Psionics -- A Different Take


Homebrew and House Rules


I would like to propose a different concept of psionics, using the monk as a template. In effect, the monk would already BE a psionic character class. Add in psionic feats (perhaps renaming them Ki Feats) that require a Ki Pool to function, and give the psion class access to discipline-focused abilities (small lists for Telepathy, Telekinesis, etc.) that work off of the Ki Pool like the monk's abundant step ability.

No spell levels like wizards. Just a handful of focused abilities.

In fact, many 3.5 classes/prestige classes could be represented by making them into feat chains (the soulknife comes to mind).

It would make psionics different, yet fit within an existing framework.

Dark Archive

Weren Wu Jen wrote:

I would like to propose a different concept of psionics, using the monk as a template. In effect, the monk would already BE a psionic character class. Add in psionic feats (perhaps renaming them Ki Feats) that require a Ki Pool to function, and give the psion class access to discipline-focused abilities (small lists for Telepathy, Telekinesis, etc.) that work off of the Ki Pool like the monk's abundant step ability.

No spell levels like wizards. Just a handful of focused abilities.

In fact, many 3.5 classes/prestige classes could be represented by making them into feat chains (the soulknife comes to mind).

It would make psionics different, yet fit within an existing framework.

+1. A 3PP could develop this. Hmmm....


Mr. Fishy likes this, have pie.

Mr. Fishy would not mind a psionic Pathfinder Chronicles or Companion book a small inexpensive book to test the water and see if psionics is a viable resourse or a niche for a few fans. Mr. Fishy loves goblins, that does not mean they deserve their own book...WINK...goblin book...WINK.

Some thing like that could be interesting. The psions have a backstory and the book would be cheap and small enough to let a nonfan check it out.

Mr. Fishy wrote Psionics into his home game. A race of psionic protoceratops fled a dying world. Having arrived on an alien world they began breeding the local humanoids into psionics. Generations later the two species formed a psychic link that trancended it propose. End result every human psychic had a protocera twin, forever linked. Mr. Fishy liked it. Started work on a race of evil psychics from the protocera's home world. To act as villians.


Weren Wu Jen wrote:

I would like to propose a different concept of psionics, using the monk as a template. In effect, the monk would already BE a psionic character class. Add in psionic feats (perhaps renaming them Ki Feats) that require a Ki Pool to function, and give the psion class access to discipline-focused abilities (small lists for Telepathy, Telekinesis, etc.) that work off of the Ki Pool like the monk's abundant step ability.

No spell levels like wizards. Just a handful of focused abilities.

In fact, many 3.5 classes/prestige classes could be represented by making them into feat chains (the soulknife comes to mind).

It would make psionics different, yet fit within an existing framework.

You know this really doesn't sound like a different take. It simply sounds like a mix between 3.5 and 4.0 especially since they announced that Monks are suddenly Psionic based.

Now if you want something different I would suggest looking back at the origin of Psionics in the history of D&D. Originally it wasn't even a class it was just an ability that you had or didn't have depending on your race.

Then with AD&D the Psionic class came about but there was also the chance that you could be a wild talent so everyone had a chance to get mind powers. I think this turn about came with the campaign world of Dark Sun but I could be wrong on that.

If you really want to do something different instead of trying to follow a current trend why not revisit the source.

Make it entirely feat based. Have chain feats down different psionic paths. Like a telekinesis chain of feats or one about telepathy and mind control. Another chain could be could be devoted just to controlling your body and so on and so on. Each chain a different discipline and it would be open to everyone as long as they meet the requirements. The more psionic feats and traits you have the more psionic strength points you have.

Don't make it a class but something that all classes have access to if they are willing to put into it.


Instead of building psionics on a point pool system, why not build them as a series of supernatural abilities? Vaguely spell like, but with unlimited uses that require you to regain your psionic focus to be able to reset your uses. Something between warlock, Bo9S, and 4e. It would really provide a different feel from the other classes, but be mechanically sound.

Just an idea.


Sean FitzSimon wrote:

Instead of building psionics on a point pool system, why not build them as a series of supernatural abilities? Vaguely spell like, but with unlimited uses that require you to regain your psionic focus to be able to reset your uses. Something between warlock, Bo9S, and 4e. It would really provide a different feel from the other classes, but be mechanically sound.

Just an idea.

Hmmmm, well I don't know 4E but I know that it works a lot different than Pathfinder. I guess what you suggest would be to bad but only if the powers were very low key.

