The Advanced Player's Manual

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The Advanced Player's Manual
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Abbreviation: APM
Author: Skip Williams, William C. Eaken
Publisher: Green Ronin Publishing
Item Code: GRR1602
Release Date: 20 September 2005
Format: Hardcover
Page Count: 130
ISBN-10: 1932442278
ISBN-13: 978-1-932442-27-4
Price: $34.95
Product Blurb:
The perfect complement to your core rulebooks, the Advanced Player's Manual gives your characters all new capabilities. Like other books in Green Ronin's Advanced Rulebook series, this book is all about options, expansions, and moving your games in new directions! With new race flexibility, variant magic classes, mass combat rules, and more, you have the tools to create a host of unique and interesting characters, or to improve exisitng ones. Whether you are a player or a gamemaster, this book breathes fresh air into character building, putting the power into you hands. Better still, each chapter is modular in design, making it easy to choose the options appropiate for your games. Used by itself or in conjunction with Green Ronin's Advanced Bestiary and the Advanced Gamemaster's Guide, your games can only improve with this invaluable resource.

Inside, you'll find:

  • Luck defined as a new ability score with several options for incorporating it into your games.
  • A complete toolbox for building your own variants of the core races, while alos giving guidelines for building planetouched races, half-races, and greater races.
  • Six new base classes, including the eldritch weaver, spellmaster, and thanemage. Epic progressions are also included for each class.
  • New uses and modifiers for skills based on creature types, body types, and a selection of new feats like Fighting Withdrawal and Taunt.
  • An all-new numeric alignment system, with examples for creatures found in the MM.
  • Mass combat rules, fully compatible with Malhavoc Press' Cry Havoc.
  • Over 100 new spells, like crown of valor, foozle, and the devastating ring of fire.
  • The psychic base class, and the skill- and feat-based psychic system first presented in Green Ronin's popular Psychic's Handbook.
  • Engaging illustrations from top artists like Toren "Macbin" Atkinson, Drew Baker, Kent Burles, Storn cook, Marcio Fiorito, Jonathan Kirtz, James Smith III, Joseph Wigfield, and Lisa Wood.

Written by the d20 guru and sage Skip Williams, author of the MM, the Advanced Player's Manual is the perfect sourcebook to take your games to the next level.

Requires the use of the Dungeons & Dragons Player's Handbook, published by Wizards of the Coast, Inc. This product utilizes updated material from the v. 3.5 revision.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.

The following text is Open Gaming Content: Chapters 1-4, 6, 8 and Appendices 1 and 2.

Contents

Appendix I: Psychic Powers[edit]

In most fantasy settings, psychic abilities, if they exist at all, are usually seen as just an alternate form of magic. This appendix provides a completely independent system for adding psychic abilities to your campaign, abilities that are at once more subtle and wider-reaching than magic, powers with their own applications and limitations that separate them from the spells of clerics and wizards, and even the powers of psions. This material, which derives from Green Ronin’s Psychic’s Handbook, is suitable for introducing psychic abilities to any campaign. Read on and discover the hidden powers of the mind.

The Psychic Class[edit]

The mind has hidden powers that even the most learned scholars don’t fully understand. There exist people gifted with extraordinary abilities: psychics. They have visions or a sense of what others are thinking. They can influence the minds of those around them or even affect the physical world with their thoughts. Some confuse their power with sorcery, but it is not the same. Still, those who possess such gifts often conceal them, out of concern that others will fear or misunderstand them. Psychics who choose to develop their potential are capable of feats to rival sorcerers and wizards. They can become masters of their fate, or else risk becoming the pawns of those who seek to harness and control their powers for their own purposes.

Adventures[edit]

Psychics often feel outcast or separated from ordinary society by their gifts. Some adventure to test and hone their talents, pushing their limits to learn what they're capable of doing. Others use their abilities in the service of a particular cause, whether it's an ideology, a nation, or simple profit. Some psychics are driven to prove themselves or believe they have a responsibility to use their gifts for the benefit of society, and just as many who think that their psychic talents make them better than “mundane” people, allowing them to do with the mundanes as they will.

Characteristics[edit]

Psychics have innate mental powers, known as “talents,” which can be developed through training and study. While psychic talents aren't generally as broad or powerful as the magic of spellcasters, they tend to be more flexible. Only their talent, their training, and their stamina limit psychics, since using psychic abilities can be draining. While more subtle than the flash and bang of spellcasting, psychic powers are far-reaching. A psychic can cross tremendous distances in the blink of an eye or pull the strings of entire nations from behind the scenes.

Since their talents are both innate and widely varied, psychics tend to be unpredictable. Although they may organize into orders and guilds, they're often independent.

