• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

We need psionics!!

avendeen

First Post
DnD psionics is great but to complete D20 Future we need a sci-fi style psionics system. Every SciFi show I've seen and every book I've read treats different psionic abilities as distinct.

Here's a breakdown of classes I'd like to see:

Anti-Talent
Empath
Healer
Metabolicist
Precog
Psychic
Psychokineticist (or Telekineticist if you must)
Telepath (with some illusions)

Using 3.5 Psionics (and a drop of 3.5 spells) its possible to construct some home made classes but I'd like to see something more official.

If anyone's interested I'll post my home brew psionic classes but I'd really like to hear what others would like to see from modern psionics.
 

log in or register to remove this ad

I'm working on a psionic system that should appease you, avendeen. Though I warn you, if you're attached to the D&D or standard d20 Modern psionics, this system will not be to your liking. It does things very, very differently.

The system will appear in MODERNIZED when it's done, and I'll support it here on ENWorld as well.
 

I'd like to see some kind of class/prestige class dedicated to mind over machinery. A kind of 'mechakineticist' (mechakinesis group). It is something I've thought about doing myself , but I do not have as good a grasp on the modern psi rules as I'd like.
 

Psionics 3.5 for modern

I did not do these they were on another bord.

Altered Feats
Wild Talent (General Feat)
(Modified from the D&D 3.5 SRD)
Your mind has a previously unrealized talent for psionics.
Benefit: You have a formerly latent psionic ability that has flared to life, making you a psionic character and granting you two benefits.


First, you gain a reserve of 2 power points. Second, you choose one 1st-level power from any psionic class list which becomes one of your psionic powers known which you can manifest if you have a Charisma score of 11 or higher as a 1st-level manifester or at the highest manifester level you have obtained.
Altered Skills
Psionic skills are going to work just like they are described in the SRD with the following changes:

(a) Autohypnosis and Use Psionic Device are Psionics only, meaning they can only be acquired by characters who possess psionic powers as a class feature.

(b) Psicraft can be taken by any character, but if they do not possess a Power Point reserve they suffer a -5 circumstance penalty in its use.

(c) Psicraft is a class skill for the Smart Hero.


General Feats
Chaotic Mind, Closed Mind, Hostile Mind, Hostile Mind, Force of Will, Open Minded and Wild Talent

Psionic Feat
Body Fuel
Boost Construct
Expanded Knowledge
Mental Leap
Metamorphic Transfer
Narrow Mind
Overchannel
Talented
Power Penetration
Greater Power Penetration
Power Specialization
Greater Power Specialization
Psicrystal Affinity
Improved Psicrystal
Psicrystal Containment
Psionic Body
Psionic Endowment
Greater Psionic Endowment
Psionic Meditation
Psionic Talent
Speed of Thought
Soothsayer (called Inquisitor in the XPH)
Up the Walls

Metapsionic Feats
Burrowing Power
Chain Power
Delay Power
Empower Power
Enlarge Power
Extend Power
Maximize Power
Opportunity Power
Quicken Power
Split Ray
Twin Power
Unconditional Power
Widen Power