Personally I think it would be cooler if Psionics was more like Scanners or Fire Starter where it was biological and if you pushed yourself to much you wrecked havoc on your body.

This could be in the form of a number of uses a day equal to Con or perhaps each use did some non-lethal damage to you.


Sean FitzSimon wrote:

Instead of building psionics on a point pool system, why not build them as a series of supernatural abilities? Vaguely spell like, but with unlimited uses that require you to regain your psionic focus to be able to reset your uses. Something between warlock, Bo9S, and 4e. It would really provide a different feel from the other classes, but be mechanically sound.

Just an idea.

Even with BoNS people claimed the manuevers were just disguised magic. Even when told they were not supernatural they still called it magic, and the warlock does not get a lot of love, and I don't even know to discuss 4E.


wraithstrike wrote:
Sean FitzSimon wrote:

Instead of building psionics on a point pool system, why not build them as a series of supernatural abilities? Vaguely spell like, but with unlimited uses that require you to regain your psionic focus to be able to reset your uses. Something between warlock, Bo9S, and 4e. It would really provide a different feel from the other classes, but be mechanically sound.

Just an idea.

Even with BoNS people claimed the manuevers were just disguised magic. Even when told they were not supernatural they still called it magic, and the warlock does not get a lot of love, and I don't even know to discuss 4E.

The warblade is called magic.

For reference sake, warblade powers include "hit something very hard" and "move faster then you normally would"

Seriously, if it's not the core fightan man who does nothing but charge an full attack, people are gonna call him a magic anime abomination.


the BONS hurt itself by being all about magic with a little non magic thrown in. I really hated that book, I liked the idea behind it but not they way it was done

And guys lets be honest a core fighter is superhuman anyhow. The archer builds prove that, I like to see someone fire 5 or 6 shoots from a longbow in 6 seconds

Dark Archive

seekerofshadowlight wrote:
the BONS hurt itself by being all about magic with a little non magic thrown in. I really hated that book, I liked the idea behind it but not they way it was done

I really don't like this characterization of the ToB. I know some of the things look like magic but that's because magic has ruled the books in terms doing anything cool. Anything more than iterative attacks has to be magic. But if a guy gets to duck between the legs of a large creature and stab the bastard, that's not magic, thats skill. That's awesome. And I don't see why I fighter should have to be "magical" to do it.

seekerofshadowlight wrote:
And guys lets be honest a core fighter is superhuman anyhow. The archer builds prove that, I like to see someone fire 5 or 6 shoots from a longbow in 6 seconds

Yeah, no kidding. I've read that the max speed was around 8-10 per minute. Longbowman would actually hold back their maximum speed because it was too exhausting, to painful for thier fingers, and used up arrows too quickly. A shot every 10 seconds was sustainable in battle.

Now back to the OP. I think the idea might be fine for a psychic warrior. If Paizo wants to avoid the 3.5 PP system to prevent novas they should either just make it like the Warlock or limit PP used on any given spell like they did with the Eidolon's natural attacks.


ItoSaithWebb wrote:

If you really want to do something different instead of trying to follow a current trend why not revisit the source.

Make it entirely feat based. Have chain feats down different psionic paths. Like a telekinesis chain of feats or one about telepathy and mind control. Another chain could be could be devoted just to controlling your body and so on and so on. Each chain a different discipline and it would be open to everyone as long as they meet the requirements. The more psionic feats and traits you have the more psionic strength points you have.

Don't make it a class but something that all classes have access to if they are willing to put into it....

An entirely feat-based psionics system? Now that would be revolutionary! Excellent idea!

Hopefully some 3PP will see this thread and pick up the idea!


Weren Wu Jen wrote:
ItoSaithWebb wrote:

If you really want to do something different instead of trying to follow a current trend why not revisit the source.

Make it entirely feat based. Have chain feats down different psionic paths. Like a telekinesis chain of feats or one about telepathy and mind control. Another chain could be could be devoted just to controlling your body and so on and so on. Each chain a different discipline and it would be open to everyone as long as they meet the requirements. The more psionic feats and traits you have the more psionic strength points you have.

Don't make it a class but something that all classes have access to if they are willing to put into it....

An entirely feat-based psionics system? Now that would be revolutionary! Excellent idea!

Hopefully some 3PP will see this thread and pick up the idea!

