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Several related occupations, Psion

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Reprinted from Dungeons and Dragons, Psionics Handbook

Psion

The powerful fists and kicks, the shining sword light, have been eclipsed in a single thought by the psychic. Psychic powers originate from the cultivation of one's own mental abilities through long-term strict self-examination and mental training. Those who have overcome inner demons and all kinds of unexpected

People who are able to rid their minds of distractions have learned how to awaken the hidden power within them.

Psions discover broader and more powerful spiritual powers through continuous study of their own psychic consciousness. They meditate on their own memories and the nature of memory, argue with fragments of their own personalities, and delve into every dark corner of their hearts. "Recognition"

"Knowthyself" is not only a motto for psychics, it is also the path to great power.

Adventure: Psions participate in adventures just to stimulate their minds. New experiences and experiences can give the psion a new way of thinking and ultimately discover potential abilities. The power of the psion is innate, but it is not easy to exert it.

from.

Good psions are keenly aware of the impact that unethical use of psychic powers will have on the subject's mind, so they only use powers to attack an enemy's mind when absolutely necessary and strive to penetrate as little as possible.

However, evil psychics are not so uneasy about mental violence at all. Even if they pollute the souls of those who stand in front of them, they only take this as proof of their own spiritual superiority.

Traits: The psion draws power from his mind, which is the logical expression of the knowledge he has gained through unique self-study. The psion has fewer powers than a wizard or sorcerer of the same level, but he has

Very fond of the extremely high flexibility of powers. The Psion must initially choose a basic discipline to gain additional psychic abilities, but he cannot learn powers from other basic disciplines. For example, a Build Divers (choose Psionics

A psion who chooses Creation as his base discipline) is completely different from a telepath (a psion who chooses Psychic Enchantment as his base discipline).

Alignment: For psions, psionic power is just a personal skill. Psions seem to be more introverted, so they tend to be slightly more neutral than chaotic or lawful, but they do not have to be neutral. There are both good and good psions.

evil.

Religion: Due to a special focus on their own potential, psions have no overt belief in any god. Psions who worship gods do not conform to any general choice. (psionswhodorevereadeitydonotconformtoanygeneralchoice.)

Background: People who are destined to become psions show signs of psychic powers at an early age. In adolescence these symptoms become particularly noticeable, such as the appearance of inexplicable sounds and lights, pottery vessels flying by themselves in the air, and small objects appearing out of nowhere.

This is common. Most people with this gift do not realize their potential, while others embrace this special ability. Psions are often withdrawn because of fear from friends and misunderstanding from family.

Occasionally, psions can find other peers with similar abilities and form informal groups or even small communities of those with psychic abilities.

Race: The talent of psionic power is unpredictable, and psions may appear in any ordinary race. Among races with psionic tendencies, Erlan is the most likely to produce psions.

Illithids are very likely to become psions, because their abilities are actually components of a deep psychic essence, and they don't even need the psion level to possess terrifying psychic powers.

Relationship with other professions: Psions admire monks and psychic warriors who share their devotion to self-control. Some psions look down on spellcasters such as mages and warlocks because they feel that magic is just a crutch for the mind. Psions are often hostile to madmen.

The Minder is suspicious, for their raw, raw emotions are what the Psion's training seeks to banish.

The Psion's abilities make him a powerful companion to any adventuring party. Psions of different disciplines play different roles in the party. For example, the Clairvoyant (specializing in the Psychic Divination discipline) can pass high difficulty

Reconnaissance leads the team, and the Build Divers ability (the Psion who chooses Mind Creation as the basic energy system) greatly increases the team's tactical options.

Game rules information

The Psion has the following game statistics:

Attributes: Intelligence determines how powerful a psion can manifest his powers, how many of his powers he can manifest, and how difficult it is to resist his powers. See "Class Features", below.

Alignment: Any

Hit Dice: d4

professional skills

The Psion's class skills (and the key attribute for each skill) are Concentration (Constitution), Craft (Intelligence), Knowledge (all, purchased separately)* (Intelligence), Profession (Wisdom), and Psychic (Intelligence). Additionally

, each psion receives additional class skills based on its base discipline:

Clairvoyant (Psychic Divination): Gather information (Charisma), Listen (Perception), and Scout (Perception)

Build Divers (Psychic Creation): Bluff (Cha), Disguise (Cha), and Use Psychic Device (Cha)

Operator (Psychic): Self-hypnosis (Perception), Trap Disarm (Dex), and Intimidate (Charisma)

Variety Changer (Psychic Self-Shaping): Self-hypnosis (perception), balance (agility) and healing (perception)

Spirit Traveler (Teleportation): Climb (Str), Jump (Str), Survive (Wisdom), and Swim (Str)

Telepath (Psychic Enchantment): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wisdom)

*See Chapter 3 of this book, "New Skills and Extended Usage of Skills". For descriptions of other skills, see Chapter 4 of the "Psychic Power Manual".

