Psionicist


Homebrew and House Rules


Ok, this is very incomplete, a work-in-progress really, but as I finished up the telekinetic powers I got to thinking that maybe this would be better as a group project rather than solo. So, if you're interested in helping me, or just weighing in on how unbalanced, off, something is, please feel free to chip in.

Preface: My problem with Psionics as presented in previous editions, and in the Psionics Unleashed, is that they don't feel like Psi characters to me. They feel like mental-mages. A mage expends (mana, components, whatever), and has a limit to just how much they can do (repititiously). A Psi can do their stuff non-stop, it's as 2nd nature as walking and breathing, once it's learned. The problem with this "take" is the balance-factor. As such, despite there already being various Psi creations out there for Pathfinder (such as Psionics Unleashed, which I was not particularly crazy about), I've decided to bring my own thoughts to the board in the form of a Prestige Class with Feats.

Psychic Booster - Prestige Class wrote:

Psychic Booster

Regardless of what class you may belong to, a little boost to your abilities are what give you the upper hand in a situation where things are too close to call, or in stalemate. The Psychic Booster is precisely that, allowing you to excel at what you already do, but giving you a boost that would be unexpected and may tip the balance of a situation towards a victory.

Anyone would make a fine addition to this group of people, as long as they possess that natural Psychic tuning which is very rare in the world. While it is most commonly seen in the Rogue and Fighter type of characters, even Wizards and Clerics have been known to have a spark of the Psychic within them.

Role: Psychic Boosters are more of a Utility class than anything. They possess very few things that deal direct damage, but many things that can give an advantage in combat. Outside of combat is their real place, getting past obstacles which may hinder a campaign.

Alignment: Psychic Boosters can be of any alignment accept Lawful. Being able to think "outside of the box" is a prerequisite to not only accepting, but progressing a natural Psychic ability. There are no teachers for a Psychic Booster, only learning through experimentation and failure.

Hit Die: d6

Requirements
To qualify to become a Psychic Booster, a character must fulfill all the following criteria.
Alignment: Any nonlawful
Feats: Minor Psychic

Class Skills
The Psychic Booster's class skills (and the key ability for each skill) are Bluff (Cha), Diplmoacy(Cha), Fly(Dex), Perception(Wis), Sense Motive(Wis), Sleight of Hand(Dex).
Skill ranks at each level: 4 + Int modifier.

  • 1st Level | +0 | Fort: +0 | Rflx: +0 | Will: +1 | PPs: 0/1
  • 2nd Level | +1 | Fort: +1 | Rflx: +1 | Will: +1 | PPs: 1/3
  • 3rd Level | +1 | Fort: +1 | Rflx: +1 | Will: +2 | PPs: 3/6
  • 4th Level | +2 | Fort: +1 | Rflx: +1 | Will: +2 | PPs: 5/10
  • 5th Level | +3 | Fort: +2 | Rflx: +2 | Will: +3 | PPs: 7/15
  • 6th Level | +3 | Fort: +2 | Rflx: +2 | Will: +3 | PPs: 10/21
  • 7th Level | +4 | Fort: +2 | Rflx: +2 | Will: +4 | PPs: 14/28
  • 8th Level | +4 | Fort: +3 | Rflx: +3 | Will: +4 | PPs: 18/36
  • 9th Level | +5 | Fort: +3 | Rflx: +3 | Will: +5 | PPs: 22/45
  • 10t Level | +5 | Fort: +3 | Rflx: +3 | Will: +5 | PPs: 27/55

Class Features
All of the following are class features of the Psychic Booster.

Weapon and Armour Proficiencies: Psychic Boosters gain no proficencies with any weapon or armour.

Psychic Points (PPs): Each level of the Psychic Booster is granted a number of Psychic Points (referred to as PPs in the Table for the Psychic Booster). These are not cumulative. Once spent, they can not be unspent. These points can be used to buy Psychic Powers from whatever Discipline your Minor Psychic Feat is set to. You may buy Psychic Powers from outside of your Minor Psychic feat's discipline, but you pay double the PPs for the powers from the 1st outside discipline (minimum PPs of 1), and three times the PPs for the power from the other outside discipline (minimum PPs of 2).

Example: If you are a Minor Psychic Telekineticst, and want to buy a power from the Telepath group, you pay double for that power. If you later wish to buy another power from the Telepath group, you also pay double for that power. If later you wish to buy a power or powers from the Telesentient group, you pay three times the cost for the power(s).

