mental Strength</u> (Tier 2)-+2 Will saves, +1 Insight bonus to AC. At 10th level: +4 Will saves, +2 insight bonus to AC.</p><p><u>Maelstrom?</u> (Tier 3)-Terrain status (Magic becomes unreliable? Concentration checks?, Water attacks are increased by 1 die)</p><p></p><p><strong>Wind:</strong></p><p><u>Wind Shield</u> (Tier 1)-Gain DR 3/Slashing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction.</p><p><u>Increase Speed</u> (Tier 2)-+2 Reflex saves, +10 Move speed. At 10th level: +4 Reflex saves, +20 Move speed.</p><p><u>Whirlwind</u> (Tier 3)-Terrain Status (All other’s ranged attacks receive penalty, Wind attacks are increased by 1 die)</p><p></p><p><span style="font-size: 12px"><em><strong>Elemental:</strong></em></span></p><p></p><p>...</p><p></p><p><span style="font-size: 12px"><em><strong>Esoteric:</strong></em></span> </p><p></p><p><strong>Darkness:</strong></p><p><u>Reflect Attack</u> (Counter) (Tier 1)-(Immediate action), can make opposed attack roll to turn physical attack backwards. Psychic is flat-footed until beginning of next turn..</p><p><u>Shadow Twin</u> (Boost) (Tier 2)-Create illusionary figment that can Aid Another (+2 to attack rolls or AC or skill checks). At 10th level the Aid Another bonus increases to +4.</p><p><u>Pitch Black</u> (Terrain) (Tier 3)-Everyone receives Total Cover, you can see through your own darkness, Dark powers are increased by 1 die</p><p></p><p><strong>Light:</strong></p><p><u>Reflect Spell</u> (Counter) (Tier 1)-(Immediate action), can make opposed caster level check (using Psychic level) to turn spell backwards. Psychic is flat-footed until beginning of next turn.</p><p><u>Luminosity</u> (Boost) (Tier 2)-All light attacks have a chance to blind target for 1 round. At 10th level, the blindness lasts for 1d4 rounds.</p><p><u>Heaven’s Light</u> (Terrain) (Tier 3)-Dispels darkness and illusions, all creatures lose any kind of concealment, Light powers are increased by 1 die</p><p></p><p><strong>Mental:</strong></p><p><u>Control</u> (Status) (Tier 1)-Command 1 creature for 1 round. </p><p><u>Boost Mind</u> (Boost) (Tier 2)-+2 to all Mental scores. At 10th Level: +4 to all mental scores.</p><p><u>Master’s Control</u> (Status) (Tier 3)-Command 1 creature/2 levels (minimum 1) for 1 round.</p><p></p><p><strong>Temporal:</strong></p><p><u>Instant Reaction</u> (Boost) (Tier 1)-+1 Initiative rolls/2 Levels (Minimum +1).</p><p><u>Temporal Sidestep</u> (Boost) (Tier 2)-Any normal move counts as a double move (can move twice base speed, do not provoke attacks of opportunity). At 10th Level may additionally, choose to make a move-equivalent action as a swift action.</p><p><u>Stop Time</u> (Boost) (Tier 3)-Gain a full round action (Swift action to use).[/sblock]</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 3519986, member: 748"] [size=4][b][u]The Forces[/u][/b][u][/u] (Under Heavy Construction)[/size] Most of these are just from my notes, I'll do a full write up when I have the time. [sblock][size=3][i][b]Basic:[/b][/i][/size] [u]Basic Force[/u] (Force)-d4, cannot be shaped, affects Ethereal [size=3][i][b]Physical:[/b][/i][/size] (Affected by DR, More General boosts): [u]Earth[/u] (Piercing)-d8, Critical: 19-20/x2 [u]Water[/u] (Bludgeoning)-d8, Critical: 20/x3 [u]Wind[/u] (Slashing)-d6, Critical: 19-20/x3 [size=3][i][b]Elemental:[/b][/i][/size] (Affected by Energy Resistance): [u]Acid[/u] (Acid)-d6, deals half (non-critical) damage following round (Reflex negates) [u]Lightning[/u] (Electricity)-d8, Stun (Fortitude negates) [u]Fire[/u] (Fire)-d10, set aflame (Reflex negates) [u]Ice[/u] (Cold)-d8, Slow (Fortitude negates) [u]Sound[/u] (Sonic)-d6, Deafen (Fortitude negates) [size=3][i][b]Esoteric:[/b][/i][/size] (Untyped damage, Unique properties): [u]Darkness[/u]-d4, Nauseate (Fatigue?), Easy to Shape (1 Free equivalent die to use on a Blast Pattern) [u]Gravity[/u]-d10, Sicken (Nauseate?), Hard to Shape (Must use 1 extra die to use a Blast Pattern) [u]Life[/u]-d8, Fort save half (no attack roll), Nauseate on natural 1 [u]Light[/u]-d4, Blindness, Easy to Shape (1 Free equivalent die to use on a Blast Pattern) [u]Mental[/u]-d8, Will save half (no attack roll), Confuse on natural 1 [u]Telekinesis[/u]-d6 P/B/S, affected by DR, special* [u]Temporal[/u]-d4, Stasis (Paralyze?)[/sblock] [u][size=3][b]Blast Patterns (5/6/7):[/b][/size][/u] [sblock]The application of Basic Force with another force -You can take these in place of Disciplines, the number of Dice a Blast Pattern uses is its Discipline level. You subtract the allotted dice from your damage to apply a shape pattern. You can apply multiple shapes to an attack, but no more patterns than the blast damage dice you have available. [b][i]Tier 1:[/i][/b][i][/i] [u]Discerning[/u] (1 Die)-+4 attack bonus/+2 Save DC [u]Emanate[/u] (1 Die)-Area effect (5 ft. radius around self, +5 ft. for every extra Die spent) [u]Penetrating[/u] (1 Die)-Ignore first 10 resistance (Elemental Immunity counts as 40 base resistance) [u]Selective[/u] (1 Die)-Only on area powers, choose who your ability affects [u]Spear[/u] (1 Die)-Improves Range [b][i]Tier 2:[/i][/b][i][/i] [u]Burst[/u] (2 Dice)-Area effect [u]Cone[/u] (2 Dice)-Area effect [u]Knock back[/u] (2 Dice)-Knocks back target [u]Line[/u] (2 Dice)-Area effect [u]Power[/u] (2 Dice)-Increased critical effect (can be combined with Concentrated?) [u]Tripping[/u] (2 Dice)-Trip target [b][i]Tier 3:[/i][/b][i][/i] [u]Aura[/u] (3 Dice)-Apply as melee attack, also provides offensive shield (ala Fire Shield) - Can only apply Concentrated, Discerning, Knock back, Penetrating, Power, Selective, Tripping on this. [u]Chain[/u] (3 Dice)-Area effect [u]Concentrated[/u] (3 Dice)-Automatic Status Effect (according to Element) [u]Summons[/u] (3 Dice)-Constant effect (ala Dancing weapon/Spiritual Weapon, 3 round duration and/or needs normal attack roll?), works with Life/Mental funnily [u]Trap[/u] (3 Dice)-Attempt to entrap subject [u]Wall[/u] (3 Dice)-Area effect. Creates a wall of energy (ala Wall of Fire)[/sblock] [u][size=3][b]Disciplines:[/b][/size][/u][size=3][/size] [sblock]Disciplines are applications of psychic abilities that go beyond simply using them in forceful displays of power. You can only take a discipline for an element you have available, they’re generally at will abilities that require a swift action (I.e. they can‘t be used the same round Power Surge is used). *Constant effects must be maintained every round as a free action (cannot do it if stunned or such). **Maintaining 2 or more Constant effects requires a Concentration check (DC 15 for two effects, 25 for three, 35 for four) every round. Generally a Psychic begins battle with only one Constant effect. DC = 10 + 1/2 Psychic Level + Cha Mod Tier 1 is (usually) a personal, defensive ability. Tier 2 is a personal, option-enhancing ability, generally boosted at 10th level Tier 3 is a power definitive of the force (all these abilities are tiring and cause fatigue, exhausted status if already fatigued, or