Alignment[edit]

Psychic talent appears randomly, so psychics come from all walks of life and backgrounds. Their abilities are the only thing uniting them, so they may be of any alignment.

Religion[edit]

For some psychics, their talents are a spiritual experience. They focus on a private, personal connection to an inner spiritual world and understanding. For others, their talent is a gift from the gods, which they use in their service, and there are those who have little or no interest in religion one way or another. Psychics tend to worship the same deities as other folks in the places where they live. They may follow gods of the mind and thought, placing the cerebral above all else, but not always.

Background[edit]

A psychic typically discovers his talents during a time of stress. These may be the changes brought on by adolescence or another trauma in the psychic's life. The newly awakened talent is often confusing and frightening for the psychic, who may hear voices, have visions, experience poltergeist phenomena, or even awaken from a dream to find himself hundreds of miles from home, with no idea of how he got there. Eventually, the psychic learns to control his powers and begins studying and learning how to use them intentionally.

Fortunate psychics encounter others of their kind, who can teach them and help them understand their talents. Most, however, are on their own and have to make do with trial and error.

Races[edit]

The potential for psychic talent lies within all intelligent creatures, or so most psychics claim. Psychics of nearly every race exist. Human psychics are the most common, perhaps simply because humans are the most common, or because they're the most adaptable, more given to exploring their innate psychic talents. Elf and half-elf psychics are comparatively rare, perhaps because elves are more given to the study and use of magic. Half-elf psychics often favor their human heritage and most commonly possess the telepathy talent. Taciturn dwarves also rarely become psychics, although the psychometabolism talent seems to come easiest to them. Halfling psychics are perhaps more common than most know, since they tend to keep their abilities to themselves. Psychoportation seems to go hand in hand with halfling wanderlust, and a halfling psychic can often find ways of going places off-limits to others. Gnome psychics are fairly rare, given their innately magical nature, and half-orc psychics are perhaps the rarest of all. The few known usually specialize in the psychometabolism talent.

Other Classes[edit]

Psychics have the most in common with sorcerers, although their powers differ and they tend to be suspicious of each other. Spellcasters tend to mistrust psychics in general simply because their powers are foreign to them. Other classes treat psychics much like spellcasters, for good or ill.

Game Rule Information[edit]

Psychics have the following game statistics:

Abilities[edit]

Mental ability scores (Int, Wis, and Cha) are generally far more important to a psychic than physical abilities. Psychic skills are based on mental abilities, primarily Intelligence and Wisdom. Dexterity provides some additional protection for a lightly armored psychic, and Constitution can aid in Concentration checks and provide additional hit points.

Alignment: Any.
Hit Die: d6.
Starting Gold: 3d4 × 10.

Class Skills[edit]

The psychic's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis). Additionally, all psychic skills are class skills. See Chapter Two for more information on psychic skills.

Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Psychic
Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Psychic ability, bonus psychic feat
2nd +1 +0 +0 +3 Bonus psychic feat
3rd +2 +1 +1 +3
4th +3 +1 +1 +4 Bonus psychic feat
5th +3 +1 +1 +4
6th +4 +2 +2 +5
7th +5 +2 +2 +5 Bonus psychic feat
8th +6/+1 +2 +2 +6
9th +6/+1 +3 +3 +6
10th +7/+2 +3 +3 +7 Bonus psychic feat
11th +8/+3 +3 +3 +7
12th +9/+4 +4 +4 +8
13th +9/+4 +4 +4 +8 Bonus psychic feat
14th +10/+5 +4 +4 +9
15th +11/+6/+1 +5 +5 +9
16th +12/+7/+2 +5 +5 +10
17th +12/+7/+2 +5 +5 +10 Bonus psychic feat
18th +13/+8/+3 +6 +6 +11
19th +14/+9/+4 +6 +6 +11
20th +15/+10/+5 +6 +6 +12 Bonus psychic feat

Class Features[edit]

All of the following are class features of the psychic.

Weapon and Armor Proficiency: Focused on the disciplines of the mind, psychics are proficient only with simple weapons. They are not proficient with any type or armor or with shields. Armor does not interfere with the use of psychic skills, but the normal armor check penalties apply to nonpsychic skills such as Climb, Swim, Tumble, and so forth, if the psychic is not proficient in the armor.

Psychic Ability: Psychics begin with the Psychic Ability feat for free.

Bonus Psychic Feats: At 1st, 2nd, 4th, 7th, 10th, 13th, 17th and 20th level, a Psychic gains a bonus psychic feat. These feats are in addition to the character’s normal feats based on level. Feats gained by level and the starting bonus feat for human characters need not be psychic feats, although they can be.