Seems like a wonderful idea, I put together some short, basic ones to begin with:

All psionics are supernatural abilities. Psionic powers require line of sight and effect to the target unless otherwise noted. Saving throws for psionic powers have a DC of 10 + Int + Power Rating unless otherwise noted. Many powers can refer to a power rating, either in requirements or in effects. The power rating is equal to the number of psionic feats a character has.

Psychic [psionic]
Prerequisites: Int 13+
Benefit: You have psychic powers. You may gain psionic focus as a full-round action that provokes attacks of opportunity. Whenever you have psionic focus, you are much more aware of yourself and the world around you; you gain a competence bonus to perception checks equal to your power rating. By expending your psionic focus you can determine wether a single target creature has psychic powers (by having this feat). When this is done, you have lost psionic focus and have to regain it again. Other feats may give other uses of psionic focus.

Vibrating blast [psionic]
Prerequisites: Int 13+, Psychic, power rating 2+
Benefit: Whenever you have psionic focus, you may make a melee touch attack dealing 1d4 per power rating sonic damage. By expending psionic focus, you can make a blast into any one target creature or object within 30 ft. This deals 1d4 per power rating sonic damage to the target.

Mindslay [psionic]
Prerequisites: Int 13+, Psychic, power rating 4+
Benefit: Whenever you have psionic focus, you may make a ranged touch attack against a creature within 100ft. You have to have line of sight to the creature. If it hits, the creature takes 1d4 per power rating nonlethal damage. If you expend psionic focus, it instead deals 1d6 per power rating nonlethal damage as well as 1d4 intelligence damage. A successful Will save halves the damage in either case. This is a mind-affecting ability that does not require line of effect.

Telekinesis [psionic]
Prerequisites: Int 13+, Psychic
Benefit: Whenever you have psionic focus, you may lift and move items with your mind. This works similarly to the Mage Hand spell, except that it does not require that you point at the item, it works on magical objects, and that the maximum weight is equal to 5 lbs. per power rating. By expending your psionic focus, you may either lift and move an object of three times your normal limit and at a max speed of 30ft. for a single turn, or try to push a creature. This is a bull-rush attempt that works within 30ft. of the caster and doesn't provoke an attack of opportunity.

Psionic Senses [psionic]
Prerequisites: Int 13+, Psychic
Benefit: As long as you have psionic focus, you gain low-light vision. You may expend your psionic focus to either take 20 on a perception check, or to gain an insight bonus to armor class equal to your power rating for a single round, or to gain Darkvision 60ft. for a number of rounds equal to your power rating.

Celerity [psionic]
Prerequisite: Int 13+, Psychic
Benefit: As long as you have psionic focus, you gain a +1 bonus to reflex saves. By expending your psionic focus, you gain a bonus to your reflex saves equal to your power rating and a bonus to your base speed equal to 5ft. per power rating. This bonus lasts for one round.

-------

Then you'll have greater versions of these feats, improved ones that allow more powerful effects.


I would personally not like to see it as a feat chain because I feel that that takes up too much of a character's resources to be a decent psionic. Saga Edition Star Wars has this issue and what you are proposing is even more restricting. Something like the force powers in that I think could make a decent system, especially if they are done with the understanding that players can be creative and don't want powers pigeonholed into 1 combat trick. Telekinesis should not only have the option to fling something at high speeds to deal massive damage.

For those not familiar with saga edition, there are 2 feats for force users. The first one is a prerequisite that gives access to a handful of basic abilities like a weak move object, the ability to sense the force, and the ability to see through obsticals using the force. The second feat gives access to a number of force powers equal to your wisdom modifier +1, and you can take this feat multiple times, and can select a force power more than once. Each force power can be used once before rest (1 minute) for each time you have it, and there are ways to regain spent force powers. A skill check is made every time you use a power to determine how powerful it is, but this could easily be removed.

I like the idea of encorporating psionics into existing Ki powers.

about arrows:

And the max speed for arrows in a minute is over 30, as I know multiple people who can do that at 20 yard targets and hit a target the size of a cd with over 3/4, and 1 who can do it with a crossbow. They know people better than them, closer to 40. Further distances take more time, but I can get 15 off at 20 yards and 12 off at 100 yards, and am not that much faster than when I began shooting. Most beginners can get 10-12. Now, doing this in combat, or at any sustained rate, or without burning through your arrows, or at close to normal accuracy, or with the significantly stronger bows used historically.... And that would still only be 3 a round.


Okay, how's this:

The majority of psionics are handled using psionic feats. Anyone can take them for a little bit of psionics (i.e.: a wild talent).

