A new take on psionics (advice needed)! [Archive] - Wizards Community

Post/Author/DateTimePost
Blu Death

02-04-06, 04:30 PM
First, let me tell you why I started to believe the psionics system should be slightly modified. My friend is playing a monk and wanted to be psionic in some sense and was looking at the psionic fist prestige class. I took a peak and basically decided that it seemed too much like a wizard that punches. Psionics in dungeons and dragons seems too much like magic. Rather than using spells per day, it takes on a mana type of approach. But it still has the same feel. The spells are basically the same but with new names and agumentation.

In addition, psionics are targeted against psionics and don't effect magic very much. It bypasses spell resistance and, thus, monsters now require pr. This adds an unneccessary element to the game that functions much like magic.

In order to correct this problem I tried to think of how I could make psionics opposite of magic. "Well," I thought, "What if psionics opposed magic?" Yes, what if psionics was opposite of magic, in a sense, anti magic. It is a mind that is so void of magicall influence that a psychic individual can counter magic and magic users.

This was my new idea. A psychic is a prestige class that basically is a mage killer, rather than another spell-flinging, levatating, dominating freak. Now, there are a couple holes in this prestige class, i.e. requirements, but Im sure the wonderful dungeons and dragons community can help me out in these aspects. Without further adeau, welcome the new breed of psychics.

Psychic
HD - d6 or d8 (still deciding, help appreciated)
Attack - 3/4 (same as cleric, monk, druid, etc)
Fort - worse (I was thinking maybe best progression, like a monk)
Ref and Will - Best
Skill points - 4 + inteligence, probally same skills as monk
Special - Lvl 1: focus mind, body fuel, magic offense
Lvl 2: magic defense
Lvl 3: magic offense
Lvl 4: magic defenes
Lvl 5: Psionic Meditation
Lvl 6: magic offense
Lvl 7: Body Harvester
Lvl 8: magic defense
Lvl 9: magic offense
Lvl 10: magic defense

Focus Mind: As a full round action that provokes an attack of oppertunity, a psychic may draw upon the power in his mind by concentration to manifest an ability. This requires a concentration check equal to 20 + lvl of the ability
to be manifested. If hit by an AoO, make a seperate concentration check equal to damage dealt + ability level. If a check is made, then the psychic may take advantage of his focused mind next round. If a check is failed, he must wait another full round in order to attempt to focus his mind again.

Body Fuel: A psychic may recieve subdual damage in order to increase the following powers:
Lower DC to focus mind: A psychic may lower the DC of a single concentration check by 2 by taking d6 sudual damage. Max of 4d6 damage.
Improve a skill: A psychic may take a bonus to a single skill for an amount of rounds equal to his wisdom modifier by taking subdual damage equal to the bonus squared. i.e. +2 bonus is 4 subdual.
Strengthen manifested ability: A psychic may increase the DC of an manifested ability or defense by 1 by taking d4 subdual damage. Max 4d4.
A psychic cannot recieve more subdual damage than his (psychic level + wisdom modifier) x 2. If he does, he become fatigued and cannot focus his mind until he rests.

Psionic Meditiation: A psychic may choose to focus his mind as a move action with an AoO or as a full action without an AoO. This causes the DC for the concentration check to be increased by 5. This includes the seperate check made when hit by an AoO.

Body Harvester: This allows the psychic to burn his ability points in order to increase his powers. (I have not yet thought of all these, inputs would be great. Here are some example that I have thought of.) Only 2 points of an ability can be drained at a time.
STR - every point drained increases the DC of an ability by 2.
DEX - every point drained increases a psychics base speed by 10 feet for 10 minutes.
CON - the first point drained grants the Endurace feat, the second Die Hard for one hour.
INT - every point drained increases attack and damage by 1 or +5 to single check other than concentration for 1 minute.
WIS - every point increases the ability damage of abilities by 1 for 1 minute.
CHA - every point drained decreases the focus mind DC by 4.

Magic Offense: A psychic may focus his mind in order to manifest an ability that he knows. Every time a psychic gains magic offense, he chooses a power from the list below. The DC for a magic user against one of these abilities is equal to 10 + wisdom modifier + the ability level. i.e ID fragmentation manifested by a psychic with a +4 wisdom modifier would have a DC equal to 19 (will save). A non magic user will suffer different effects agains a manifested ability and they have a +4 bonus on their will save against it. A manifested ability that does ability damage only stuns non magic users for an amount of time equal to the damage that would have been taken. All have a range of close unless otherwise noted. A psychic must have a wisdom equal to 10 + the level in order to use the ability.

Apitude Bereavement - deals d2 int damage to a caster. Lvl = 1

Sanity Perversion - deals d2 wis damage to a caster Lvl = 1

Ego Whip - deals d3 cha damage to a caster. Lvl = 2

Intellect Punture - this requires Apitude Bereavement and must be a lvl 6 psychic. This can a) deal d4 int damage against a caster or b) deal d2 int damage against a caster and cause them to have a 25% chance of failing spells equal to the amount of int damage dealt. Against a non caster, the 25% chance of failing spells is equivilant dazzling them after they are stunned for an equal amount of rounds. Lvl = 5

Psychic Crush - this requires Sanity Perversion and must be a lvl 6 psychic. This deals 2d3 wis damage against a caster. Against a non caster, it stuns for d3 rounds and deals 2d3 subdual damage. Lvl = 4