Battle MindModified from the d20 Modern SRD and the XPH SRD by WotC ©2002 & 2004.RequirementsTo qualify to become a Battle Mind, a character must fulfill the following criteria.Base Attack Bonus: +3.Skills: Jump 6 ranksFeats: One of Archaic Weapons Proficiency, Combat Martial Arts, or Point Blank ShotPsionics: either Wild Talent feat or Natural Psionics as a racial feature.Game Rule InformationHit Die: 1d8Action Points: Battle Minds gain a number of action points equal to 6 plus one-half her character level, rounded down, every time the character attains a new level in this class.Class Skills: The Battle Mind’s class skills are as follows.Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (visual arts) (Int), Drive (Dex), Jump (Str), Knowledge (current events, psionics and arcane lore, streetwise) (Int), Profession (Wis), Read/Write Language (None), Speak Language (None), Spot (Wis), and Swim (Str).Skill Points at Each Level: 3 + Int modifier.Code:Table: The Battle Mind Level BAB Fort Ref Will Special Def Rep1st +0 +1 +0 +1 Psionic powers, psychic attack+2d6 +1 +02nd +1 +2 +0 +2 Draw Power, scribe tattoo +2 +03rd +2 +2 +1 +2 Bonus feat +2 +04th +3 +2 +1 +2 Psychic shield +3 +3 +05th +3 +3 +1 +3 Combat manifestation +3 +1 6th +4 +3 +2 +3 Bonus feat +3 +17th +5 +4 +2 +4 Psychic attack +4d6 +4 +18th +6 +4 +2 +4 Psychic shield +5 +4 +19th +6 +4 +3 +4 Bonus feat +5 +210th +7 +5 +3 +5 Ultimate psychic attack +5 +2 Class FeaturesThe following class features pertain to the Battle Mind advanced class.Psionic Powers: The Battle Mind’s main strength is her ability to manifest offensive psionic powers.A psionic power is a one-time psionic effect. Psionic powers require power points to use. Powers are discovered and become a part of the character, allowing him to spend power points and manifest the power as described.A Battle Mind’s level limits the number of power points available for manifesting powers. In addition, a Battle Mind must have a Wisdom score equal to at least 10 + the power’s level to manifest a particular power.The Battle Mind’s selection of powers is extremely limited and tied to combat. At 1st level, a Battle Mind knows one 1st-level power of their choice. At each level, the Battle Mind discovers another, previously latent, power, as indicated on the table below.The DC for saving throws to resist a psionic power is 10 plus the power’s level plus the Battle Mind’s Wisdom modifier.Code:Table: The Battle Mind’s Psionic Powers PPs/ Powers MaxLevel day Known Power1 0 1 1st2 1 2 1st3 2 3 2nd4 5 4 2nd5 8 5 3rd6 11 6 3rd7 15 7 4th8 19 8 4th9 23 9 5th10 29 10 5thA Battle Mind can manifest a certain number of powers per day based on her available power points. She just pays the power point cost of a power to manifest it, no preparation necessary. The number of power points available per day is shown above (as modified for high Wisdom modifier).Psychic Attack: Battle Minds, unlike other psions (Mind Walkers or Wild Psions), focus most of their power towards the ability to enhance their combat abilities. Because of this every Battle Mind gains a special attack, based on their combat focus prior to gaining the class. If they entered the class by possessing Archaic Weapons Proficiency this feature is called Psionic Weapon, if by possessing Combat Martial Arts this feature is called Psionic Fist, and if by possessing Point Blank Shot this feature is called Psionic Shot. If the Battle Mind had more than one of these feats they can choose among the before mentioned features for the feats they possess.Regardless of which version of this feature, the Battle Mind can charge her chosen form of attack with psychokinetic energy that makes that attack form deal an extra 2d6 points of damage. To use this ability the Battle Mind must expend her psionic focus and has to declare it before making an attack. If the attack misses, she still expends her psionic focus.Psionic Fist: Psionic fist imbues unarmed strikes or natural weapons with psychokinetic energy.Psionic Shot: Psionic shot imbues (non-energy) ranged attacks with psychokinetic energy.Psionic Weapon: Psionic weapon imbues melee weapon attacks with psychokinetic energy.At 7th-level the extra damage increases to an extra 4d6 points of damage due to the psychokinetic energy.Draw Power: At 2nd-level, a Battle Mind gains the ability to focus his inner energies and replenish her power point pool. By spending an action point the character can regain as many power points as all of his psionic class levels. This cannot raise her power point pool above its maximum number of points.Scribe Tattoo: Starting at 2nd level, a Battle Mind can create tattoos on his body or someone else’s that can be used to invoke psionic powers. A tattoo is a single-use item that duplicates the effect of a particular power of 3rd level or lower. Imprinting a tattoo takes one day. The purchase DC for the raw materials to imprint a tattoo is 12 plus the tattoo’s power level plus the tattoo’s manifester level.The Battle Mind must also spend experience points to imprint a tattoo. The XP cost is equal to the power level times the manifester level x the purchase DC of the raw materials.Finally, the Battle Mind makes a Craft (visual arts) check. The DC for the check is 10 plus the power level plus the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Battle Mind can try imprinting the tattoo again as soon as he purchases more raw materials.Bonus Feats: At 3rd, 6th, and 9th level, the Battle Mind gets a bonus