Psychic Skills: Psychics focus on the development of their psychic talents by using various psychic skills, described in Chapter Two. Just like other characters, psychics must have the appropriate psychic talent feats necessary to learn a particular psychic skill before taking ranks in that skill. All psychic skills are considered class skills for psychics.

Multiclass Psychics[edit]

Psychic ability is a talent anyone might have. While some psychics discover their talent early in life and dedicate themselves to developing and mastering it, many others with psychic potential do not pursue it wholeheartedly. These psychics, for various reasons, choose to develop other abilities and follow different paths. Therefore, multiclass psychics are relatively common, although some classes combine better with psychic than others do.

Spellcasting classes, particularly arcane spellcasting classes such as bard, sorcerer, and wizard, combine well with the psychic class. Sometimes a talent for sorcery and psychic abilities are found in the same individual, leading them to become a bard or sorcerer as well as a psychic. Those with the talent may also choose to study wizardry in hopes of better understanding their own gifts. They learn the differences between psychic abilities and magic over time and may choose to pursue one or continue developing both.

Divine spellcasters may regard psychic talents as gifts from the deities, to be developed and used in their service. Psychic/cleric is the most common combination, although psychic druids who use their gifts to commune with the natural world are known. Psychics who take up a calling as paladins are expected to put aside the pursuit of their psychic talents in favor of their divinely granted powers, and paladins who discover they have psychic talent later in life and choose to pursue it risk falling from grace.

Monks tend to consider psychic talents part of the mental and spiritual mastery that they seek, so Gamemasters may wish to allow monks to freely multiclass as psychics, if their monk class level is always equal to or greater than their psychic class level. Monks who become distracted by the development of their psychic talents can lose the discipline and strict training they require to maintain their status as monks.

Other classes combine freely with psychic, and the talent may show up virtually anywhere. Psychic fighters and rangers have special abilities at their commend that can prove a surprise for their opponents. Psychic rogues may be able to influence the minds of others, psychokinetically lift items, or vanish in an instant.

Psychic/barbarian tends to be the rarest multiclass combination, simple because barbarians are often mistrustful of psychic talents and therefore less likely to seek to develop their own. Barbarians are much more likely to be wild talents (see below) than to adopt levels in the psychic class.

Cross-Class Psychics[edit]

Since Psychic Ability is a feat and psychic abilities are learned as skills, it is possible for a character of any class to develop a measure of psychic ability. The character needs the necessary psychic feats and can then spend skill points on the psychic skills granted by those feats. Note, however, that psychic skills are cross-class skills for classes other than the psychic (or the various psychic prestige classes below), so cross-class psychics spend the same amount of skill points for half the capability of a similarly trained character of the psychic class.

Wild Talents[edit]

Characters of other classes may develop psychic skills. The talent is random and some creatures have only a small measure of psychic ability, not enough to develop as true psychics but sufficient to grant the ability to learn a single psychic skill. This is represented by the Wild Talent feat.

A wild talent can learn and use a single psychic skill. While they lack the breadth and the potential of psychics, wild talents are more common and they can still be quite formidable, depending on where their talent lies. A wild talent able to Teleport, for example, still has a significant ability. Wild talents do not have levels in the psychic class, so they do not face multiclass penalties for widely different class levels.

Psychics vs Psions[edit]

Psychics are similar in some respect to psions from the Psionics Handbook. However, there are some significant differences between the two classes, perhaps more depending on how psychic abilities are treated in the campaign.

Psychic talents are based on and work like skills whereas psionic powers are more like spells. A psychic generally has fewer psychic skills than a psion has psionic powers, but a psychic's skills improve over time, whereas a psion's existing powers don't change, the psion simply learns new powers or acquires improved versions of existing ones. Psychic skills are also generally broader than psionic powers, capable of many different tasks or effects.

Psychic skills are often situational, with their effects determined by the character's skill rank, the result of the skill check, and the conditions under which the skill is used. Psionic powers tend to be more dependable and predictable, having the same effect every time they are used. An individual psionic power may have some variability to it, but its overall effects are always the same. Psychic skills can vary greatly in both difficulty and effect depending on how they're used and how skilled the psychic is in their use.

Psionic powers have certain visual, auditory, and other noticeable effects associated with their use. Psychic powers, by contrast, tend to be quite subtle, virtually invisible, and undetectable except to characters with the appropriate psychic senses.

Perhaps most importantly, psions have a pool of power points they draw upon to fuel their psionic powers. Psychic skills are tiring to use and cause strain to the user in the form of nonlethal damage. A psion with no power points remaining cannot use any psionic powers but is otherwise unaffected. A psychic with too much nonlethal damage is severely fatigued or unconscious. This generally means that psychic skills are more of a strain on the user than psionic powers.

