Contents[ edit ] It presents additional material relating to psionics , including three new classes and a variant of the psion , eight new prestige classes, a new psionic race and many feats and psionic powers. Complete Psionic also explores the concept of illithid heritage through new character options: nine illithid heritage feats and a prestige class, the Flayerspawn Psychic. The page book was notable for using a recent formatting style adopted by Wizards of the Coast which generally involves an increase in page count for a given amount of information, by including more background information. For example, classes and prestige classes include additional information on their role within the game, their organisation and lore. This formatting style resulted in eight prestige classes in Complete Psionic versus thirty-six in Complete Warrior. Classes[ edit ] Complete Psionic introduces three entirely new classes, and a fourth class, the erudite , which is described as a variant of the psion class.
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Lee G. Caroline R. McBride with Brenda A. Floyd, Joe Floyd, R. Noah, Donnie Wolfgeher. TSR, Inc. TSR, Ltd. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of TSR Inc. Distributed to the toy and hobby trade by regional distributors. Printed in the United States of America.
A character does not need access to Telepathy to get Defense modes. Intellect Devourer adult : References to the amplification power should be changed to Psychic Drain. Also, Ectoplasmic Form should be listed as a Discipline, not a Science. Text that is colored green like this is information obtained directly from Mr.
Steve Winter that clarifies certain aspects of the rules. No doubt, new errors were introduced. This document has been proofread and spellchecked several times in order to reduce the instance of new errors, as well as old errors that might have gone undiscovered. A great deal of effort was made to make this text as similar as possible to the original, printed version.
For example, this document was edited in MS Word; there are a substantial number of alterations in the tabs when this is viewed with WordPad, or WordPerfect.
Particularly, Chapter 3 to the end can be considered supplemental to this book, with relatively minor editing to remove Dark Sun references; Chapters 1 and 2 have almost no bearing whatsoever on this book. Is Psionics Magical? Burn Him! Defense Modes Introduction "What do you think I am, a mind reader?
All you need is brainpower, discipline, and The Complete Psionics Handbook. Some players favored psionic powers; others found them confusing. Beware: old words may have new meaning. Read this book carefully before you assume an old rule still applies or jump to conclusions about what certain powers can or cannot do. Characters cannot pick up a psionic power here and there just because they have a superior brain. Psionicists are extraordinary characters who develop their powers through arduous training while members of other classes may occasionally boast a psionic power or two, such characters are mere shadows of true psionicists.
An NPC psionicist has the potential to stand his own against any other class. As a PC in a team of adventurers, the psionicist will complement other classes well. He advances slowly, at a rate somewhere between the fighter and mage. At low levels, however, the psionicist has the potential to be powerful.
Original rules included a menu of 50 powers. This book has over All psionic powers are grouped into six disciplines: clairsentience expanded senses , psychokinesis moving matter through space , psychometabolism altering the body , psychoportation psionic travel , telepathy mind-to-mind contact , and metapsionics an advanced discipline.
At 1st level, a character has access to only one discipline, but with experience he gains access to more. Psionic powers do not work automatically. A power is essentially a skill, and using it properly requires a power check. Numerous other changes, both major and minor, have been made. To avoid confusion, players are urged to read this book carefully. As a class, psionicists are no more or less powerful than any other.
Guidelines on how to introduce psionics without trauma are given in Chapter 9. Many people assume that psionics is just another type of magic. So it is not unreasonable to ask, "Does the game need a third type of magic? But the question is misinformed because psionics is not magic. Magic is the ability to shape, control, harness, and utilize natural forces that infuse the game world and surround the characters. It is based on the principle that, through the use of words, gestures, and catalyzing materials of unique power, these external energies can be controlled.
The key element of that statement is external energy. Magical effects are produced externally by manipulating outside forces. The power does not come from inside the wizard or priest but from somewhere else. Psionics is the complete opposite of this. The psionicist shapes, controls, harnesses, and utilizes natural forces that infuse his own being. His effort is focused inward rather than outward.
He must be completely in touch with and aware of even the tiniest workings of his body and mind. This type of knowledge comes from long and intense meditation coupled with physical extremes. The psionicist finds enlightenment in both complete exhaustion and complete relaxation, in both pain and pleasure.
The mind and body are only parts of a much greater unity. Indeed, discussing one without the other, as so many people do, seems nonsensical to a psionicist; they cannot be separated. The body produces energy and vitality, the mind gives it shape and reality.
Neither does the psionicist study or pray for his powers. He carries them with him wherever he goes. As long as his mind and body are rested - i. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity.
Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape. The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind. Requirements This section describes the requirements all characters must meet to become a psionicist, including restrictions based on ability scores, race, and alignment.
Ability Requirements: Constitution 11, Intelligence 12, Wisdom 15 Prime Requisites: Races Allowed: Constitution, Wisdom human, halfling, dwarf gnome, elf, half-elf Ability Requirements: To be eligible for the psionicist class, characters must have ability scores equal to or greater than those listed above for Constitution, Intelligence, and Wisdom. Prime Requisites: The pursuit of psionics requires strict mental and physical discipline, so the psionicist has two prime requisites: Wisdom and Constitution.
Reasoning and memory two hallmarks of intelligence are indeed crucial to this class. However, the essence of psionic ability is the understanding and mastery of the inner self. Although psionic powers are centered in the mind, acquiring and controlling those powers demands physical fitness. The psionicist need not be muscular, or even exceptionally strong, but he must maintain his health and fitness at a high level to fully exercise his powers.
Racial Restrictions: Humans, halflings, dwarves, and gnomes often have a high degree of psionic talent. Elves and half-elves also exhibit some natural psionic ability, but they are unable to pursue it to high levels. Multi-class Characters: As usual, only demihumans can be multi-class characters. Halflings and dwarves can combine psionics with other classes as shown below. Gnomes, elves, and half-elves cannot be multi-class psionicists; characters of these races develop their psionic powers at the expense of all others.
Racial Level Limits: Humans can reach the highest possible experience level as psionicists. Characters of other races have limits, as shown on Table 1. Because of their experience limitations, half-elf and elf psionicists are best suited as NPCs. Discipline is the foundation of all psionic power. A character whose creed is chaos cannot achieve the level of self-control that psionicists require. This restriction applies to a character who becomes chaotic for any reason.
Such a character will quickly lose his psionic powers. Every day in which his alignment is chaotic, the character must make an ability check against one-half of his Wisdom score, rounded down. Each time he fails one of these Wisdom checks, the character loses access to one of his disciplines, selected randomly by the Dungeon Master. Furthermore, a chaotic character cannot recover psionic strength points. Disciplines and psionic strength points are explained below.
Other Qualifications: If a character meets all the requirements above, and the player wants to play a psionicist, the PC is assumed to exhibit psionic potential.
Nothing else is required. Initial Funds When psionicist characters begin play, they have 3d4x10 gold pieces. As A Psionics Primer All psionic powers belong to one of six disciplines: clairsentience, psychokinesis, psychometabolism, psychoportation, telepathy, and metapsionics. Within each discipline are major powers, called sciences, and minor powers, called devotions. Clairsentient powers allow characters to gain knowledge that is beyond the normal capacity of human senses.
The Complete Psionics Handbook.pdf - TheAgencyStar
Please log in to add or reply to comments. The exact quote is "Sledge hammer in a china shop, slow motion camera kind of shattering. It is twice or more by 15 and x more powerful then any other class. This has not been play tested obviously. Thanks for the feedback. Could you be more specific about what in your opinion makes this subclass es overpowered?
d&d 3.5 - psionics handbook