There could also be a psion class (3/4 base attack, probably all good saves like the monk) with the standard disciplines (telepath, nomad, etc.) that gain a small number of set abilities (sort of like sorcerer bloodlines or wizard specialists) based on discipline. However, their major class feature would be bonus psionic feats (like the fighter).

This way, you can have as little or as much psionics as you want, and the new rules would be mostly feats.


AD&D Wild Talents coming back as feats? Sounds good to me


I, for one, welcome our new psionic overlords!

Great idea, very much like the 2nd ed system, where a psionist had a huge array of powers to choose from, and the powers were not arranged in power levels like the 3.x system.

Another thing I would like to see it attack and defense modes, brought back in a interesting way.

Defense modes are a free action. They give you a +0, +1, or +2 on your saves against specific attack modes. Attack modes are swift actions.

Perhaps create a feat called wild talent that is a prerequisite to getting psionic powers. A psion gets this talent for free at level 1.


People that like this idea might want to check out my Anchorite/Sribd.

RPG Superstar 2010 Top 16

I've got the bulk of a system worked out which is very similar to what's proposed in the OP. Actually started working on it before Pathfinder was released, but at the time it seemed I had bitten off more than I had the free time to chew in terms of fleshing out the equivalent of the entire Spells chapter. Other projects have taken the foreground since then, but if there's significant interest I might get back to it.

Quick summary: The system is ki-based; the monk is roughly equivalent to a 4-level caster. (A "full caster" gets 1 ki per level.) The system revolves around talents, which are kind of like like an entire cleric domain (or an incarnum soulmeld); a single talent provides both constant supernatural effects and ki-powered spell-like abilities, and grows in power as you advance in level.

As a side-note, the idea of a completely feat-based psionic system is also very appealing. :)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As interesting as the idea of feat based psionics is. I would have to agree that in Star Wars Saga rules which were feat based seemed to really reduce your feat selection (possibly because the Jedi was more powerful then the other classes). So I think I would rather see it modeled after the monk's abilities.


Charender wrote:

I, for one, welcome our new psionic overlords!

Great idea, very much like the 2nd ed system, where a psionist had a huge array of powers to choose from, and the powers were not arranged in power levels like the 3.x system.

Another thing I would like to see it attack and defense modes, brought back in a interesting way.

Defense modes are a free action. They give you a +0, +1, or +2 on your saves against specific attack modes. Attack modes are swift actions.

Perhaps create a feat called wild talent that is a prerequisite to getting psionic powers. A psion gets this talent for free at level 1.

I wonder if attack modes could be modeled after the CMD system. SO everyone has basic access to the psychic maneuvers, but specialists who invest feats get advantages. Not sure if non-psions would get to use "psychic maneuvers", but maybe they do, only in defense.

just a thought


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Anburaid wrote:
Charender wrote:

I, for one, welcome our new psionic overlords!

Great idea, very much like the 2nd ed system, where a psionist had a huge array of powers to choose from, and the powers were not arranged in power levels like the 3.x system.

Another thing I would like to see it attack and defense modes, brought back in a interesting way.

Defense modes are a free action. They give you a +0, +1, or +2 on your saves against specific attack modes. Attack modes are swift actions.

Perhaps create a feat called wild talent that is a prerequisite to getting psionic powers. A psion gets this talent for free at level 1.

I wonder if attack modes could be modeled after the CMD system. SO everyone has basic access to the psychic maneuvers, but specialists who invest feats get advantages. Not sure if non-psions would get to use "psychic maneuvers", but maybe they do, only in defense.

just a thought

Like an MCMB and MCMD? (m=mental)


I would caution away from this train of thought because it adds a complicated mechanic while only adding a questionable bonus. It does not fit into the current rules system, and will likely feel tacked on after the fact. Feats fit into the existing rules, and would just provide bonuses or special powers with strengths hopefully in line with other powers. Psychic attacks and defenses in previous editions were cumbersome and not ballanced against the rest of the system. I would recomend not going down this path.


Caineach wrote:
I would caution away from this train of thought because it adds a complicated mechanic while only adding a questionable bonus. It does not fit into the current rules system, and will likely feel tacked on after the fact. Feats fit into the existing rules, and would just provide bonuses or special powers with strengths hopefully in line with other powers. Psychic attacks and defenses in previous editions were cumbersome and not ballanced against the rest of the system. I would recomend not going down this path.

My problem is that everything that is done to neatly fit in the system ends up being too much like everything else that is already part of the system. Perhaps you have to go outside the system to end up with something that is truly different.