Gamemasters who want to change any of these assumptions should consult Customizing Psychic Abilities for ways to modify psychic skills to make them more or less like psionic powers and spells.

Psychic Skills[edit]

This chapter looks at how some existing skills apply to psychics and psychic abilities. It also describes a new type of skill, the psychic skill, which represents training in a particular psychic talent. Descriptions of various psychic skills and their game effects are provided.

Existing Skills[edit]

Some existing skills described in the PHB have particular applications when dealing with psychics and their abilities. They are described here.

Bluff[edit]

You can make a Bluff check against a target's Sense Motive check to trick a target into consciously thinking about some piece of information, lowering the DC of the Mind Reading check to get the information, usually by at least 5. The character making the Bluff check doesn't need to be the same character making the Mind Reading check; two characters can work together in this. Generally, this tactic is only effective for a particular fact or piece of information, such as a password, location, name, and so forth. Detailed and specific information requires a more extensive use of Mind Reading.

Concentration[edit]

Concentration checks are required whenever distractions—such as pain or injury—may keep a character from using or maintaining a psychic skill. Concentration checks are also required to use psychic skills on the defensive (so as not to provoke attacks of opportunity).

Knowledge (psychic)[edit]

The Knowledge (psychic) skill covers understanding of psychic talents and the various skills based on them, how they are developed and used. It includes various theories of how psychic abilities work, which may be accurate, depending on how well understood psychic talents are in the campaign world.

Sense Motive[edit]

In addition to its normal uses, characters can use Sense Motive to determine if someone is under the influence of a mind-affecting psychic skill, even if the person isn't aware of it himself. This requires a DC 25 Sense Motive check, with no retry.

Psychic Skills[edit]

Psychic skills differ from the ordinary skills most characters have in that they reflect training in the use of the innate psychic talents. Characters without the appropriate psychic talent feat or feats cannot learn or use psychic skills. Psychic skills work much like ordinary skills but there are additional parameters, particularly the distance at which the skill operates, how targets resist the skill's effects, and the mental effort required to use a psychic skill versus an ordinary skill. The differences in using psychic skills are discussed below.

Class and Cross-Class Skills[edit]

Psychic skills are class skills only for members of the psychic class and certain prestige classes. For characters of all other classes, they are cross-class skills. Possessing the proper psychic talent feats does not allow characters to learn psychic skills as class skills. Psychic talent feats only permit the learning of psychic skills. The character's class determines whether they are class skills.

Skill Checks[edit]

Characters make skill checks with psychic skills just as they do with ordinary skills unless noted otherwise in the skill description.

Psychic skills often have multiple uses. Some psychic skills are “all or nothing,” a simple skill check against a DC decides whether the skill succeeds or fails. Other psychic skills have different levels of success determined by the results of the skill check. Some psychic skills even succeed automatically, with the skill's rank determining its effects.

Action[edit]

Using a psychic skill takes a particular amount of time, given in the skill's description. Most psychic skills require a standard or move action in combat. Others require a full-round action or more. Psychic skills are subject to the normal rules regarding actions.

Familiarity[edit]

An important factor in psychic skill use is how familiar the subject of the skill is to the psychic. Psychic abilities are generally more effective on or against subjects with which the user is well acquainted. In psychic skill descriptions that mention a familiarity modifier, determine the relationship between the psychic and the target of the skill on Table: Familiarity Modifiers and apply the appropriate familiarity modifier to the DC of the skill check. Add the strain for the target's familiarity to the normal strain for the skill. so, using a psychic skill on a somewhat familiar target increases the DC by 15 and the strain for using the skill by 3.

Table: Familiarity Modifiers
Familiarity DC Modifier Strain Definition
Present +0 0 Visible to the naked eye or in physical or mental contact with the psychic.
Intimately Familiar +5 1 Visible on live video, seen or sensed using another psychic skill, a close friend or relative, an item made by the psychic or owned and used for at least a year, a place where the psychic spent at least a year's time.
Familiar +10 2 A person, place, or item the psychic has been acquainted with for at least three months, a casual friend.
Somewhat Familiar +15 3 A person, place, or item the psychic has been acquainted with for at least a week. A familiar or better subject shown to the psychic telepathically.
Casually Familiar +20 4 A person, place, or item the psychic has been acquainted with only briefly. A somewhat familiar or better subject shown to the psychic telepathically.
Slightly Familiar +25 5 A subject that the psychic has only seen briefly or had described in detail.
Unfamiliar A subject totally unfamiliar and unknown to the psychic and out of the psychic's line of sight or physical contact. Psychic skills cannot be used on unfamiliar subjects.

