(c) Jerry Harris, 2012
Published here as Open Game Content.
The Psychic (or Spiritualist or Medium)
Level
|
Base Attack Bonus
|
Ref Save
|
Will Save
|
Psi Power Level Limit
|
|
1st
|
+0
|
+0
|
+0
|
+2
|
1
|
2nd
|
+1
|
+0
|
+0
|
+3
|
1
|
3rd
|
+1
|
+1
|
+1
|
+3
|
2
|
4th
|
+2
|
+1
|
+1
|
+4
|
2
|
5th
|
+2
|
+1
|
+1
|
+4
|
3
|
6th
|
+3
|
+2
|
+2
|
+5
|
3
|
7th
|
+3
|
+2
|
+2
|
+5
|
4
|
8th
|
+4
|
+2
|
+2
|
+6
|
4
|
9th
|
+4
|
+3
|
+3
|
+6
|
5
|
10th
|
+5
|
+3
|
+3
|
+7
|
5
|
Description: Most purporting to have special
psychic powers are pure B.S. artists.
Besides, (using movie trailer voice-over voice) in a world with real
working magic, who cares if you can talk to ghosts or bend spoons with your
mind? A few individuals have been
blessed/cursed with special powers of the mind and a perception beyond the veil
of this mortal world. The good news is
that they have a non-magic based skills set that duplicates several spells,
along with some unique abilities. The
bad news is that uncontrolled psychic powers often drive their possessor
mad. A Player Character Psychic would be
one of the few sane ones. NPC’s should
always be at least a bit eccentric.
● The best Psychics are usually covertly
employed by high government officials and rich nobles as Political
Advisor/Personal Advisors. They often go
by the title of Spiritualist or Medium, hoping to claim more respectability by
acting as specialized Wizards, which the Wizard Council does not find amusing
if they find out about them. (The
Council does not acknowledge the existence of Psychics, thinking them odd
Sorcerers. Paladin Elders know better,
as their Smite ability does not work on them, though they’ve kept quiet about
them.) Lower level Psychics sell their
services independently, 50 gp/service x level.
They often live above their means, sponging off foolish rich patrons,
and hanging out with their bohemian friends.
Hit Die: d6.
Prime Abilities: Int.
Subprime Abilities: Wis, Str, and Con.
Weapon and Armor Proficiency: Psychics are
proficient with daggers and light crossbows. They might wear leather armor, but
are not proficient with shields.
Realistically they will only ever be a liability in melee combat, which
is why they try to avoid it, but sometimes they are required to be on site to
use their special abilities.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, Crystal Ball, Tarot Card
Deck, dagger.
Occult Knowledge: Psychics gain quite a bit of
Occult knowledge from talking to ghosts all the time. Int Bonus
+ ½ level, DC 12 minor factoid, DC 18 very specific. Please don't roll if the knowledge is somehow
important to the story.
Fearless: Psychics are immune to any sort
of supernatural fright.
Detect Thoughts: 10’/level. In fact, this ability is continuously
on. The Psychic has had to learn how to
not be overwhelmed by it. With
concentration, they may refine their focus to pick out individual entities in a
crowd. Don’t bother trying to sneak up
on (or sneak attack) a Psychic.
Precognition: 1 turn Ceremony
requiring Tarot Cards or some other divination tool. This is more of a plot device than actual
game mechanics. (Ref’s here’s where you
can drop vague hints and foreshadowing into your adventure.)
Psi Powers
A Psychic begins play with all 0-level and 1st-level
Psi Powers. (See list below.) With each new Psi Power level, they gain all of the powers of that level. New powers must be practiced before being
used in the field. Assume about a day.
Using Psi Powers
Psychics may cast any spell they know by making a Psi-check: Int bonus + ½ level vs. DC 12 + Psi
Power Level. (0 Level powers are
DC 10.) With 3 cumulative failures in a turn/encounter, all Psi use is suspended
pending 1 turn of rest. The Psi Power Level
Limit is the highest spell level that a Psychic can cast. A Psychic must roll to activate a power, even
if their Psi-Check is greater than the power’s DC. A Natural
1 is a Botch, meaning all Psi use is immediately suspended until the user
has had 1 turn of rest. A Saving Throw
against a Psi Power has a DC of 12 + ½ Psychic
level.
Psi Powers Beyond
10th Level
10th
level Psychics may spend 10 XP to
gain a +1 to their Psi-checks, up to
+10 total for their level bonus. Psychics
with at least a +6 level bonus may
attempt 6th level Psi Powers. (Optional:
Failing to use a 6th level power, immediately renders the user
unconscious. They must also make a DC 12
Will Sv or permanently lose 1 point of Wis, with the usual Magic User Insanity
rules applying. As fragile as Psychics
are, this might not be a good rule to implement with Player Characters, only
NPC’s.)
Notes: I can see Players actually
wanting to try out this class, and Ref’s should let them. Be warned though, some of these powers may be
game-breaking. Be further warned that
this class may prove far too fragile for frequent, heavy combat.
No comments:
Post a Comment