While I strong advocate my idea of making it all feat based I would strongly recommend treating the powers as spells. Having some numbers is good especially when it comes to damage or effecting something but otherwise construct the powers so that players can be flexible in their use. By doing it this way you can keep the number of powers down.

I feel by keeping it loose and flexible this can pull away from the mis-notion that Psionics is a form of magic when it should not be.


Charender wrote:
Great idea, very much like the 2nd ed system, where a psionicist had a huge array of powers to choose from, and the powers were not arranged in power levels like the 3.x system.

While the array of powers in 2e is a positive, the fact that they weren't (aren't, I still play 2e) arranged in power levels is what made me feel psionics in 2e was (is) horribly broken. Nothing says unbalanced more than a 2e psionicist having the power equivalents of all 9 mage spell level lists at his disposal for the mere expenditure and maintenance of PSPs. This was (is) the primary reason I do not and will not use the 2e psionics system as written. The powers themselves are fine if they have scaled access and classified them in a similar manner as 3e did. It's one of the few things about 3e I truly enjoyed seeing produced.

Quote:
Another thing I would like to see it attack and defense modes, brought back in a interesting way.

The system I'm creating still uses those as any other power accessible to a psionicist.


I think that in addition to psionic feats, the psionicist/psion should have powers that are spell-like abilities, using actual spell descriptions when feasible. For instance: blink, dimension door, teleport, etc. are all valid Nomad abilities. How many "powers" (i.e.: spell-like abilities) a psion gets would probably need to be determined through playtesting.

Personally, I don't mind if the psion only has access to 20 spell-like abilities (1/level), with maybe a handful of 0-levels thrown in on top of it. Combined with psionic feats (maybe 1 at 1st, +1 per 3 levels), that would still make for a versatile class without overdoing it.

I like the old 2e Complete Psionics Handbook idea of requiring a psionicist to have more powers from their primary discipline than from any other single discipline.

As for attack/defense modes, I liked how in the 3.0/3.5 rules they just made them part of the powers list. No need for extra rules--no muss, no fuss.


Charender wrote:
Caineach wrote:
I would caution away from this train of thought because it adds a complicated mechanic while only adding a questionable bonus. It does not fit into the current rules system, and will likely feel tacked on after the fact. Feats fit into the existing rules, and would just provide bonuses or special powers with strengths hopefully in line with other powers. Psychic attacks and defenses in previous editions were cumbersome and not ballanced against the rest of the system. I would recomend not going down this path.
My problem is that everything that is done to neatly fit in the system ends up being too much like everything else that is already part of the system. Perhaps you have to go outside the system to end up with something that is truly different.

The problem with 2e psionics is 3 fold:

1 There are 2 distinct types of psionics with 2 distinct sets of rules that don't mesh well with eachother. Powers, and psionic attacks and defenses.

2. Powers are flat in skill and do not scale with level. You will be basicly as good at them at level 1 as at level 20. This makes it not mesh well with the rest of the system.

3. Psionic attacks are amasingly powerful, especially against enemies with no natural defense. Because the system was tacked on, only in Darksun do opponents have defenses by default. This causes psionics to break most games.

I also don't recall if psionics break the normal initiative rules, and thus cause issues like deckers in shadowrun, where the psionic goes off and plays his seprate combat while everyone else sits off to the side. I kind of remember this to be true, but its been too long.


Caineach wrote:
Charender wrote:
Caineach wrote:
I would caution away from this train of thought because it adds a complicated mechanic while only adding a questionable bonus. It does not fit into the current rules system, and will likely feel tacked on after the fact. Feats fit into the existing rules, and would just provide bonuses or special powers with strengths hopefully in line with other powers. Psychic attacks and defenses in previous editions were cumbersome and not ballanced against the rest of the system. I would recomend not going down this path.
My problem is that everything that is done to neatly fit in the system ends up being too much like everything else that is already part of the system. Perhaps you have to go outside the system to end up with something that is truly different.

The problem with 2e psionics is 3 fold:

1 There are 2 distinct types of psionics with 2 distinct sets of rules that don't mesh well with eachother. Powers, and psionic attacks and defenses.

Ok, so make it where attack/defense modes are another form of power, done.

Quote:


2. Powers are flat in skill and do not scale with level. You will be basicly as good at them at level 1 as at level 20. This makes it not mesh well with the rest of the system.

That has already been covered in this thread. Since you would have lesser and greater version of powers.