Mass[edit]

Some psychic skills (notably psychokinetic and psychoabsorption skills) affect solid objects and creatures. The DC of these skills and the strain suffered by the user is often modified by the mass of the target. When a psychic skill description calls for a mass modifier, find the target's mass on Table: Mass Modifiers and apply the listed modifier to the DC and the strain caused by the psychic skill. So using a psychic skill to affect a mass between 101 and 1,000 pounds has a +10 modifier to DC and causes an additional 4 points of strain.

Table: Mass Modifiers
Mass DC Modifier Strain
Up to 10 lb. +0 1
Up to 100 lb. +5 2
Up to 1,000 lb. +10 4
Up to 10,000 lb. (5 tons) +15 8
Up to 100,000 lb. (50 tons) +20 16
Up to 1,000,000 lb. (500 tons) +25 32
Up to 10,000,000 lb. (5,000 tons) +30 64

Attacks of Opportunity[edit]

Using a skill that requires a standard action or full-round action generally provokes an attack of opportunity, and psychic skills are no different. However, characters do have the option of using their psychic skills on the defensive, much like spellcasters may cash spells. The character makes a Concentration check with a DC of 15 or the DC of the psychic skill check, whichever is greater.

If the check succeeds, the psychic does not provoke an attack of opportunity for using that skill. If the Concentration check fails, then the psychic skill check automatically fails, although the character still suffers the strain damage. Characters with the Combat Concentration feat (page 201) get a +4 bonus on the Concentration check to use a psychic skill on the defensive.

Psychic skills that can be used as free or move actions do not provoke attacks of opportunity.

Range[edit]

Psychic abilities transcend space (and often time) as we understand it. Many psychic skills have effectively unlimited range: they can affect targets anywhere in the world, or even anywhere in the universe (on the same plane of existence).

However, using psychic skills against targets out of sight and unfamiliar to the user is more difficult, effectively limiting their use to somewhat familiar targets or things in the user's line of sight (see Familiarity above).

Specific limitations on the range of a psychic skill are noted in the skill's description.

Mental Contact[edit]

Some psychic skills refer to the psychic being in “mental contact” with the subject. This involves the use of the Mental Contact skill, allowing the psychic to “touch” another character's mind. Subjects in mental contact are considered “present” to the psychic in terms of familiarity regardless of the physical distance between them.

Mental contact does not count as line of sight for psychic skills that specifically require it. For example, most psychokinesis skills require line of sight and can't be used through mental contact.

Multiple Targets[edit]

Although it is easiest to use a psychic skill on a single subject at a time, a character can attempt to affect multiple targets with the same psychic skill at once: telekinetically lifting multiple objects, making mental contact with multiple minds, and so forth. This requires time, skill, and effort to achieve.

A character attempting to use a psychic skill on more than one target at once increases the skill's DC and the amount of strain the skill causes by +2 for every additional target. So affecting three targets at once is +4 DC and +4 strain for the two additional targets. If the psychic skill does not require a check, then the skill's saving throw DC is reduced by 2 per additional target.

Additionally, the skill requires a full-round action to use. If the skill normally requires a full-round action or more, then it requires an additional full-round action to use.

The various targets must all be within range of the skill. If the skill requires mental contact, then the user must be in mental contact with all the targets. The Gamemaster has the final say on whether a psychic skill can affect more than one target at a time.

Maintaining Psychic Skills[edit]

Some psychic skills can be maintained; that is, their effect can be continued at the same level achieved by the initial skill check. This requires a modicum of concentration on the part of the character. A psychic maintaining one or more psychic skills who is distracted must make a Concentration check with a base DC of 10, +2 per skill the character is maintaining beyond the first. Additional modifiers may apply for damage and other distracting conditions. A failed Concentration check means that the character stops maintaining all psychic skills and their effects end. Optionally, the Gamemaster may rule that the psychic stops maintaining one psychic skill for every two points the Concentration check failed by (rounding up).

Using another psychic skill (or another application of the same skill) while maintaining one or more psychic skills increases the DC of the psychic skill check by +2, but does not affect the skill's strain or saving throw DC, unlike affecting multiple targets at once.

Saving Throws[edit]

Psychic skills that affect other creatures allow a saving throw to negate or reduce their effects. This is generally a Will saving throw, and the DC of the save is equal to 10, plus half the psychic's ranks in the psychic skill (rounded up), plus the skill's key ability score modifier. So a psychic with 7 ranks in Domination and Cha 16 has a DC of 17 for targets to resist: a base of 10, plus 4 for the skill ranks (7 divided by 2 = 3.5, rounded up to 4), plus 3 for the psychic's Charisma modifier. All psychic skills follow this method of determining their saving throw DCs unless noted otherwise.