feat. The bonus feat must be selected from the following list, and the Battle Mind must meet all the prerequisites of the feat to select it.Combat Feats: Archaic Weapons Proficiency, Athletic, Blind-Fight, Cleave, Combat Martial Arts, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Focused, Improved Combat Martial Arts, Power Attack, Weapon Finesse, Weapon Focus. They can also choose any psionic or metapsionic feat.Psychic Shield: At 4th-level, a Battle Mind can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 equipment bonus to Defense. The shield can be manifested as a move action, and it lasts for a number of rounds equal to the Battle Mind’s level or until she wills it to dissipate. She can create another shield on her next move action, as long as her power point reserve is 1 or more.At 8th-level this increases to a +5 equipment bonus.Combat Manifestation: At 5th level, a Battle Mind becomes adept at manifesting psionic powers in combat. She gets a +4 bonus on Concentration checks to manifest a power while on the defensive.Ultimate Psychic Attack: At 10th-level, a Battle Mind’s psychic attack ability expands further. Any attack they make can resolve as a touch attack. The Battle Mind must expend her psionic focus in order to do this and has to declare her use of this ability before making the attack. If the attack misses, she still expends her psionic focus.When the Battle Mind uses this feature she also gains the extra 4d6 points of bonus damage she would on a regular psychic attack if she expends an action point to further fuel the attack.Mind BladeModified from the d20 Modern SRD and the XPH SRD by WotC ©2002 & 2004.RequirementsTo qualify to become a Mind Blade, a character must fulfill the following criteria.Base Attack Bonus: +2Skills: Move Silently 6 ranks.Feats: Combat Reflexes.Psionics: either Wild Talent feat or Natural Psionics as a racial ability.Game Rule InformationHit Dice: 1d8.Action Points: Mind Blades gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a new level in this class.Class Skills: The Mind Blade’s class skills are as follows.Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (structural) (Int), Hide (Dex), Jump (Str), Knowledge (current events, popular culture, psionics and arcane lore, tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).Skill Points at Each Level: 5 + Int modifier.Code:Table: The Mind BladeLevel BAB Fort Ref Will Special Def Rep1st +0 +0 +2 +1 Psi blade, weapon focus (psi blade) +1 +02nd +1 +0 +3 +2 Throw psi blade +2 +03rd +2 +1 +3 +2 Bonus feat, +1 psi blade +2 +04th +3 +1 +4 +2 Psychic strike +1d8, free draw +3 +05th +3 +1 +4 +3 Shape psi blade, psi blade +1 +4 +1 enhancement6th +4 +2 +5 +3 Bonus feat, +2 psi blade +4 +17th +5 +2 +5 +4 Psychic strike +2d8, greater +5 +1 weapon focus (psi blade)8th +6 +2 +6 +4 Psi blade enhancement +2 +6 +19th +6 +3 +6 +4 Bonus feat, +3 psi blade +6 +210th +7 +3 +7 +5 Psychic strike +3d8 +7 +2Class FeaturesAll of the following features pertain to the Mind Blade advanced class.Psi Blade: As a move action, a Mind Blade can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium sized Mind Blade materializes a Medium psi blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (critical 19–20/x2). Mind Blades who are smaller or larger than Medium create psi blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a psi blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.The psi blade can be broken (it has hardness 10 and 10 hit points); however, a Mind Blade can simply create another on his next move action. The moment he relinquishes his grip on his psi blade, it dissipates (unless he intends to throw it; see below). A psi blade is ectoplasmic in nature and thus is not affected by damage reduction, but power resistance can prevent the damage from being inflicted (the Mind Blade makes the power resistance check by adding their class level and their Charisma bonus to their check).A Mind Blade can use feats such as Power Attack or Combat Expertise in conjunction with the psi blade just as if it were a normal weapon. He can also choose psi blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or effects that upgrade weapons can be used on a psi blade.A Mind Blade’s psi blade improves as the character gains higher levels. At 3rd level and every three levels thereafter, the psi blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 6th level, +3 at 9th level).Even in places where psionic effects do not normally function (such as within a null psionics field), a Mind Blade can attempt to sustain his psi mind blade by making a DC 20 Will save. On a successful save, the Mind Blade maintains his psi blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the psi blade vanishes. As a move action on his turn, the Mind Blade can attempt a new Will save to rematerialize his psi blade while he remains within the psionics negating effect.Weapon Focus (Mind Blade): A Mind Blade gains Weapon Focus (psi blade) as a bonus feat.Throw Mind Blade: A Mind Blade of 2nd level or higher can throw his psi blade as a ranged weapon with a range increment of 12-meters.Whether or not the attack hits, a thrown psi blade then dissipates. The Mind Blade can use any of the advanced abilities he gets at higher levels with his thrown psi blade.Bonus Feats: At 3rd, 6th, and 9th level, the Mind Blade gets a bonus feat. The bonus feat must be selected from the following list, and the Mind Blade must meet all the prerequisites of the feat to select