Quote:


3. Psionic attacks are amasingly powerful, especially against enemies with no natural defense. Because the system was tacked on, only in Darksun do opponents have defenses by default. This causes psionics to break most games.

So make sure that everyone gets a save, problem solved.

Quote:


I also don't recall if psionics break the normal initiative rules, and thus cause issues like deckers in shadowrun, where the psionic goes off and plays his seprate combat while everyone else sits off to the side. I kind of remember this to be true, but its been too long.

Most if not all of these concerns have already been address in this thread. I would rather see a 2ed system with all of the flaws fixed than another incarnation of the 3.5 system which is might as well be a sorcerer with spell points and with free silent/still applied to every spell.


Charender wrote:
Most if not all of these concerns have already been address in this thread. I would rather see a 2ed system with all of the flaws fixed than another incarnation of the 3.5 system which is might as well be a sorcerer with spell points and with free silent/still applied to every spell.

I agree with you. I just think that by the time you fix the flaws of the 2e system and convert it to 3.X, you will end up with a different beast altogether. One that I would enjoy much more than the alternate magic system presented by 3.5 psionics, which has its own bennefits and drawbacks.


Caineach wrote:
Charender wrote:
Most if not all of these concerns have already been address in this thread. I would rather see a 2ed system with all of the flaws fixed than another incarnation of the 3.5 system which is might as well be a sorcerer with spell points and with free silent/still applied to every spell.
I agree with you. I just think that by the time you fix the flaws of the 2e system and convert it to 3.X, you will end up with a different beast altogether. One that I would enjoy much more than the alternate magic system presented by 3.5 psionics, which has its own bennefits and drawbacks.

A different beast is what I want.

vs

Psionic Bloodline Sorcerer
- All spells are cast with no verbal or soematic components.
- Convert spell levels per day into Spell Points.

There done, I have converted the 3.5 psionic system into PF.

PS - I know this is an oversimplification of 3.5 psionics, but it is not that far off the mark.


I would like to add that Dreamscarred Press is working on a book titled Psionics Unleashed, which is the 3.5 XPH (OGL material) converted to Pathfinder. So, for those that are happy with the 3.5 psionics, there's already a book in the works to bring it into Pathfinder.

That being said, I'm interested in something different, which is why I started this thread. From the responses, I'd say that I'm not alone in that regard!


You might get a kick out of this:
Esper:

BAB: Bad
HD: D6

Saves: Bad Ref, For, Good WIll.

Class Features: (levels in parenthesis under progress)

Spoiler:

1 Telekinesis(su), detect thoughts(sp), psychic focus.(ex)
2 hypnotism(sp), talent
3 Surge
4 talent
5 Clairvoyant sense(sp)
6 Telepathy(su), talent
7
8 talent
9 Telekinetic Flight(su)
10 talent
(11 breakpoint 2)
12 talent
(13 new ability)
14 talent
(15 boost 2)
(16 new ability, talent)
17 Mindbender(su)
18 talent
(19 new ability)
(20 capstone)

Psychic Focus(ex) As a full-round action, you may try to gain psychic focus. Make a concentration check (DC 20) to gain psychic focus. To make a concentration check, you add your class level and your intelligence modifier together and roll a d20. All your spell-like abilities require Psychic Focus.

This action provokes an attack of opportunity.

Telekinesis(su)

Spoiler:

While maintaing psychic focus, You can move objects or creatures by concentrating on them. Depending on the version selected, the power can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per level up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save (DC 10+half class level + INT modifier).
This version ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The power ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier in place of your Strength or Dexterity modifier. No save is allowed against these attempts. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the energy can be spent in a single round. By expending your psychic focus, You can hurl one object or creature per level that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per level.
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the spell.
If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

You can switch between the different versions of this power, or restart this power as a move action.

Detect Thoughts(sp) you can use 'detect thoughts' at will, as long as you retain psychic focus.

Hypnotism(sp) As per the spell. The target must be able to see you, and you must hold eye contact while hypnotizing the target.

Surge : You can momentarily boost your powers. For one round, you can use your powers as if your Esper level was one higher. At the end of your turn, however, you lose your Psychic Focus.
This ability improves on levels 6, allowing you to act as if 2 levels higher, and again on level 11 and level 17, to a total of 4 levels higher.

Clairvoyant Sense(su)

Spoiler:

You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. This power does not allow supernaturally enhanced senses to work through it.
If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power does not work across planes.
You can use this power as a standard action a number of times per day equal to one-half your class level + your intelligence modifier.