Strain[edit]

Using psychic skills is particular taxing. Each use of a psychic skill deals a particular amount of nonlethal damage on the user, known as strain. If a psychic's total nonlethal damage exceeds the character's current hit points then the psychic becomes unconscious. Nonlethal damage caused by using psychic skills heals normally (1 point per character level per hour).

If the strain from using a psychic skill causes the user to become unconscious, then the skill effect still happens, but cannot be maintained. So a psychic can, for example, teleport or make a psychic attack before becoming unconscious, but a psychic who establishes a skill such as Domination or Mind Reading and then becomes unconscious due to nonlethal damage cannot maintain the effects of the skill, which lapses.

The strain of some psychic skill use is determined by circumstances. Certain feats may also affect the amount of strain caused by using psychic skills. The psychic takes the strain regardless of whether the psychic skill check is successful, and the damage happens each time a skill is retried as well.

Psychic Skill Descriptions[edit]

The psychic skill descriptions in this section follow the standard format for skill descriptions, with a few modifications. The Requirements entry shows the psychic feat(s) required to learn the skill. A few psychic skills may be used untrained, meaning any character with the appropriate feat can attempt the skill, even with 0 ranks in it. This is noted following the required feat. Otherwise, psychic skills cannot be used untrained. Each skill description ends with the time it takes to use the skill and a listing of the nonlethal damage caused by using the skill. In some cases, this varies depending on the conditions when the skill is used.

Adaptation (Wis)[edit]

You can adapt your body to survive in hostile environments.

Requirements: Psychometabolism feat

Check: Whenever you are required to make a Fortitude save or Constitution check to resist the effects of the environment, you can make an Adaptation check instead, using your psychic ability to improve your ability to withstand different environments. Note that Adaptation does not help you against anything that requires a Reflex saving throw or anything other than an environmental condition. It does not, for example, protect against falling damage or catching on fire (both of which require Reflex saves).

Special: You can't take 10 or take 20 on Adaptation checks.

Time: Adaptation is a free action.

Strain: 1 per check.

Apport (Int)[edit]

You can teleport objects or creatures to other locations.

Requirements: Psychoportation feat

Check: You can teleport a target as a standard action. Distance is not a factor. The base DC is 10, modified by the object's mass, its familiarity to you, and the familiarity of the destination. For example, apporting a 10-pound object (DC +0) that is in your line of sight (DC +0) to a destination in your line of sight (DC +0), such as apporting an opponent's weapon into your hand, is DC 10. Apporting the same object in your line of sight to a somewhat familiar destination (DC +15) is DC 25. If the object is out of your line of sight and only somewhat familiar, the DC is increased to 40, and so forth. Generally, the DC of apporting an adult human is +10 for mass, plus familiarity modifiers. Unwilling creatures get a Reflex saving throw to resist apportation of themselves or any object they are wearing, carrying, or holding. A successful save means there is no effect. You must apport and entire object, not simply part of it, although unattached materials may be left behind. For example, you can apport a rope or pair of manacles without affecting the creature bound by them. Targets cannot be apported inside other solid objects: attempts to do so simply fail, although the Gamemaster may permit the apported target to appear in the nearest open space to the desired destination.

Special: You can take 10 on an Apport check, but you can't take 20.

Time: Apport is a standard action.

Strain: 1 plus familiarity and mass modifiers.

Blink Teleport (None)[edit]

You can teleport rapidly to avoid attacks.

Requirements: Psychoportation feat

Check: None. You can rapidly “blink” in and out of an area, appearing and disappearing from reality. Attacks have a 50% miss chance against you while you are blinking and you suffer only half damage from area attacks. You strike as an invisible creature, with a +2 attack bonus and deny your target his Dexterity bonus to AC.

Time: Blink Teleport is a move action. You can blink for a number of rounds equal to half your Blink Teleport ranks (rounded up). To continue blinking, take an additional move action and pay the strain cost for the skill again.

Strain: 3.

Body Control (Wis)[edit]

Requirements: Psychometabolism feat; can be used untrained

Check: You can make a Body Control check for a number of different tasks, described in Table: Body Control.