The numbers in the table are separated by a slash, the number before the slash is the number of PPs you receive if you do not have the Major Psychic feat, the number after the slash is the number of PPs you receive if you have the Major Psychic feat.

Psychic Powers You may use any power you know, as often and as much as you like. No power is expended upon usage unless the description specifically says so. To use a Power is always a full action, to maintain it is a Free Action, rather than a Swift Action. You may only maintain a number of Psychic Powers equal to 1/4th of your level (round down) at any given time, unless you have a feat that allows otherwise, or the description of the power specifically dictates otherwise. All Psychic Powers have a duration of Concentration, unless specifically stated otherwise in their description.

Psychic Feats wrote:

Minor Psychic

You have found a spark of Psychic Power within yourself, and begin to harnass it.
Prerequisite: Intelligence: 12
Benefit: You may use a single Psychic Power that costs no more than 0 PP, as often as you want. Maintaining it is a Swift action that must be done for every round that you wish to maintain the Psychic Power. The Psychic Power you select determines your primary Psychic Discipline of either Telekinetic, Telepathic, or Telesentient.

Major Psychic
You have turned that spark of Psychic Power into a Font of Psychic Power, and have begun to harnass it.
Prerequisite: Minor Psychic
Benefit: You may use all of the single Psychic Powers listed in the Psychic Powers area, that cost no more than 0 PP, as often as you want. Maintaining any of them is still a Swift action, so only 1 can be maintained at a time, even if you have a Feat, Item, or Special that would allow you to have more than a single Swift action in a round. Your Psychic Discipline is still determined by what power you took as a Minor Psychic.

Psychic Concentration
Maintaining Psychic Powers is easier for you than most.
Prerequisite: Minor Psychic, 10 PPs, 5 unspent.
Benefit: You can maintain a number of Powers equal to half your level (round down). However, you lose 5 PPs from your total; these 5 PPs must be unspent on Psychic Powers, if you don't have 5 PPs to lose, you can not take this Feat until you go up a level.

Psychic Powers
Quote:

FAR GRASP

Discipline: Telekinetic
Psychic Point Cost: 0
Range: close (25ft + 5ft/2 levels)
Target: 1 inanimate object
You can grab any object as if with your own hand, exerting up to 5lbs of pressure or lifting strength to it. You can not move it any further than the length of your own arm, unless you expend a move action, in which case you can move it up to 15' in any desired direction. If the object is held or adhered to something, treat your resistance check as if you had a Strength Score equal to your Intelligence bonus (So, an Intelligence Bonus of 4 would be treated as Strength 4, giving a -3 on any strength attempt).

MINOR TELEKINESIS
Discipline: Telekinetic
Psychic Point Cost: 1
Range: close (25ft + 5ft/2 levels)
Target: 1 to 2 inanimate objects.
As with Far Grasp, but you are treated as having 2 hands able to exert an amount of Strength equal to your Psychic Level plus Wisdom Bonus.

MAJOR TELEKINESIS
Discipline: Telekinetic
Psychic Point Cost: 8
Range: Line of Sight
Target: Many inanimate objects
As with Minor Telekinesis, but with more objects, and +10 to Strength.

KINETIC IMPACT
Discipline: Telekinetic
Psychic Point Cost: 4
Range: medium (100ft + 10ft/level)
Target: 1 Creature or Object
Duration: Instantaneous
Saving Throw: Will negates.
Make a Ranged Touch attack, if you succed and the target is a creature, the target gets to make a second saving throw. If the second saving throw fails, the target is knocked prone, otherwise they are dazed. If the object is non-living, the object is pushed a number of feet as if it were an improvised thrown weapon, thrown by someone with a Strength bonus equal to your Intelligence bonus. If the object is heavier than an improvised thrown weapon would be, than the Impact will deal damage to the object as stated under the rules for Smashing an Object with a Ranged Weapon that does 1d8 damage (so, halved), plus your Intelligence modifier.

ROOM TRAP
Discipline: Telekinetic
Psychic Point Cost: 8
Range: Touch
Area: 20' Radius
Saving Throw: Fortitude Negates.
Through an exertion of Will, you can stop a crowd of people from moving at all. If they fail their saving throw, they are immobilized.