ID fragmentation - this requires Ego Whip and must be a lvl 6 psychic. This can a) deal 2d3 cha damage or b) not allow any metamagic feats or bardic music to be used for d2 rounds. Against a non caster, part b fascinates creatures until they are threatened. Lvl = 5

Mind Blast - this requires Intellect Punture and must be lvl 9 psychic. This can a) deal 2d4 int damage b) deal d4 int damage in a 20ft burst or c) deal d2 int damage and cause a 50% chance of magic failing in a 10ft burst. This can only be used 1/2 wisdom modifier times per day (rounded up). Lvl = 10

Insanity Burst - this requires Psychic Crush and must be lvl 9 psychic. This can a) deal 3d3 wis damage or b) make the target confused for 2d3 rounds after which they get another save. Against non magic users, part b has the same effect. This can only be 1/2 wisdom modifier times per day (rounded up). Lvl = 8

Psychic Wave - this requieres ID Fragmentation and must be a lvl 9 psychic. This can a) deal d4 charisma damage in a 60ft cone b) deal d2 charisma damage in a 60 ft cone and cause casters to be shaken and not use bardic music or metamagic feats for rounds equal to damage taken. Against non magic users, part b causes them to become frightened for d2 rounds. This can only be used 1/2 wisdom modifier times per day (rounded up) LVl = 9.

Magic Defense: Most magic defense abilities are always active, though some require a focused mind.

Hostile Mind: Any spell from the enchantment school cast on you forces the caster to make a will save equal to 10 + psychic level + wisdom modifier or take 2d6 subdual damage.

Magical Resistance: You gain damage reduction 3/- agianst spell damage, including ability damage, but not including element damage.

Absorb Spell - If focused and readied, when a caster casts a spell you may attempt to absorb the spell. If the spell is of a lower level than 1/2 psychic lvl rounded down (i.e. lvl 6 could attempt to absorb a lvl 2 spell) then make a will save opposed by 10 + caster level + spell level. If you make it, then the spell has no effect on you (if the spell affects multiple people, it affects them normally). If you fail, your following save against the spell (if there is one) has a -2 penalty.

Mage Slayer- as the feat

Slippery Mind - requires Hostile mind and lvl 8 psychic, as the rouge ability

Nurturing Magic - Requires Magical Resistance and lvl 8 psychic. Any element damage from a spell when you make a sucessful save heals 1/2 subdual damage. i.e. an 8d6 fire ball would heal 4d6 subdual damage on a succesfull save.

Reflect Spell - Requires Absorb Spell and lvl 8 psychic. When you absorb a spell, you may hold it charged in your body for one day. You may release it at will as long as you make a will save with a -4 penalty against a DC of 10 + spell level + caster level. If you fail or hold in a spell for longer than one day, then you recieve d6 subdual damage for each level the spell was. You cant hold more than one absorbed spell.

Magic's Foe - Requires Mage Slayer and lvl 8 psychic. You ignore any magical concealment (i.e. Blur) and any AC bonuses granted by magic (i.e. Mage Armor)

And that folks, is my take of the psychic. Please post to help me modify him and balance him. All suggestions are welcomed.

Blu Death

Reflect Spell -
Tempest Stormwind

02-04-06, 05:34 PM
First, let me tell you why I started to believe the psionics system should be slightly modified. My friend is playing a monk and wanted to be psionic in some sense and was looking at the psionic fist prestige class. I took a peak and basically decided that it seemed too much like a wizard that punches. Psionics in dungeons and dragons seems too much like magic. Rather than using spells per day, it takes on a mana type of approach. But it still has the same feel. The spells are basically the same but with new names and agumentation.You obviously didn't read the whole chapter and just looked that the copies. I could make similar arguments saying that priestly magic isn't too priestly, since it has several arcane spells on its list that simply don't have arcane spell failure.

In addition, psionics are targeted against psionics and don't effect magic very much. It bypasses spell resistance and, thus, monsters now require pr. This adds an unneccessary element to the game that functions much like magic. This is a variant. The default rules is that they are equivalent in all ways -- that is, PR and SR are identical, and an Energy Ray won't ignore a demon's SR. This also applies to things like dispels and everything else. It's called Psionics/Magic Transparency. You can read more on it here (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#psionicsMagicT ransparency).

In order to correct this problem I tried to think of how I could make psionics opposite of magic. "Well," I thought, "What if psionics opposed magic?" Yes, what if psionics was opposite of magic, in a sense, anti magic. It is a mind that is so void of magicall influence that a psychic individual can counter magic and magic users. Again, it isn't a problem unless you use the variant Psionics Is Different rule. This is NOT endorsed by the psionics board at all -- it is nothing but a a pile of extra work for the DM for no benefit.

This was my new idea. A psychic is a prestige class that basically is a mage killer, rather than another spell-flinging, levatating, dominating freak. Umm, no psionic character can be levitating and dominating without a feat, I should mention. This is superior to magic, in my opinion, since it forces focus and cuts down on overall uberness. You have to choose between them. Look at how many powers show up on the Discipline lists. Now imagine being limited to only ONE of those lists, and having to wait and spend a feat to learn even ONE power off of another one.

I'll leave the comments on your class to others. Just know that your interpretation of psionics was in error and incomplete.

If you'd like, we on the psionics board have compiled a New DM/Player's Guide to Psionics. It's linked in my sig. The idea was to help a player understand psionics without having to read the book, and to help DMs understand the rules without having to read the book as well (in the case of the DM who has never used psionics before and the player says "I wanna be a psion" -- the DM's gonna need a crash course).