Table: Body Control
Task DC
Sleep normally despite distractions 5
Sleep normally despite difficult distractions 10
Slow breathing to half normal rate 10
Ignore pain or injury 10 + damage dealt
Body awareness 15
Speed recovery 15
Slow breathing to one-quarter normal rate 15
Feign death and delay poison 20
Overcome disease Disease's DC
Overcome poison Poison's DC
  • Sleeping: A successful Body Control check allows you to sleep in difficult situations, including bad weather, noise, buzzing insects, and so forth.
  • Slow Breathing: You can deliberately slow your rate of breathing so that you consume less air, vital in situations where there is only a limited amount of breathable air available.
  • Ignore Pain: You can ignore the effects of pain or injury while awake or asleep. If you choose, nothing can wake you, as long as you make a successful Body Control check.
  • Body Awareness: Conversely, you can become very aware of your body while asleep or concentrating. This allows you to sense if you are touched or moved in any way while using Remote Viewing, for example. If you are damaged, subtract the amount of damage dealt from the DC of the Body Control check.
  • Speed Recovery: You can speed your natural recovery process, regaining hit points at twice the normal rate (or level × 2 hp per day's rest).
  • Feign Death: By exerting supreme control over your body, you can enter a deep trance almost indistinguishable from death. A Spot check with a DC equal to your Body Control check is required to determine that you are still alive. Effects that detect life still work normally on you. While in this state, you also suspend the effects of any disease or poison in your system for as long as you remain in the trance.
  • Overcome Disease or Poison: By concentrating for a full round, you can substitute your Body Control skill check for your Fortitude saving throw against a disease or poison in your system. This usually means you can only use Body Control against the secondary effects of a disease or poison, unless it is slow acting and you are warned soon enough to use Body Control to resist the initial effects (in the GM's judgment).

Special: You can take 10 on Body Control checks, but you can't take 20.

Time: Body Control is a full-round action. The effects last as long as you concentrate.

Strain: DC divided by 5.

Combat Sense (Wis)[edit]

You can improve your ability in combat by sensing the flow of events around you.

Requirements: Clairsentience feat

Check: A Combat Sense check grants you a psychic bonus on attack rolls as shown on Table: Combat Sense. You can select a bonus that's less that the result you achieve to reduce the strain cost.

Table: Combat Sense
Result Bonus on Attack
Up to 4 +1
5–14 +2
15–24 +3
25–34 +4
35+ +5

Special: You can take 10 when making a Combat Sense check, but you can't take 20.

Time: Activating Combat Sense is a move action. The bonus lasts for 10 rounds (1 minute).

Strain: 2 plus the amount of the bonus.

Cryokinesis (Int)[edit]

You can freeze things with the power of your mind.

Requirements: Psychokinesis feat

Check: You can lower the temperature of an area about a foot across, enough to deal cold damage, with a DC 15 Cryokinesis check. A targeted creature must make a Fortitude saving throw against your skill DC to avoid taking 1d6 cold damage. Protective clothing has no effect. You can freeze roughly a gallon of water into solid ice in a round. For every 2 points that you exceed the DC, you affect an additional cubic foot (or gallon of liquid) and add +1 point to your cold damage. You can also decrease the size and damage potential of a fire by 1 point (and 1 square food) for every two points your skill check exceeds DC 10. A fire reduced to a damage potential of 0 or less goes out permanently (this requires a skill check of 22 for a normal 1 sq. ft. flame). Otherwise, the reduction in the fire lasts only as long as you concentrate.

Special: You can take 10 on Cryokinesis checks, but you can't take 20.

Time: Cryokinesis is a standard action.

Strain: 3.

Dimensional Phase (None)[edit]

You can shift your body out of phase with the material plane.

Requirements: Psychoportation feat

Check: None. You can become ethereal at will, shifting “out of phase” with the material world. While ethereal you are invisible, incorporeal, and capable of moving in any direction, even up or down, unaffected by gravity. As an incorporeal creature, you can move through solid objects, including living creatures. You can see and hear the material world, but everything looks grey and insubstantial. Sight and hearing into the material world are limited to 60 feet. Psychic skills can affect you, and your own psychic skills can affect the material world, but with a +10 to the DC either way (or a +10 bonus on saving throws for psychic skills that do not require checks). An ethereal creature cannot attack material creatures. You can affect other ethereal objects and creatures as if they were material.

If the skill's duration ends and you are inside a material object, you are shunted to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Time: Dimensional Phase is a move action. You remain ethereal for a number of rounds equal to half your skill rank (rounded up).

Strain: 5.

Dimensional Shift (Int)[edit]

You can psychically transport from one dimension to another.

Requirements: Dimensional Shift feat

Check: You can make a Dimensional Shift check to move yourself to another plane of existence or alternate dimension. The base DC is 10, modified by familiarity and any additional mass that you carry with you, including other creatures, which must be in physical contact with you or each other. Generally, alternate dimensions are considered only slightly familiar unless you have visited them before (perhaps with the guidance of a native or another psychic). You can also acquire knowledge of other dimensions telapathically from other creatures or by using psychometry on an object or creature from that dimension; the dimension is then considered somewhat familiar. If you choose to visit a random dimension the familiarity modifier is only +5, but this is quite dangerous since there's no way of knowing the conditions of your destination. Of course, once you have visited a dimension, you can become more familiar with it.

