The Quintessential Psion (Dungeons & Dragons d20 Fantasy Roleplaying) [1 ed.] 1903980844, 9781903980842

The first two chapters, Psion Character Concepts and the Prestige Psion will allow players to tweak their psychic charac

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The Quintessential Psion (Dungeons & Dragons d20 Fantasy Roleplaying) [1 ed.]
 1903980844, 9781903980842

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The Prestige Psion The following text was inadvertently omitted from the Psychic Mummy prestige class:

Psychic Entombment There are those who attempt to fuse their physical bodies and psychic powers, transcending the mortal coil to become something greater. Known as psychic mummies, these beings are most often created for a specific purpose by a group of like-minded psions. The process is difficult and very dangerous, with the potential for an agonising death for the subject. Those who successfully complete the entombment process emerge as psychic mummies, creatures quite different from what they were before. This process requires a psychic tomb, a crystalline box which is sealed and locked from the outside. The psychic tomb weighs 700 pounds and costs 3,000 gp. The tomb is destroyed at the end of the process, as the energies passing through it and into the body of the subject weaken the crystal lattices. To begin the psychic entombment, the subject must fast for a full three days, meditating and preparing himself for the ordeal ahead. He then enters the psychic tomb and is sealed within its crystalline embrace. Each day thereafter, a minimum of five psions of at least 5th level must dedicate themselves to the entombment process. These psions remain within a few feet of the tomb, quietly meditating as they pour their psionic energies into the crystal. This process drains the psions’ psionic power points completely once the process begins - when a psion begins channelling his energy into the tomb, he may take no other actions of any kind for 8 hours as the bond totally consumes his concentration. Psions engaged in this process are considered helpless for combat purposes.

– anyone who wants to contribute must be involved from the beginning and must continue to be involved until the very last day. At the end of this time, the subject may or may not be transformed into a psychic mummy and may even be killed by the process. Sustained by the psychic energies of his companions, his ability to absorb the energy pumped into the tomb will determine his ability to survive. At the end of 30 days, the subject must make a successful Fortitude save (DC 30). The psion receives a +1 circumstance bonus per additional 5th-level to 9thlevel psion who provides energy for the entombment process, a +2 circumstance bonus per additional 10thlevel to 14th-level psion who provides energy, and a +3 circumstance bonus per additional psion of 15th-level or greater who provides energy. Subjects who fail by 10 or less are not killed, but they are also unfit to become psychic mummies. They may make the attempt again after one full year has passed. Those who fail the fortitude save by 11 or more, however, die during the process and do not emerge from the crumbling remains of the crystalline tomb. Though these unfortunates may be resurrected or otherwise returned to life, they may never attempt to enter this prestige class again.

This channelling of energy continues each day for 30 days and any psion who contributes energy on the first day must continue to provide energy throughout the process. Additionally, no psion may begin contributing energy after the first day

30a

(This space intentionally left blank.)

30b

The Quintessential Psion CHARACTER ________________________________________________ PLAYER ___________________________________ CLASS ______________________________________________________ LEVEL ___________________________________ CHARACTER CONCEPT __________________________________________________________________________________ SUBRACE ___________________________________________________ ALIGNMENT ______________________________ PATRON DEITY / RELIGION ______________________________________________________________________________ PLACE OF ORIGIN____________________________________________ FIGHTING STYLE___________________________

ABILITY SCORES

HIT POINTS

TEMP TEMP SCORE MODIFIER SCORE MODIFIER

ARMOUR ARMOUR

ARMOUR SHIELD

SUB DMG

CONSTITUTION WISDOM CHARISMA

SAVING THROWS

CLASS

MISC

ALCHEMY

Y / N

INT

POWER POINTS

ANIMAL EMPATHY

Y / N

CHA

APPRAISE "

Y / N

INT

DAMAGE REDUCTION

BALANCE "

Y / N

DEX *

BLUFF "

Y / N

CHA

TEMP

CLIMB "

Y / N

STR *

MODIFIERS

CONCENTRATION "

FORTITUDE (CON) REFLEX (DEX) WILL (WIS)

COMBAT BONUSES

------------- MODIFIERS ----------ABILITY SIZE MISC TEMP

BASE

INITIATIVE (DEX) MELEE (STR)

A P E RM NA OU LT R Y CH EC A K FA RC A IL N U E RE S PE LL SP E RE L SI L ST A N CE

A FL C W AT H FO EN OT A C TO V ED U ER CH S U AT S TA CK M IS S S CH A N M CE BO AX N D U E S X

RANGED (DEX)

WEAPON AND ARMOUR PROFICIENCIES

WEAPONS WEAPON

ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS

NOTES

Y / N

CON

CRAFT " (

)

Y / N

INT

CRAFT " (

)