First level skill points: (2 + Intelligence modifier) ​​x4

Skill points per level: 2 + Intelligence modifier

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Table 2-3: Psion

Level Base Attack Bonus Fortitude Saving Throw Reflex Save Will Saving Throw Special Daily Power Points Known Powers Highest Known Power Level

1st+0+0+0+2 bonus expertise, basic skills 231st

2nd+1+0+0+3651st

3rd+1+1+1+31172st

4th+2+1+1+41792nd

5th+2+1+1+4 Bonus Feat 25113nd

6th+3+2+2+535133rd

7th+3+2+2+546154rd

8th+4+2+2+658174th

9th+4+3+3+672195th

10th+5+3+3+7 Bonus Feat 88215th

11th+5+3+3+7106226th

12th+6/+1+4+4+8126246th

13th+6/+1+4+4+8147257th

14th+7/+2+4+4+9170277th

15th+7/+2+5+5+9 Bonus Feat 195288th

16th+8/+3+5+5+10221308th

17th+8/+3+5+5+10250319th

18th+9/+4+6+6+11280339th

19th+9/+4+6+6+11311349th

20th+10/+5+6+6+12 Bonus Feat 343369th

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Career characteristics

The following are the class features of the psion:

Weapon and Armor Proficiency: Psions are proficient with clubs, daggers, heavy crossbows, light crossbows, clubs, and short spears. They are not proficient with armor or shields of any kind. However, armor does not prevent the display of supernatural powers.

Daily Power Points: A psion's manifest abilities are limited by the number of power points available to him. His base daily number of power points is listed in Table 2-3: Psion. Additionally, if he has a high Intelligence

value, and may also gain additional daily power points (see "Table 2-1: Attribute Modifiers and Additional Power Points"). His race may also provide additional daily power points, as may certain feats and items.

.

Basic Discipline: At first level, each psion must decide which discipline he or she wants to specialize in. Choosing a basic discipline gives the psion access to the discipline-specific class skills (see above), as well as the Instinctive discipline-specific class skills.

Powers. However, choosing a base discipline also means that the psion will not be able to use the powers exclusive to other disciplines. He will not even be able to use them through psionic items (see "Basic Disciplines" for a description of each power).

A brief introduction to the disciplines. Chapter 5 of this book contains the psion's general powers as well as the powers specific to each discipline).

Powers Known: A first-level psion can choose three powers from the psion's list of powers. With each new level he gains, he gains knowledge of new powers.

The new power can be chosen from a psion power, or a power from a base discipline of your choice. You cannot choose a power from another discipline. (Exceptions: the "Expanded Knowledge" feat on page 46, and page 34

The legendary feat "Legendary Expanded Knowledge" allows the psion to discover powers from other disciplines and even other classes.) A psion can manifest any power that costs a power point cost equal to or less than its manifester level.

The total number of psionic powers a psion can manifest each day is limited only by his daily power points. In other words, a 9th-level psion (with 72 power points) can spend 1 power point in one day

Manifest the power 72 times, or manifest a power that costs 9 power points 8 times, or any combination of powers that cost no more than 72 power points in total.

The psion simply needs to know his powers; they are ingrained in his consciousness. He does not need to prepare them in advance (as some spellcasters do when preparing spells), although he still needs a full night's rest to regain the power he has used.

Can count.

The difficulty level of a saving throw against a psion's power is 10 + the power's level + the psion's Intelligence modifier. For example, the DC for a saving throw against a sixth-level power is 16 + the Psion's Intelligence modifier.

Highest Known Power Level: A psion begins the game with the ability to learn 1st level powers. As he gains new levels, he may gain the ability to master more complex powers. For example, a 3rd level psion can learn 2nd or 2nd level powers.

For the following powers, a 5th-level psion can discover powers of 3rd level or lower, and so on.

To discover or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level. For example, a psion with an Intelligence score of 15 can manifest a power of level 5 or below.

Bonus Feat: The psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. The feat must be a psionic feat, a psychic feat, or the Craft Psionic Items feat.

one.

These bonus feats are in addition to the feats that characters in any profession can gain every three levels (as shown in "Table 3-2: Experience Points and Effects of Leveling Up," page 22 of the Psionics Handbook).

The psion is not limited to the psionic, psychic, and craft psionic item feats when choosing other feats.

psychic powers

A power system refers to one of six groups of powers. Each of these six groups is named by a common theme. The six power systems are the psychic prophecy system, the psychic creation system, the psychic transformation system, and the psychic automatic system.

Plasticity, Teleportation and Psychic Enchantment.

Clairsentience: Psions who choose clairsentience are called clairsentiences. Clairsentiences can discover prophecy powers to assist teammates in battle, or to collect intelligence in various ways.

Metacreativity: Psions who specialize in metacreativity are called builders. Metacreativity involves the ability to draw ectoplasm or other matter from the astral plane to create semi-solid or solid objects. Created Objects

It can be a weapon, armor, or an animated astral construct that fights at the Build Divers' command.

Psychokinesis: Psions who specialize in psychokinesis are called psychokinesis. They are masters of manipulating energy and transforming matter and energy. Psychokinesis can attack with violent energy blasts.

Psychometabolism: A psychic who specializes in psychometabolism is called a protean. Instincts include powers that can change the metabolism of the psychic or creatures near him. A psionic being can both heal and heal.

Can transform into a fearsome warrior.

Psychoportation: Psions who rely on the power of teleportation are called spirit travelers. Spirit travelers can advance or move objects in time or space.

Telepathy: A psion who chooses telepathy is called a telepath. He is an expert in making mental contact and controlling powers of other conscious creatures. The telepath can easily deceive or destroy his

the will of the enemy.

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