it.Acrobatic, Agile Riposte, Armor Proficiency (light), Athletic, Blind-Fight, Body Fuel, Combat Expertise, Defensive Martial Arts, Dodge, Exotic Melee Weapon Proficiency, Far Shot, Focused, Improved Dodge, Greater Dodge, Supreme Dodge, Mobility, Psionic Talent, Spring Attack, Stealthy, Two-Weapon Fighting,Psychic Strike: As a move action, a Mind Blade of 4th level or higher can imbue his psi blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, non-mindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (The psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 12m away, provided they are living, non-mindless creatures not immune to mind-affecting effects.)The psi blade deals this extra damage only once when this ability is called upon, but a Mind Blade can imbue his blade with psychic energy again by taking another move action.Once a Mind Blade has prepared his psi blade for a psychic strike, it holds the extra energy until it is used. Even if the blade is dropped (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the Mind Blade next materializes it.At every three levels beyond 4th (7th and 10h), the extra damage from a Mind Blade’s psychic strike increases as shown on the Table above.Free Draw: At 4th level, a Mind Blade becomes able to materialize his psi blade as a free action instead of a move action. He can make only one attempt to materialize the blade per round, however.Shape Mind Blade: At 5th level, a Mind Blade gains the ability to change the form of his psi blade. As a fullround action, he can change his psi blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a Mind Blade shapes his psi blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.Alternatively, a Mind Blade can split his psi blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both psi blades have an enhancement bonus 1 lower than the Mind Blade would otherwise create with a single psi blade.Mind Blade Enhancement: At 5th level, a Mind Blade gains the ability to further enhance his psi blade. He can add any one of the weapon special abilities listed below that has an enhancement bonus value of +1. At 8th level the value of the enhancement a Mind Blade can add to his weapon improves to +2. A Mind Blade can choose any combination of weapon special abilities that does not exceed the total allowed by the Mind Blade’s level.The weapon ability or abilities remain the same every time the Mind Blade materializes his psi blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the blade takes.Defending (+1): A defending psi blade allows the Mind Blade to transfer some or all of the blade’s enhancement bonus to his Defense as a bonus that stacks with all others. As a free action, the Mind Blade chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to Defense lasts until his next turn.Distance (+1): A psi blade with this enhancement has a range increment of 24m.Keen (+1): A psi blade with this enhancement has a threat range of 17-20 instead of 19-20. This benefit doesn’t stack with any other effect that expands the threat range of the weapon (such as the keen edge power or the Improved Critical feat).Merciful (+1): The psi blade deals an extra 1d8 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it.Mighty Cleaving (+1): A psi blade enhanced to be a mighty cleaving weapon allows a Mind Blade with the Cleave feat to make one additional cleave attempt in a round.Mindcrusher (+2): Any psionic creature struck in combat by the psi blade loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.Seeking (+1): When thrown, a psi blade enhanced with the seeking power, veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. If the blade was mistakenly thrown into an empty space, for example, it will not veer and hit unseen enemies, even if they are nearby.)Sundering (+1): The psi blade allows a wielder to attack opponents’ weapons as if he had the Improved Sunder feat.Wounding (+1): A wounding psi blade deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by the psi blade.Greater Weapon Focus (Mind Blade): A Mind Blade gains Greater Weapon Focus (psi blade) as a bonus feat at 7th level.Mind WalkerModified from the d20 Modern SRD and the XPH SRD by WotC ©2002 & 2004.RequirementsTo qualify to become a mind walker, a character must fulfill the following criteria:Skills: Concentration 3 ranks, Diplomacy 3 ranks, Knowledge (psionics and arcane lore) 6 ranksPsionics: either Wild Talent feat or Natural Psionics as a racial ability.Game Rule InformationHit Dice: 1d6Action Points: Mind Walkers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a new level in this class.Class Skills: The mind walker’s class skills (and the key ability for each skill) are the following.Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), and Speak Language (none).In addition, a psion gains access to additional class skills based on his discipline:Seer (Clairsentience): Listen (Wis), and Spot (Wis).Shaper (Metacreativity): Use Psionic Device (Cha).Kineticist (Psychokinesis): Autohypnosis (Wis) and Intimidate (Cha).Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).Nomad (Psychoportation): Climb (Str), Jump (Str), Survival (Wis), and Swim (Str).Telepath (Telepathy): Bluff (Cha) and Sense Motive (Wis).Skill Points at each Level: 5 + Int modifierCode:Table: The Mind WalkerLevel BAB Fort Ref Will Special Def Rep1st +0 +0 +0 +2 Psionic powers, discipline, +0 +1 draw power2nd +1 +0 +0 +3 Encode stone +1 +13rd +1 +1 +1 +3 Bonus feat +1 +14th +2 +1 +1 +4 Trigger power +1 +25th +2 +1 +1 +4 Overchanneler +2 +26th +3 +2 +2 +5 Bonus feat +2 +27th +3 +2 +2 +5 Combat manifestation +2 +38th +4 +2 +2 +6 Trigger power +3 +39th +4 +3 +3 +6 Bonus feat +3 +310th +5 +3 +3 +7 Metapsionicist, bonus +3 +4 metapsionic featClass FeaturesAll of the following features pertain to the Mind Walker advanced class.Psionic Powers: The Mind Walker’s main strength is his ability to manifest psionic powers.A psionic power is a one-time psionic effect. Psionic powers require power points to use. Powers are discovered and become a part of the character, allowing him to spend power points and manifest the power as described.A Mind Walker’s level limits the number of power points available for manifesting powers. In addition, a Mind Walker must have an Intelligence score equal to at least 10 + the power’s level to manifest a particular power.The Mind Walker’s selection of powers is limited, although he enjoys flexibility. At 1st level, a Mind Walker knows three 1st level powers of their choice. At each level, the Mind Walker discovers additional, previously latent powers, as indicated on the table below.The DC for saving throws to resist a psionic power is 10 plus the power’s level plus the Mind Walker’s Intelligence modifier.Code:Table: The Mind Walker’s Psionic PowersLevel PPs/ Powers Max day Known Power1 3 3 1st2 6 5 1st3 12 8 2nd4 18 10 2nd5 27 13 3rd6 36 15 3rd7 48 18 4th8 60 20 4th9 75 23 5th10 90 25 5thA Mind Walker can manifest a certain number of powers per day based on his available power points. He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above (as modified for high Intelligence modifier).Discipline: Every Mind Walker must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items (unless the character has and successfully uses the Use Psionic Device skill).Also, each time a Mind Walker gains access to a new level of powers, they must select at least one power from their discipline list.Draw Power: At 1st level, a Mind Walker gains the ability to focus his inner energies and replenish her power point pool. By spending an action point the character can regain as many power points as all of his psionic class levels. This cannot raise her power point pool above its maximum number of points.Encode Stone: Starting at 2nd level, a Mind Walker can encode a power that he knows into a stone that can be used to invoke said power. A power stone (as these items are known) is a single-use item that duplicates the effect of a particular power. Encoding a stone takes one day. The purchase DC for the raw materials to encode a stone is 15 plus the stone’s power level plus the stone’s manifester level.The Mind Walker must also spend experience points to encode a stone. The XP cost is equal to the power level times the manifester level x the purchase DC of the raw materials.Finally, the Mind Walker makes a Knowledge (psionics and arcane lore) check. The DC for the check is 10 plus the power level plus the manifester level of the power. If the check fails, the raw materials are used up but the XP are not spent. The Mind Walker can try imprinting the tattoo again as soon as he purchases more raw materials.Bonus Feats: At 3rd, 6th, and 9th level, the Mind Walker gets a bonus feat. The bonus feat must be selected from the following list, and the Mind Walker must meet all the prerequisites of the feat to select it.Alertness, Animal Affinity, Attentive, Blind-Fight, Confident, Deceptive, Educated, Focused, Force of Will, Iron Will, Renown, Studious, and Trustworthy. They can also choose any psionic or metapsionic feat as a bonus feat.Trigger Power: At 4th and 8th levels, the Mind Walker chooses one psionic power that he can attempt to manifest for no power point cost.Each time the Mind Walker gains this ability they select one power (of a level they can manifest below their maximum level, i.e. at 4th, you can choose a 1st level power and at 8th you can choose a power of 1st, 2nd, or 3rd levels). From that point on, the Mind Walker can attempt to trigger that power without paying its cost. To trigger a power, he must have enough power points to cover the normal cost of the power manifestation. Then, he makes an ability check to see if he can trigger the power.If he succeeds at the ability check, the power manifests with no cost in power points. If the check fails, he pays the power point cost and the power manifests.DCs for the ability check depend on the level of the power: 1st-level, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.Overchanneler: At 5th level, if the Mind Walker hasn’t already taken the Overchannel feat, they gain it. If they already have it they subtract two points of damage per die rolled for Overchanneling damage, although this cannot reduce the damage below one point per die.Combat Manifestation: At 7th level, a Mind Walker becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive.Metapsionicist: At 10th level, the Mind Walker's manifester level is treated as one higher for the purpose of maximum amount of points that can be spent to augment their powers (by Metapsionic feats or Augmentation).Bonus Metapsionic Feat: At 10th level, the Mind Walker gets a bonus metapsionic feat. The Mind Walker must meet all the prerequisites of the feat to select it.Wild PsionModified from the d20 Modern SRD and the XPH SRD by WotC ©2002 & 2004.RequirementsTo qualify to become a Wild Psion, a character must fulfill the following criteria.Skills: Concentration 3 ranks, Intimidate 3 ranks, Knowledge (psionics and arcane lore) 6 ranksPsionics: either Wild Talent feat or Natural Psionics as a racial ability.Game Rule InformationHit Dice: 1d6Action Points: Wild Psions gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a new level in this class.Class Skills: The mind walker’s class skills (and the key ability for each skill) are the following.Autohypnosis (Wis), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (art, behavioral sciences, current events, popular culture, psionics and arcane lore, streetwise) (Int), Perform (any) (Cha), Profession (Wis), Psicraft (Int), Read/Write Language (none), and Speak Language (none), Sense Motive (Wis).Skill Points at each Level: 7 + Int modifierCode:Table: The Wild PsionLevel BAB Fort Ref Will Special Def Rep1st +0 +0 +0 +2 Psionic powers, draw power, +0 +1 wild surge +1, psychic enervation2nd +1 +0 +0 +3 Surging euphoria +1 +1 +13rd +1 +1 +1 +3 Bonus feat, wild surge +2 +1 +14th +2 +1 +1 +4 Volatile mind (1 power point) +1 +25th +2 +1 +1 +4 Wild surge +3, surging euphoria +2 +2 +26th +3 +2 +2 +5 Bonus feat +2 +27th +3 +2 +2 +5 Wild surge +4, combat manifestation +2 +38th +4 +2 +2 +6 Volatile mind (2 power points) +3 +39th +4 +3 +3 +6 Wild surge +5, surging euphoria +3 +3 +310th +5 +3 +3 +7 Power sink +3 +4Class FeaturesAll of the following features pertain to the Wild Psion advanced class.Psionic Powers: The Wild Psion’s main strength is his ability to manifest psionic powers.A psionic power is a one-time psionic effect. Psionic powers require power points to use. Powers are discovered and become a part of the character, allowing him to spend power points and manifest the power as described.A Wild Psion’s level limits the number of power points available for manifesting powers. In addition, a Wild Psion must have an Intelligence score equal to at least 10 + the power’s level to manifest a particular power.The Wild Psion’s selection of powers is limited, although he enjoys flexibility. At 1st level, a Wild Psion knows three 1st level powers of their choice. At each level, the Wild Psion discovers additional, previously latent powers, as indicated on the table below.The DC for saving throws to resist a psionic power is 10 plus the power’s level plus the Wild Psion’s Intelligence modifier.Code:Table: The Wild Psion’s Psionic PowersLevel PPs/ Powers Max Day Known Power1 3 2 1st2 6 3 1st3 9 5 1st4 15 6 2nd5 21 8 2nd6 30 9 3rd7 39 11 3rd8 51 12 4th9 63 14 4th10 78 15 5thA Wild Psion can manifest a certain number of powers per day based on his available power points. He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above (as modified for high Intelligence modifier).Draw Power: At 1st level, a Wild Psion gains the ability to focus his inner energies and replenish her power point pool. By spending an action point the character can regain as many power points as all of his psionic class levels. This cannot raise her power point pool above its maximum number of points.Wild Surge: A Wild Psion can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a Wild Psion gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.At 3rd level, a Wild Psion can choose to boost her manifester level by two instead of one. At 5th level, she can boost her manifester level by up to three; at 7th level, by up to four; at 9th level, by up to five.In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the Wild Psion’s power point reserve.Psychic Enervation: Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a Wild Psion may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge (or one per manifester level if you are going to make the test with a d20).A Wild Psion who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her Wild Psion level.Surging Euphoria: Starting at 2nd level, when a Wild Psion uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.If the Wild Psion is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.At 5th level, the morale bonus on a Wild Psion’s attack rolls, damage rolls, and saving throws increases to +2. At 9th level, the bonus increases to +3.Bonus Feats: At 3rd, 6th, and 9th level, the Wild Psion gets a bonus feat. The bonus feat must be selected from the following list, and the Wild Psion must meet all the prerequisites of the feat to select it.Alertness, Animal Affinity, Attentive, Blind-Fight, Confident, Deceptive, Focused, Force of Will, Good Impression, Iron Will, Stage Presence, and Trustworthy. They can also choose any psionic or metapsionic feat as a bonus feat.Volatile Mind: A Wild Psion’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 4th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The Wild Psion’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.At 8th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points.As a standard action, a wilder can choose to lower this effect for 1 round.Combat Manifestation: At 7th level, a Wild Psion becomes adept at manifesting psionic powers in combat. She gets a +4 bonus on Concentration checks to manifest a power while on the defensive.Power Sink: I haven't fully figured out how this will work or be worded. Watch for changes, but I will give my basic ideas here so that it can be discussed. The idea here is that the Wild Psion's Volitile Mind has taken on a new aspect - some mechanic (I'm toying with opposed Will saves) will allow the Wild Psion to absorb the power targeted on her and gain the Power Points her opponent put into it with no other affect if she wins, otherwise it affects her as normal.
 


