Psicho-kineticist

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Psicho-kineticist
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[edit] Psicho-kineticist

Alignment: Any

Starting Age: Moderate

Table: The Psicho-Kineticist
Hit Die: d6

Level Base
Attack Bonus
Saves Special Power Points/Day Powers Known max Power Level
Fort
Ref
Will
1st +0 +0 +0 +2 Disiplin 0* 1 1st
2nd +1 +0 +0 +3 1 2 1st
3rd +1 +1 +1 +3 3 2 1st
4th +2 +1 +1 +4 5 3 1st
5th +2 +1 +1 +4 7 3 2nd
6th +3 +2 +2 +5 11 4 2nd
7th +3 +2 +2 +5 15 4 2nd
8th +4 +2 +2 +6 19 5 2nd
9th +4 +3 +3 +6 23 5 3rd
10th +5 +3 +3 +7 27 6 3rd
11th +5 +3 +3 +7 35 6 3rd
12th +6/+1 +4 +4 +8 43 7 3rd
13th +6/+1 +4 +4 +8 51 7 4th
14th +7/+2 +4 +4 +9 59 8 4th
15th +7/+2 +5 +5 +9 67 8 4th
16th +8/+3 +5 +5 +10 79 9 4th
17th +8/+3 +5 +5 +10 91 9 5th
18th +9/+4 +6 +6 +11 103 10 5th
19th +9/+4 +6 +6 +11 115 10 5th
20th +10/+5 +6 +6 +12 127 11 6th
21th +10/+5 +6 +6 +12 127 11 6th
22th +11/+6/+1 +7 +7 +13 127 11 6th
23th +11/+6/+1 +7 +7 +13 127 11 7th
24th +12/+7/+2 +8 +8 +14 127 11 7th
25th +12/+8/+3 +8 +8 +14 127 11 7th
26th +13/+8/+3 +9 +9 +15 127 11 8th
27th +13/+8/+3 +9 +9 +15 127 11 8th
28th +14/+9/+4 +10 +10 +16 127 11 8th
29th +14/+9/+4 +10 +10 +16 127 11 9th
30th +15/+10/+5 +11 +11 +17 127 11 9th
  • at first level a psicho-kineticist only gains bonus power points from a high int. score

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int).
Disciplines and Class Skills
Seer (Clairsentience)—Gather Information (Cha), Listen (Wis), Spot (Wis).
Shaper (Metacreativity)—Bluff (Cha), Disguise (Cha), Use Psionic Device (Cha).
Kineticist (Psychokinesis)—Autohypnosis (Wis), Disable Device (Int), Intimidate (Cha).
Egoist (Psychometabolism)—Autohypnosis (Wis), Balance (Dex) Heal (Wis).
Nomad (Psychoportation)—Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str).
Telepath (Telepathy)—Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Sense Motive (Wis).


[edit] Class Features

All the following are class features of the Psicho-kineticist.

Weapon and Armor Proficiency: Psicho-kineticists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Power Points/Day: A Psicho-kineticist’s ability to manifest powers is limited by the power points he has available. Their base daily allotment of power points is given on Table: The Psicho-kineticist. In addition, they receive bonus power points per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items.

Discipline: Every Psicho-kineticist must decide at 1st level which psionic discipline they will specialize in. Choosing a discipline provides a Psicho-kineticist with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the Psicho-kineticist cannot learn powers that are restricted to other disciplines. however, they can use such powers by employing psionic items.

Powers Known: A Psicho-kineticist begins play knowing one psion power of your choice. Each time he achieves an even level, you unlock the knowledge of a new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from disciplines restricted discipline lists other than your chosen discipline lists. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Psicho-kineticist to learn powers from the lists of other disciplines or even other classes.) A Psicho-kineticist can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a Psicho-kineticist can manifest powers in a day is limited only by his daily power points.

A Psicho-kineticist simply knows his powers; they are ingrained in its mind. they do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all their spent power points.

The Difficulty Class for saving throws against Psicho-kineticist powers is 10 + the power’s level + the Psicho-kineticist’s Intelligence modifier.

Maximum Power Level Known: A Psicho-kineticist begins play with the ability to learn 1st-level powers. As they attain higher levels, a Psicho-kineticist may gain the ability to master more complex powers.

To learn or manifest a power, a Psicho-kineticist must have an Intelligence score of at least 10 + the power’s level.



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