Psionicist (Campaign Class)

Prime Requisite: WIS, CON
Requirements: INT 9
Hit Dice: 1d4
Maximum Level: 14

Psionicists are practitioners of "the Way," masters of their own minds, able to project its powers into psychic disciplines and techniques. They train in many ways—as solitary ascetics, in schools dedicated to a complex philosophy, through meditation, physical regimen, and so on.

At first level, a psionicist hits an unarmored foe (AC 0) with an attack throw of 10+. Psionicists advance in attack throws and saving throws as thieves, by two points every four levels of experience. Psionicists may wear leather armor and wield any of the following weapons: bola, club, crossbow, dagger, darts, short sword, shortbow, sling, staff, and whip. They are trained to fight wielding a weapon and shield, but not with two weapons or two-handed weapons (except for the staff).

Psionicists can learn and use psionic powers, consisting of disciplines and techniques. At 1st level, they know 1 discipline at level I, and 2 techniques from that discipline. At each level, they gain another level in a discipline, either one they know or a new one; the maximum level they can have in any discipline is equal to half their level rounded up. The techniques they learn must be from a discipline they know.

At 9th level (Mind-Lord), a psionicist can establish an academy, and 1d6 psionicists of 1st level and 2d6 normal men will seek them out to become students. The normal men have Wisdom and Constitution scores above the average, but many will become discouraged by the harsh training regimen and quit after 1d6 months. While studying with the psionicist, these students must be provided food and lodging, but need not be paid wages.

Psionicist Class Proficiencies: Alertness, Armor Training, Beast Friendship, Blind Fighting, Climbing, Contortionism, Discipline of the Way, Divine Blessing, Divine Health, Eavesdropping, Endurance, Illusion Resistance, Knowledge, Laying on Hands, Lip Reading, Loremastery, Martial Training, Mystic Aura, Passing Without Trace, Prestidigitation, Running, Sensing Power, Soothsaying, Swashbuckling, Technique of the Way, Unarmed Fighting, Unflappable Casting, Wakefulness.

Psionicist Level Progression

Experience Title Level Hit Dice Disciplines Techniques
0 Esper 1 1d4 1 2
2,200 Mentalist 2 2d4 2 3
4,400 Psychic 3 3d4 3 5
8,800 Psionicist 4 4d4 4 6
17,600 Yogi 5 5d4 5 8
35,200 Swami 6 6d4 6 9
70,000 Guru 7 7d4 7 11
140,000 Master of Mentalism 8 8d4 8 12
270,000 Mind-Lord 9 9d4 9 14
400,000 Mind-Lord, 10th level 10 9d4+1* 10 15
530,000 Mind-Lord, 11th level 11 9d4+2* 11 17
660,000 Mind-Lord, 12th level 12 9d4+3* 12 18
790,000 Mind-Lord, 13th level 13 9d4+4* 13 20
920,000 Ascended Master 14 9d4+5* 14 21
* Hit point modifiers from Constitution are ignored

Psionicist Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 13+ 16+ 14+ 15+ 10+
3–4 12+ 12+ 15+ 13+ 14+ 9+
5–6 11+ 11+ 14+ 12+ 13+ 8+
7–8 10+ 10+ 13+ 11+ 12+ 7+
9–10 9+ 9+ 12+ 10+ 11+ 6+
11–12 8+ 8+ 11+ 9+ 10+ 5+
13–14 7+ 7+ 10+ 8+ 9+ 4+

Built with HDV 0, FV 1b, Psionic Value 3.