Trigger Power:

Did you really have to add this? I've never seen a way to not break this ability.

Datalink
Telepathy
Level: Mindwalker 1, Psionic Agent 1
Display: Me
Manifesting Time: 1 standard action
Range: Close
Target: one computer, AI or robot (see text)
Duration: 1 minute/level?
Saving Throw: Will negates
Power Resistance: Yes (where appropriate)
Power Points: 1

Some psychics have the talent to link one's mind with a computer (or a cybernetic machine) without using a physical connection of any kind.
The power can be used to operate computers or similar devices with mental commands, or to mentall scan a memory unit or storage device.
Once connected to a computer, the psychic can send their consciousness to other linked computer within the power's range.
Using this power grants a +2 bonus to Computer Use checks, and operations that don't involve connnecting to another computer are complete in half the usual time. This power enables you to connect with devices that you normally couldn't operate (eg a base 8 techno-organic computer) but if that's the case you suffer a -4 penalty to your Computer Use check. Some species have created computers that naturally respond to psionic commands; you can use this power or mindlink to connect to such computers.
By spending 4 additional power points (this requires a 5th-level manifester) you can control someone's cybergear. So long as you know they possess any, you can reach into their cyberconscious and grab control of it, forcing it to act as you direct if they fail a Will save (DC 13 + Charisma modifier). It uses your skill checks, BAB and so forth, with a -4 penalty, and you use your Charisma modifier instead of the usual ability score modifiers. If you force the cybergear to hinder your opponent, they don't get another saving throw. However, if you force the cybergear to harm your opponent (or another creature) then the victim is allowed another Will save. For instance you could force a cyborg equipped with an internal weapon mount with an attached plasma pistol to attack himself with it, provided he fails a second Will save. You use your BAB and Charisma modifier to determine the attack roll, but must apply a -4 penalty to the attack roll.
By spending 6 additional power points (this requires a 7th-level manifester) you can control a robot or AI. You can implant commands in a single robot or AI which fails it's Will save (DC 14 + Charisma modifer) which then behanves as if you affected it with a suggestion power - it follows one command for 1 hour/manifester level. To do so, you must succeed a a Computer Use check (DC 20 + robot's Hit Dice). The DC is subject to change. Modern characters can have high Computer Use checks, but psychics don't have Savant (Computer Use) as a talent.
As an example, suppose you were confronted by a robot, which demanded that you give it a passcode or it would arrest you. You can infiltrate the robot's programming, change the passcode, and add a bit of programming telling it to attack anyone (with lethal force) who gives it the old passcode.

