Complete Psionic - v2 - #OCR#BM#LINKS.pdf

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Complete Psionics
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CREDI
TS
DESIGNERS
B RUCE R. C ORDELL , C HRISTOPHER L INDSAY
SENIOR ART DIRECTOR D&D
S TACY L ONGSTREET
DEVELOPMENT TEAM
S TEPHEN S CHUBERT , C HRIS T HOMASSON ,
G WENDOLYN F.M. K ESTREL
ART DIRECTORS
M ARI K OLKOWSKY , K ARIN J AOJJES
EDITORS
M ICHELLE L YONS , R AY V ALLESE
COVER ARTIST
R AVEN M IMURA
EDITING MANAGER
K IM M OHAN
INTERIOR ARTISTS
W AYNE E NGLAND , D AVID G RIFFITH ,
T ON H ODGSON , R ALPH H ORSLEY , W ARREN M AHY ,
W ILLIAM O'C ONNOR , T ED P ENDERGRAFT ,
R ICHARD S ARDINHA , R ON S PENCER
DESIGN MANAGER
C HRISTOPHER P ERKINS
CARTOGRAPHER
K YLE H UNTER
DEVELOPMENT MANAGER
J ESSE D ECKER
GRAPHIC DESIGNER
D EE B ARNETT
DIRECTOR OF RPG R&D
B ILL S LAVICSEK
GRAPHIC PRODUCTION SPECIALIST
E RIN D ORRIES
PRODUCTION MANAGERS
J OSH F ISCHER , R ANDALL C REWS
IMAGE TECHNICIAN
S VEN B OLEN
Some information in this book, is taken from or derived from Races of Eberron by Jesse Decker, Matthew Sernett, Gwendolyn F.M.
Kestrel, and Keith Baker, Races of Destiny by David Noonan, Eric Cagle, and Aaron Rosenberg; Races of the Wild by Skip Williams;
Frostburn by Wolfgang Baur, James Jacobs, and George Strayton; Races of Stone by David Noonan, Jesse Decker, and Michelle
Lyons; Sandstorm by Bruce R. Cordell, Jennifer Clarke Wilkes, and JD Wiker; “Mind Lords of Talaron” Dragon #281 by Stephen
Kenson; Expanded Psionics Previews in Dragon Issues #314, #316, #317, #318, #319 by Bruce R. Cordell; Mind’s Eye (various
articles) by Mark A. Jindra and Scott Brocius
Based on the original D UNGEONS & D RAGONS * rules created by E. Gary Gygax and Dave Arneson, and the new D UNGEONS & D RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This product uses updated material from the v.3.5 revision.
This W IZARDS OF THE C OAST ” game product contains no Open Game Content. No portion of this work may be reproduced in any
form without written permission. To learn more about, the Open Gaming License and the d20 System License, please visit www.
wizards.com/d20.
WotC code: 620-95367720-001-EN
ISBN10: 0-7869-3911-7 First Printing: April 2006 ISBN-13: 987-0-7869-3911-4
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Contents
3
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Introduction
The mindstorm moved in from the infinite reaches of the Astral,
threatening the integrity of the Interface.
Cursing his bad luck, Ialdabode finally closed the portal.
"I won't abandon you, Mitra," the psion promised, wincing and
rubbing his forehead. He'd allowed the portal to stay open a little
too long—the disruption had almost manifest from the realm of
the mind into the realm of the material. Ialdabode's head ached
as if he'd been kicked by a steer.
And what of Mitra? She was his closest friend, and the only
other psionic individual who knew of the recent perturbations
in the Crystal Mind's global cognizance. She was set adrift in the
Astral Plane because Ialdabode hadn't foreseen the arrival of the
storm front....
"It is suspicious, after all..." he murmured, then swore again.
Merely entertaining the idea of a conspiracy was enough for his
heightened intuition to deduce the truth—the mindstorm's arrival
at just the wrong moment was no accident. It had been sent against
him and Mitra deliberately to foil their investigation.
The psion shivered when he considered the power required
to generate a mindstorm of such ferocity on demand. Who had
that skill?
With a sinking feeling, the answer dropped into his conscious-
ness like the first cold drop of winter rain.
The Flayer Sovereignty was operative once more.
WHAT YOU NEED TO PLAY
Complete Psionic makes use of the information in the three
D&D core rulebooks— Player's Handbook ( PH ), Dungeon Master's
Guide (DMG), and Monster Manual (MM) —as well as Expanded
Psionics Handbook ( EPH ). It doesn't directly reference any
other books (aside from a single mention of Fiend Folio ), but
it draws on the accumulated heritage of D&D supplements
published since 2000. Although possession of any or all of
these supplements will enhance your enjoyment of this book,
they are not strictly necessary.
NEW PSIONIC CLASSES
Up to now, there were four standard psionic classes: The
psion, the psychic warrior, the soulknife, and the wilder.
In addition to the classes described in Expanded Psionics
Handbook , this book introduces the following new standard
psionic classes: the ardent, the divine mind, and the Lurk. In
addition, a variant psion, called the erudite, is presented as
an option.
