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Ghost in the Shell

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* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

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[SRoZ]

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Site Title

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
Fort Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Bonus Feat, Discipline



Bonus Feat




Bonus Feat




Bonus Feat




Bonus Feat

Psion
Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Power Points
Per Day

2
6
11
17
25
35
46
58
72
88
106
126
147
170
195
221
250
280
311
343
Powers
Known

3
5
7
9
11
13
15
17
19
21
22
24
25
27
28
30
31
33
34
36
Max Power
Level

1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th

Key STATS: Intelligence

Alignment: Any

Hit Die: d4

Class Skills: Concentration, Craft, Knowledge (Any), Profession, Psicraft.
In addition, a psion gains access to additional class skills based on his discipline:

  • Seer (Clairsentience): Gather Information, Listen, and Spot
  • Shaper (Metacreativity): Bluff, Disguise, and Use Psionic Device
  • Kineticist (Psychokinesis): Autohypnosis, Disable Device, and Intimidate
  • Egoist (Psychometabolism): Autohypnosis, Balance, and Heal
  • Nomad (Psychoportation): Climb, Jump, Ride, Survival, and Swim
  • Telepath (Telepathy): Bluff, Diplomacy, Gather Information, and Sense Motive

Starting Skill Points: (2 + INT modifier) x 4

Points/Additional Level: 2 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shields. Armor does not, however, interfere with the manifestation of powers.
    WEAPON GROUP ALTERNATIVE: Basic weapons group plus Crossbows or Spears Group.

  • Power Points/Day
    A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score (see the Charts page) His race may also provide bonus power points per day, as may certain feats and items.

  • Discipline
    A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
    • Clairsentience
      A psion who chooses clairsentience is known as a Seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.
    • Metacreativity
      A psion specializing in metacreativity is known as a Shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command.
    • Psychokinesis
      Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.
    • Psychometabolism
      A psion who specializes in psychometabolism is known as an Egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creature's near him. An egoist can both heal and transform himself into a fearsome fighter.
    • Psychoportation
      A psion who relies on psychoportation powers is known as a Nomad. Nomads can wield powers that propel or displace objects in time or space.
    • Telepathy
      A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

    Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline, as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can't even use such powers by employing psionic items.

  • Powers Known
    A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of 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 other than your chosen discipline (the exception to this rule is by taking the feats Expanded Knowledge or Epic Expanded Knowledge). A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
    The number of times a psion can manifest powers in a day is limited only by his daily power points.
    A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them, though he must get a good night's sleep each day to regain all his spent power points.
    The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

  • Maximum Power Level
    A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
    To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

  • Bonus Feats
    A psion gains a bonus feat at 1st level, 5th level, and every fifth level thereafter. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.

Page Last Updated November 5th, 2005

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