So... way too powerful, no doubt?

This power was developed by evil fraal in the StarDrive setting and is used to punish opposing manifesters.

The object is to keep the power level at 5th-level or below and the duration to at least 2 days. This may mean nerfing the amount of power point loss, manifestation time, and so forth.

Excoratt
Psychokinesis [Fire]
Level: Psion 5
Display: See text
Manifestation Time: 1 standard action (too short?)
Range: Medium
Area: 5 ft. burst
Duration: 1 day
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 9

This power reaches out to the mind of an offending psionic creature and unleashes a brief pyrokinetic flash on and within the creature. It immediately does 2d6 points of fire damage (half to all creatures within 5 ft.). Once the violet flames die down at the end of the round, a surviving target remains wreathed by a corona of violet flames for the duration of the power. These flames are harmless and don't create illumination.

As long as the flames "burn" all psionic powers manifest by the target cost an extra 4 power points. This doesn't count against the power point cap, the points are just lost (similar to Volatile Mind). Creatures that manifest powers innately take twice as long as normal to manifest a free power.
 
Last edited:

Personally, I want a sci-fi style Psychic Systems based on The Psychic's Handbook.

Not a fan of "work like magic" psionic system. No offense intended, WotC and the Game Mechanics.
 

For a sci-fi game, I would like to see an easy to use psionic system; skill-based is a good idea; and also one that is essentially resricted in power to empathy, healing, precognition, and remote-viewing. Maybe a little of telekinesis, but nothing like fireballs and teleportation.
 

Good news for Ranger REG and turanil - FuturePSI, the system I am working on, is built around those ideas.

Psionics should not be magic. It ought to draw from the wealth of documented psychic phenomena out there. And it should be fun. I'm doing my best with it.
 
Last edited:

I recently finished writing (and released) a PDF on cyborgs for D20 Future that includes:

Cybernetic enhancements that expand a character's psionic powers.
Gear that augments psionics.
A Cybernetic Psi-Soldier prestige class.

http://www.rpgnow.com/product_info.php?products_id=3589


And I've been working on a completely redesign of nanotechnology for Future games. This one has a section on psionic powers generated by nanocolonies.
 

Into the Woods

Remove ads

Top