Telepathy(sp) You gain telepathy with reach. equal to 10 ft. per your class level. You can communicate with any being within that radius, although you must know they are there.

Telekinetic Flight(su) While maintaining psychic focus, as a swift action, or a move action, you can grant yourself fly speed equal to half your class level with perfect maneuverability for 1 round. You can effectively fly at will, as long as you can use a swift or a move action to concentrate.

Esper Talents

Spoiler:

Starting at leve 2 and every two levels hence, you gain an esper talent from the following list.
Psychokinetic shell: A protective, invisible force surrounds you mere millimeters above your body. This force grants you armor bonus equal to one quarter your class level, rounded up (minimum 1).
Versatile Telekinesis: You can switch between the different versions of your Telekinesis power as a swift action, instead of a move action.
Sustained Concentration: you can maintain concentration on the sustained force version of telekinesis as a move action.
Tactile telekinesis: You add half your level(rounded up) to your strenght for the purpose of determining your carrying capacity, as well as combat maneuver bonus and combat maneuver defense. This doesn't affect the combat maneuver version of your telekinesis power.
Mindsight You gain mindsight. You can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense--you know what square each thinking being is in, but you do not see the being, and the being still has total concealment unless you can see it by some other means. you also perceive several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. you need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight.

Mindbender(su): By directly manipulating the mind of your target, ou can duplicate the effects of any of the following spells:
Charm Monster, Daze Monster, Deep Slumber, Dominate Monster, Feeblemind, Hold Monster, Power Word Blind, Power Word Kill, Power Word Stun.
The DC for this power is equal to 10 + one-half your class level + your intelligence modifier. Doing so will expend your psychic focus.


Very interesting Senevri.

That is definitely different than what I was envisioning, but it has possibilities.

If you go back to the 2e Psionicist, he had the attack progression of the thief, and used Wisdom as his prime ability score (although Con and Int also factored into his psionic strength score).

I think that the psion shouldn't be the "heavy artillery" of a wizard/sorcerer type, but more on par with the cleric (hence a BAB of 3/4 would be appropriate). Tying down the saving throws is trickier, but I'd prefer the monk route of all good saves.

The class should be required to choose a specific discipline, and at least half of their powers should be from that discipline.

I like the idea of a combination of bonus psionic feats and spell-like abilities (powers) for the class features. Break the spell-like abilities into a list for each discipline, insuring that there are enough powers available for players who wanted to concentrate on a single discipline only.

Make the 0-level spell-like abilities usable at-will, and make the others usable 3/day (with potential increases as the psion advances).


I actually finished a version of that class. I looked at it, and thought of how much weaker than a wizard it is, and I agree, a medium BAB could be about right.

It's kind of a frail psychic now, a more martial character (offensive tactical TK, bursts of strength and speed) would be interesting. Hm.

Spoiler:

Features:
1 Telekinesis(su), detect thoughts(sp), psychic focus.(ex)
2 Hypnotism(sp), Esper talent
3 Surge(ex)
4 Esper talent
5 Clairvoyant sense(sp)
6 Esper talent
7 Telepathy(su) , Molecular Control(sp)
8 Esper talent
9 Telekinetic Flight(su)
10 Esper talent
11 Force field(su)
12 Esper talent
13 Teleportation(sp)
14 Esper talent
15 Multikinesis(ex)
16 Major Creation(sp), talent
17 Mindbender(su)
18 Esper talent
19 Telekinetic Sphere(sp)
20 (some neat capstone - turn into outsider and so forth?)

missing Esper talents:
---
Sustained Speed: You can use sustained force to move objects at a speed of 40ft. instead of 20ft.

Crush: When you have successfully grappled someone telekinetically, you can, if you choose, automatically Constrict them for 2d6+1 1/2 times your Intelligence modifier in damage.

Short Jaunt: You can teleport as a move action. The total amount you can teleport per day is 5ft per level. You can split these uses up any way you like.

Fine Manipulation Your telekinesis becomes more dextrous; You can manipulate objects as with two hands, meaning you can effectively do most work at a distance; Keep in mind you're still limited by your sight in accuracy.

Accelerated Reaction: You gain the benefits of haste spell, for a number of rounds equal to one-half your class level per day. You can split these usages as you like. This ability can be activated as a free action.