The ardent calls on the power of cosmic forces, drawing
on "mantles," or groups of powers that are derived from
those universal principles. Physically a bit stronger than
a traditional psion, an ardent is limited by the number of
mantles he can adopt.
The divine mind is a devout warrior whose psionic abili-
ties allow him to channel his god's beneficence into psionic
powers, as well as auras that help his comrades.
The lurk is a mentally empowered killer who focuses on
dispatching his enemies from the shadows.
The erudite is a psionic sage whose knowledge of powers
is potentially unlimited, although his ability to call on that
knowledge is limited to a particular subset each day.
Many D&D games eventually include psionics. Although
you may not realize it, pitting your characters against an
illithid introduces psionics to your game, with its terrible
mind blast. Other games go farther down the psionics path,
and in those games Expanded Psionics Handbook has a place at
the table equal to that of the Player's Handbook .
Whether your game is more akin to the former or the latter,
this book, Complete Psionic , will expand your understanding
of psionics rules.
4
SWIFT AND IMMEDIATE ACTIONS
The Miniatures Handbook introduced the concept of a new action
type: the swift action. Likewise, Expanded Psionics Handbook
introduced another new action type: the immediate action.
Some of the class features, powers, and feats described in
Complete Psionic use these concepts. A description of how they
work follows.
Swift Actions: A swift action consumes a very small amount
of time, but represents a larger expenditure of effort and energy
than a free action. You can perform one swift action per turn
without affecting your ability to perform other actions. In that
regard, a swift action is like a free action. However, you can per-
form only a single swift action per turn, regardless of what other
actions you take.
You can take a swift action any time you would normally be
allowed to take a free action. Since swift actions usually involve
magic or psionics, or the activation of magic or psionic items,
many characters (especially those who don’t use magic or psion-
ics) will never have an opportunity to take a swift action.
Casting a quickened spell or manifesting a quickened power is
a swift action. In addition, casting any spell or manifesting any
power with a casting time or manifesting time of 1 swift action
is a swift action. Casting a spell or manifesting a power with a
casting or manifesting time of 1 swift action does not provoke
attacks of opportunity.
Immediate Actions: Much like a swift action, an immediate
action consumes a very small amount of time, but represents a
larger expenditure of effort and energy than a free action. Unlike
a swift action, an immediate action can be performed at any
time—even if it’s not your turn.
Using an immediate action on your turn is the same as using
a swift action, and counts as your swift action for that turn. You
cannot use another immediate action or a swift action until after
your next turn if you have used an immediate action when it is
not currently your turn (effectively, using an immediate action
before your turn is equivalent to using your swift action for the
coming turn). You also cannot use an immediate action if you
are currently flat-footed.
Under these rules, casting a feather fall spell is an immediate
action (not a free action, as stated in the spell description in the
Player’s Handbook).
Magic Items and Potions: Activating a spell completion item,
activating a spell trigger item, or drinking a potion is a standard
action, even if the spell from which the scroll, potion, or item is
made can be cast as a swift action.
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ll intelligent beings possess self-awareness, the core
of sentience. What many do not realize, however,
is that this nascent consciousness is a form of
psychic energy. Different people value varying
aspects of this energy, whether Charisma, Intelli-
gence, or Wisdom, for their applications in certain professions
in the world, but it is the sum of these and other unnamed
facets of consciousness that contributes to psionic potential.
Those who decide to build on this holistic potential are called
psionic characters.
Psionic characters learn to tap into the energy of their
consciousness. Psionic character classes embrace the energy
of the mind's output directly, using force of will to alter
reality in small and large ways. The thoughts and dreams of
normal creatures churn impotently, but a psionic character's
mental desires manifest themselves for all to see, marvel at,
and perhaps fear.
Unlike the standard character classes found in the Player's
Handbook, all classes presented here are based on psionic
power usage to some degree. While the psion, psychic war-
rior, soulknife, and wilder offer a tremendous amount of
versatility and configurability, they're not the only psionic
classes the game could feature. This chapter presents three
new character classes for psionic characters: the ardent, the
divine mind, and the lurk. Unlike prestige classes, new
character classes are designed for use from a character's
first class level.
Ardent: A psionic manifester who upholds his chosen
philosophies.
Divine Mind: A psionic holy warrior who adopts the
mantles of a chosen deify and becomes a champion of
his faith.
Lurk: A mentally empowered killer who focuses on
dispatching his enemies from the shadows.
STARTING GEAR
Each class description concludes with a starting package
you can use when creating a 1st-level character of that
class. Alternatively, you can roll randomly using the
following table to determine the character's gold, then
buy equipment item by item.
T ABLE 1–1: R ANDOM S TARTING G OLD
Class
Amount (average)
Ardent
5d4×10 (125 gp)
Divine mind
6d4×10 (150 gp)
Lurk
5d4×10 (125 gp)
ARDENT
No two places in the multiverse are exactly alike.
Creatures teem across a multitude of terrains, form-
ing infinitely diverse ecologies. Despite the amazing
variety displayed, however, some elements—or, as
some call them, philosophies—persist. These fun-
damental concepts about the way things function have
a basic truth to them that transcends any physical,
emotional, or ideological boundary.
5
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