unconsciousness if already exhausted) [size=3][i][b]Basic:[/b][/i][/size] (open to everyone) [b]Force[/b]: [u]Barrier[/u] (Tier 1)-Gain Deflection bonus to AC (+1/3 levels, minimum +1) [u]Flight[/u] (Tier 2)-Gain fly speed equal to normal movement (Good maneuverability). (Requires free action to maintain.) [u]Ultimate Guard[/u] (Tier 3)-(Immediate action)-Ignore first 30 points of damage from any attack [size=3][i][b]Physical:[/b][/i][/size] [b]Earth:[/b] [u]Earth Shield[/u] (Boost) (Tier 1)-Gain DR 3/Piercing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction. Great Stamina (Boost) (Tier 2)-+2 Fortitude saves, +2 on Strength/Grapple checks. At 10th level: +4 Fortitude saves, +4 on Strength/Grapple checks Quake? (Terrain) (Tier 3)-Terrain status (Trip each round, chance for falling rocks, Earth attacks are increased by 1 die) [b]Water:[/b] [u]Water Shield[/u] (Tier 1)-Gain DR 3/Bludgeoning, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction. [u]Mental Strength[/u] (Tier 2)-+2 Will saves, +1 Insight bonus to AC. At 10th level: +4 Will saves, +2 insight bonus to AC. [u]Maelstrom?[/u] (Tier 3)-Terrain status (Magic becomes unreliable? Concentration checks?, Water attacks are increased by 1 die) [b]Wind:[/b] [u]Wind Shield[/u] (Tier 1)-Gain DR 3/Slashing, at 4th level and every other even level this DR increases by 1 to a maximum of 12/Piercing damage reduction. [u]Increase Speed[/u] (Tier 2)-+2 Reflex saves, +10 Move speed. At 10th level: +4 Reflex saves, +20 Move speed. [u]Whirlwind[/u] (Tier 3)-Terrain Status (All other’s ranged attacks receive penalty, Wind attacks are increased by 1 die) [size=3][i][b]Elemental:[/b][/i][/size] ... [size=3][i][b]Esoteric:[/b][/i][/size] [b]Darkness:[/b] [u]Reflect Attack[/u] (Counter) (Tier 1)-(Immediate action), can make opposed attack roll to turn physical attack backwards. Psychic is flat-footed until beginning of next turn.. [u]Shadow Twin[/u] (Boost) (Tier 2)-Create illusionary figment that can Aid Another (+2 to attack rolls or AC or skill checks). At 10th level the Aid Another bonus increases to +4. [u]Pitch Black[/u] (Terrain) (Tier 3)-Everyone receives Total Cover, you can see through your own darkness, Dark powers are increased by 1 die [b]Light:[/b] [u]Reflect Spell[/u] (Counter) (Tier 1)-(Immediate action), can make opposed caster level check (using Psychic level) to turn spell backwards. Psychic is flat-footed until beginning of next turn. [u]Luminosity[/u] (Boost) (Tier 2)-All light attacks have a chance to blind target for 1 round. At 10th level, the blindness lasts for 1d4 rounds. [u]Heaven’s Light[/u] (Terrain) (Tier 3)-Dispels darkness and illusions, all creatures lose any kind of concealment, Light powers are increased by 1 die [b]Mental:[/b] [u]Control[/u] (Status) (Tier 1)-Command 1 creature for 1 round. [u]Boost Mind[/u] (Boost) (Tier 2)-+2 to all Mental scores. At 10th Level: +4 to all mental scores. [u]Master’s Control[/u] (Status) (Tier 3)-Command 1 creature/2 levels (minimum 1) for 1 round. [b]Temporal:[/b] [u]Instant Reaction[/u] (Boost) (Tier 1)-+1 Initiative rolls/2 Levels (Minimum +1). [u]Temporal Sidestep[/u] (Boost) (Tier 2)-Any normal move counts as a double move (can move twice base speed, do not provoke attacks of opportunity). At 10th Level may additionally, choose to make a move-equivalent action as a swift action. [u]Stop Time[/u] (Boost) (Tier 3)-Gain a full round action (Swift action to use).[/sblock] [/QUOTE]
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