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'''Weapon Proficiencies:''' [[NWN:Weapon Proficiency (Simple)|Simple]], [[NWN:Weapon Proficiency (Rogue)|Rogue]], [[NWN:Weapon Proficiency (Druid)|Druid]]<br> | '''Weapon Proficiencies:''' [[NWN:Weapon Proficiency (Simple)|Simple]], [[NWN:Weapon Proficiency (Rogue)|Rogue]], [[NWN:Weapon Proficiency (Druid)|Druid]]<br> | ||
'''Armor Proficiencies:''' [[NWN:Armor Proficiency (Light)|Light]], <br> | '''Armor Proficiencies:''' [[NWN:Armor Proficiency (Light)|Light]], <br> | ||
'''High Saves:''' [[Will]], [[Fortitude]] | '''High Saves:''' [[NWN:Will|Will]], [[NWN:Fortitude|Fortitude]]br> | ||
'''Bonus Feats:''' Arcane Defence (Enchantment), Check PSP Total<br> | '''Bonus Feats:''' Arcane Defence (Enchantment), Check PSP Total<br> | ||
'''Base Attack Bonus:''' Follows Cleric/Rogue progression<br> | '''Base Attack Bonus:''' Follows Cleric/Rogue progression<br> |
Revision as of 22:38, 25 August 2009
Part of the series on Psionics |
The Psion Class Psionic Disciplines Related subjects |
Description: "More than a character of any other class, the psionicist (or Psion) is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind." (Winter, Complete Psionics Handbook, TSR)
"Psions depend on a continual study of their own minds to discover an ever-wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion, but the road to power. (Cordell, The Psionics Handbook, WTC)
Basics
Requirements: Non-chaotic, at least 2nd level character
Hit Dice: d6
Weapon Proficiencies: Simple, Rogue, Druid
Armor Proficiencies: Light,
High Saves: Will, Fortitudebr>
Bonus Feats: Arcane Defence (Enchantment), Check PSP Total
Base Attack Bonus: Follows Cleric/Rogue progression
Skill points: 4+INT mod
Class Skills: Concentration, Heal, Lore,Persuade, Search, Spellcraft, Spot
Feat Progression: Two powers may be selected each level. The normal feats received every third level may be used to take an additional power if a psionlevel is taken at that time.
Feats (non-psionic): the standard 1 feat at every 3rd character level. Psions do not receive bonus feats or epic bonus feats.
PSP Total Progression: 10+10*psion-level with a bonus for high Wisdom, Constitution and Intelligence. The Wisdom bonus is applied at each level; the bonus from Constitution and Intelligence only affects the starting PSP (i.e. at first level).
PSP are gained as follows:
- At first level: PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats taken at first level, where (stat-15) has a minimum of zero.
- Each new level: PSP = current total + {(Psionlevel-1) * (WIS-5)} + Feats taken at that level, where (WIS-5) has a minimum of 10.
PSP are recalculated whenever one of these elements changes (i.e. WIS, CON or INT increases or decreases, Psionlevel changes, appropriate feat taken) using a single formula that combines those above:
- PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats + {(Psionlevel-1) * (WIS-5 (Min = 10))}
DC's for Psion powers: 12 + 1/2 Psion lvl + applicable stat modifier, except for Ultrablast and Contact which start at 10 and 16 respectively.
Psion Power Score and Power Check: When a Psion ability is first used a power check is made. A power check is a d20 roll against that ability's power score, the lower the roll the better. For example, the Psychometabolism ability "Accelerate" has a power score of "Con -2". So, if your Con stat is 16, you need a 14 (Con -2) or under to succeed.
Psionic Power Descriptions
Reference
Psychokinesis-Psychometabolism; Psychoportation-Telepathy; Telepathy - Clairsentience
Psionics On Avlis
The psions of Avlis are generally well-received in many nations. This is especially true in orcish society where sorcerers and wizards are illegal. The orcs are well aware of the origins of their powers and have accepted them as a good substitute for magic. Consequently, the nations Brekon and Dubunat have become bastions of psionic learning and study for many, and this influence has spread especially to the Kurathene Empire, where they have been called "mindbenders" and found useful as guardians on ships... with far less chance of catching sails on fire.
Though their numbers are primarily highest in the western parts of the continent, psions have been popping up in other areas too and generally meeting with acceptance. Those who see them realize the discipline it takes to become one, and many psion orders are either associated with or part of existing monastic orders. The close association between monks and psions is born of their common penchant for discipline. Whereas monks try to unify mind and body, psions try to transcend the body and become the mind. The two philosophies are compatible for the most part, though monastic and psionic orders that are in conflict with one another do exist, for example the Order of The Way and the Order of the Will.
Playing a Psion
Telepathy Guide for the Neverwinter Nights game Avlis PW
Forum & Guilds
- Avlis Private Discussion: Monks and Psions, an open class discussion forum for all members.
- The Luminous Order of the Mind, a guild for those interested in psionics.
- The Psionics Theory Research Group.