Metabolic Restoration:As a full-round action, you gain Fast Healing 10, for one round.
---
Force Field(su) As a standard action, you can duplicate the effects of either Wall of force or Resilient Sphere, except that the duration of these is changed to Concentration, with a maximum number of rounds equal to your class level, after which you lose psychic focus.

Multikinesis(ex): You can now have a second Telekinesis running simultaneously. When you concentrate on your Telekinesis power, it counts for both of the powers. You can still determine the usage of your two telekinesis powers separately.

Major Creation(sp) as per the spell, usable a number of times per day equal to 3+your intelligence modifier.

Molecular Control(sp) as per the spell Fabricate. You must have the material you intend to use for fabrication. Usable at will.

The pattern would be:

- Getting a power like telepathy or telekinesis or somesuch at first level. A 25 pound/single object dealing 1d6 TK isn't anything broken at first level.
- Get spell-like abilites - basically from the list of abilities wizards have stolen from psychics.
- Get a few boosts so that the class is better at it's niche than other classes.

A psionic discipline could be as simple as a set of 9 powers of level 1-9 as spell-likes, useable 3+relevant stat modifier times per day. A 'moderate/hybrid' version would get 6, and a 'fighter' version would get 4.

But, this is sort of a 'for dummies' thing. I kinda miss some sort of a token system, but 'usable as CL = level, 3+STAT times per day' is a perfectly good mechanic. Of course, for some powers it doesn't matter if it has an use limitation or not.

RPG Superstar 2012 Top 16

Just a FYI

AD&D psionics, you only had a chance at wild talents. Only monsters of certain kinds always had psionics...iconics like the mind flayer, intellect devourer, ki-rin, etc.

Wild talents were randomly rolled for number and power. PSP were based on the power...someone with an expensive power could wind up with a LOT of PSP (this also happened in Dark Sun for Wild Talents who got lucky)

In Dark Sun, everyone was either a random Wild Talent, or a psionicist. Some people got lucky on the wild talents, others did not. Everyone having psionics was one means of making up for the 'low tech' of the setting.

==Aelryinth


I like the ki pool variant from upthread. Medium bab seems like it could have some merit. I imagine psions more like the cleric anyway, as opposed to the wizard.


Aelryinth wrote:

Just a FYI

AD&D psionics, you only had a chance at wild talents. Only monsters of certain kinds always had psionics...iconics like the mind flayer, intellect devourer, ki-rin, etc.

Wild talents were randomly rolled for number and power. PSP were based on the power...someone with an expensive power could wind up with a LOT of PSP (this also happened in Dark Sun for Wild Talents who got lucky)

In Dark Sun, everyone was either a random Wild Talent, or a psionicist. Some people got lucky on the wild talents, others did not. Everyone having psionics was one means of making up for the 'low tech' of the setting.

==Aelryinth

In 2nd edition AD&D, the Complete Psionics Handbook included both a character class (the Psionicist) and Wild Talent rules.

I've actually played 2e Psionicists in non-Dark Sun games (as well as in Dark Sun). I still have a copy of the book (and Dark Sun)!

Anyway, I'm still holding out hope that a 3PP will notice this thread and take an interest.


Hi guys, I know I'm late, but I like the concept of this Esper class. I came up with a capstone for it.

Eternal Mind: At twentieth level, the Esper transfers their consciousness into a crystal they fashioned. They keep it on them like a magic item, and if they were to die the crystal would store their conscious until it can be placed on a new body.

What do you think? Needs some revising I think.


UsagiTaicho wrote:

Hi guys, I know I'm late, but I like the concept of this Esper class. I came up with a capstone for it.

Eternal Mind: At twentieth level, the Esper transfers their consciousness into a crystal they fashioned. They keep it on them like a magic item, and if they were to die the crystal would store their conscious until it can be placed on a new body.

What do you think? Needs some revising I think.

You are four whole years late, in point of fact. This thread was dead and your dread necromancy is patent.

*yells some criticism into the time machine*

This class is a little too front loaded, in my opinion. The hypnotism and detect thoughts abilities are at-will which is sorta wacky and good. With a two level dip, you can get both of these abilities, the telekinesis ability (which is situational-ly really very useful) and limited blindsense. I am not sure if it is really all that broken though. I find that kind of hard to say, but I would have those abilities expend psionic focus at least and I would expand telekinesis as an offensive option (so it is useful even when there is no massive object to throw at stuff).

Frankly, a lot of these other class abilities are of extremely limited usefulness and could probably all stand to scale a little better and faster. This is just all over the place.

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