Special: You can take 10 or take 20 on a Dimensional Shift check.

Time: Dimensional Shift is a full-round action.

Strain: 10.

Domination (Cha)[edit]

You can mentally control another creature's actions.

Requirements: Telepathy feat

Check: None. The target makes a Will saving throw against your skill DC. If the save fails, you control the creature's actions. You can force the subject to perform any action you wish, within the limits of his abilities. you're aware of what the subject is experiencing via your mental link, but you do not receive direct sensory impressions from him. Subjects forced to take actions against their nature receive a new saving throw with a bonus of +1 to +4, depending on the nature of the action.

Special: You must be in mental contact with the subject. You can take 10 on a Domination check, but you can't take 20.

Time: Domination is a standard action. It lasts as long as you concentrate.

Strain: 6.

Drain Ability (Wis)[edit]

You can reduce one of a target's ability scores.

Requirements: Psychometabolism feat

Check: You can make a Drain Ability check to reduce the ability of a creature. You must be touching or in mental contact with the target. Each ability score requires a different Drain Ability skill, which is learned and used separately. So there is Drain Strength, Drain Dexterity, and so forth. The results of your skill check determines amount of temporary ability damage the target suffers. A successful Will saving throw negates the effect. You can select ability damage that's less than the result you achieve to reduce the strain cost.

Table: Drain Ability
Result Ability Damage Strain
10–14 1d4 2
15–24 1d6 4
25–34 1d8 6
35+ 2d6 8

Special: You can't take 10 or take 20 on a Drain Ability check.

Time: Drain Ability is a standard action.

Strain: See above.

Drain Emotion (Cha)[edit]

You can drain intense emotion, calming those around you.

Requirements: Telepathy feat

Check: None. The target creature must make a Will saving throw or be drained of all extremes of emotion. The creature is calm and incapable of taking violent action (although it can defend itself) or doing anything else destructive. Any aggressive action or life-threatening damage against the subject breaks the effect. Drain emotion can be used to end a barbarian's rage (though the barbarian does benefit from the +2 morale bonus on his save). This skill also suppresses (but does not dispel) mind-affecting abilities that rely on emotion, such as Empathic Projection. While the Drain Emotion skill lasts, the suppressed ability has no effect. You can maintain Drain Emotion by concentrating. It lasts for 1 round per skill rank after concentration lapses. A successful save means the creature acts normally.

Special: You must be in mental contact with the target.

Time: Drain Emotion is a standard action. It lasts for 1 round per skill rank.

Strain: 2.

Drain Power (Wis)[edit]

You can reduce a target's psychic skill ranks.

Requirements: Psychometabolism feat

Check: You can make a Drain Power check to reduce a single psychic skill rank of a creature in your line of sight or mental contact. You choose the psychic skill affected when the check is made. If the creature has no ranks in that skill, it is unaffected. Otherwise, it makes a Will saving throw. Success negates the effect. Failure means the creature suffers damage to the skill rank based on the result of your Drain Power check. You can select Skill Ranks Lost less than the result you achieve to reduce the strain cost.

Table: Drain Power
Result Skill Ranks Lost Strain
10–14 1d6 2
15–24 1d8 4
25–34 2d6 6
35+ 2d8 8

The subject functions at the reduced level of skill. A character is considered untrained in a skill reduced to rank 0. If the character no longer meets prerequisites due to reduced skill rank, certain feats or other abilities may be inaccessible. Lost skill ranks recover at the rate of 1 per hour.

Special: You can take 10 on Drain Power checks, but you can't take 20.

Time: Drain Power is a standard action.

Strain: See above.

Drain Vitality (Wis)[edit]

Requirements: Psychometabolism feat

Check: You can drain vital energy from a living creature in your line of sight, dealing nonlethal damage to them. Your Drain Vitality rank sets the damage: 1d6, plus 1d6 per 5 skill ranks. A successful Will saving throw negates the damage. You reduce your own current nonlethal damage by an amount equal to the nonlethal damage you deal using this skill. Once your nonlethal damage is reduced to 0, you do not gain any further points from Drain Vitality, although its targets still suffer the normal nonlethal damage.

Special: You can take 10 on a Drain Vitality check, but you can't take 20.

Time: Drain Vitality is a standard action.

Strain: 2 (which can be recovered from points gained using this skill).

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