Y / N

INT

CRAFT " (

)

Y / N

INT

DECIPHER SCRIPT

Y / N

INT

DIPLOMACY"

Y / N

CHA

DISABLE DEVICE

Y / N

INT

DISGUISE "

Y / N

CHA

ESCAPE ARTIST "

Y / N

DEX *

FORGERY "

Y / N

ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS

CHA

HANDLE ANIMAL

Y / N

CHA

HEAL "

Y / N WIS

HIDE "

Y / N

INNUENDO

Y / N

WIS

INTIMIDATE "

Y / N

CHA

WEAPON

ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS

NOTES WEAPON

ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS

NOTES WEAPON

NOTES

ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS

DEX *

INTUIT DIRECTION

Y / N

WIS

JUMP "

Y / N

STR*

KNOWLEDGE (

) Y / N

INT

KNOWLEDGE (

) Y / N

INT

KNOWLEDGE (

) Y / N

INT

KNOWLEDGE (

) Y / N

INT

LISTEN "

Y / N WIS

MOVE SILENTLY

Y / N

DEX*

OPEN LOCK

Y / N

DEX

)

PICK POCKET PROFESSION (

NOTES

INT

GATHER INFORMATION " Y / N

PERFORM (

WEAPON

NATURAL MISC

CROSS KEY MODIFIERS MAX RANKS = LVL +3 (/2) CLASS ABILITY TOTAL ABILITY RANKS MISC

HIT DIE

INTELLIGENCE

TOTAL

SIZE

ARMOUR WORN

DEXTERITY

BASE ABILITY MAGIC

WIS

= 10 +

STRENGTH

TOTAL

DEX

)

Y / N

CHA

Y / N

DEX*

Y / N

WIS

READ LIPS

Y / N

INT

RIDE "

Y / N

DEX

SCRY "

Y / N

INT

SEARCH "

Y / N

INT

SENSE MOTIVE "

Y / N WIS

SPELLCRAFT

Y / N

SPOT "

Y / N WIS

INT

SWIM "

Y / N STR #

TUMBLE

Y / N

USE MAGIC DEVIC

Y / N

DEX* CHA

USE ROPE "

Y / N

DEX

WILDERNESS LORE "

Y / N

WIS

Y / N " CAN BE USED WITH 0 RANKS, * ARMOUR CHECK PENALTY APPLIES, # -1 PER 5 LBS OF EQUIPMENT

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FEATS

EQUIPMENT ITEM

LOCATION WT

ITEM

LOCATION

WT

NAME

EFFECT

CLASS/RACIAL ABILITIES ABILITY

CURRENT LOAD

TOTAL WEIGHT CARRIED

MOVEMENT / LIFTING Movement

Rate

Walk (= Base)

MONEY & GEMS

Movement

Rate

CP -

Hour Walk

Hustle

SP -

Hour Hustle

Run (x 3)

Day Walk

Run (x4)

Special

Load

EFFECT

Weight Carried Max Dex

GP Chk Pen Run

Light

-

-

-

Medium

+3

-3

x4

Heavy

+1

-6

x3

PP GEMS -

EXPERIENCE TOTAL EXPERIENCE LIFT OVER HEAD = MAX LOAD

LIFT OFF GROUND PUSH OR DRAG = 2 X MAX LOAD

= 5 X MAX LOAD

LANGUAGES XPS NEEDED FOR NEXT LEVEL

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HEAL RATE PER DAY

Psionic Attack Modes

Known

Ego Whip (Dex) Id Insinuation (Str) Mind Blast (Cha) Mind Thrust (Int) Psychic Crush (Wis)

FRAGMENTS AND ECHOES

Psionic Defence Modes Empty Mind Intellect Fortress Mental Barrier Thought Shield Tower of Iron Will

PSIONIC POWERS Power

DC Effect

Power

DC

Effect

MAGIC ITEMS

HENCHMEN AND MERCENARIES NAME

RACE

NUMBER

HD / LVL

HP

INIT

SPD

AC

BAB STR DEX CON INT WIS CHA

RACE

NUMBER

HD / LVL

HP

INIT

SPD

AC

BAB STR DEX CON INT WIS CHA

NOTES NAME

NOTES

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PHYSICAL APPEARANCE

AGE

SEX

HEIGHT

SIZE

WEIGHT

HAIR

EYES

HANDEDNESS

QUOTE / FAVOURITE SAYING

PERSONALITY AND CHARACTER

ENEMIES, ALLIES, PAST ACQUAINTANCES

BACKGROUND & FURTHER NOTES

TRAINED ANIMALS TYPE

HD

HP

INIT

SPD

AC BAB STR DEX CON INT WIS CHA

TRAINING SLOTS

TRICKS AND ATTITUDES

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