HOLD PERSON
Discipline: Telekinetic
Psychic Point Cost: 4
Range: 100' + 10'/level
Target: one humanoid creature
Saving Throw: Will negates.
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

TELEKINETIC SHIELD
Discipline: Telekinetic
Psychic Point Cost: 2
Range: personal
Target: you
Creates an invisible shield that hovers before you, providing an AC bonus equal to half of your Intelligence bonus +1, minimum of 1. You can use the same Free Action, a single Free Action, to maintain both the Shield and the Telekinetic Armour Psychic Power, if you have that power activated.

TELEKINETIC ARMOUR
Discipline: Telekinetic
Psychic Point Cost: 4
Range: personal
Target: you
Creates an invisibile, but tangilble field of force around you that provides a +4 AC bonus. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Unlike Mage Armour, incorporeal creatures can bypass this AC bonus.

FLIGHT (MINOR)
Discipline: Telekinetic
Psychic Point Cost: 4
Range: personal
Target: you
Fly at a speed of 10'. Otherwise it works as the Flight spell in the Spellbook.

FLIGHT (MAJOR)
Discipline: Telekinetic
Psychic Point Cost: 8
Range: personal
Target: you
Fly at a speed of 60'. In addition, if you have the Flight (Minor) spell, it now has a range of 25' and a target of one willing humanoid creature. If the target of the Flight (Minor) spell ever exceeds the range of 25', the target falls, and maintainint Flight (Minor) for the target spends a Swift Action, not a Free Action to maintain. Otherwise, this spell works as the Flight spell in the Spellbook.

MOVE EARTH
Discipline: Telekinetic
Psychic Point Cost: 16
Range: touch
Target: anything corporeal inanimate object.
Your telekinetic power is so fantastic that there is nearly no limit to what you can lift. However, maintaining this power takes a full Standard Action. GM discretion on what all you can lift, but your intelligence bonus in tons is a good measure. Alternately, this power can be used to shake the ground, as an earthquake.

FREE FALL
Discipline: Telekinetic
Psychic Point Cost: 2
Range: personal
Target: you
Take no damage from falling regardless of height, as long as the power is maintained.

SEND IMAGE
Discipline: Telepathic
Psychic Point Cost: 0
Range:
Target:
Send a single inanimate image into the mind of someone, such as an image of a lever you see, or an image of the ambush ahead of you, that you are aware of.

READ EMOTIONS
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Tell how a target is feeling

READ SURFACE THOUGHTS
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Read what they're currently thinking about, catching only phrases and main words.

SENSE THOUGHTS
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Identify that there are sentient creatures nearby, though not specifically where. Maybe a check for how many though...

PSYCHIC COMMUNICATION
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Speak into the mind of someone. If used with Read Surface Thoughts, you can maintain both with the same Free Action.

PSYCHIC SHIELD
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Bonus to Will equal to Intelligence Bonus

PROBE THOUGHTS
Discipline: Telepathic
Psychic Point Cost: 16
Range:
Target:
Grab a piece of information out of someone's mind.

PSYCHIC LINK
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
Be able to psychically link to someone, and see through their eyes, or let them see through yours (or other senses)

MENTAL INVISIBILITY
Discipline: Telepathic
Psychic Point Cost: 8
Range:
Target:
Make yourself invisible to anyone you don't have a Psychic Link with... share same Free Action to maintain with Psychic Link.

INFLUENCE
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:
These are not the droids you're looking for.

LOCATE PERSON
Discipline: Telepathic
Psychic Point Cost: 8
Range:
Target:
Locate any 1 person you are familiar with and is within range (far range, miles?)

...
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:

...
Discipline: Telepathic
Psychic Point Cost:
Range:
Target:

SENSE BENEVOLENCE/MALEVOLENCE
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
Identify if someone/something means you harm.

PROJECT SIGHT
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
Your vision range doesn't change, but you can ignore obstacles.

PROJECT SENSES
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
As project sight, but all senses.

CLAIRVOYANCE
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
As project sight, but you can move your sight at 60' while you remain inert.

CLAIRSENTIENCE
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
As clairvoyance, but all senses.

HEIGHTEN SENSES
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
+4 perception checks, and survival checks to track.

6TH SENSE
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
Not to be caught flat-footed, can ignore half damage on successful saves.

DARKVISION
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
Darkvision

BLINDVISION
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:
Blind vision

...
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:

...
Discipline: Telesentient
Psychic Point Cost:
Range:
Target:

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