Expanded Psionics Handbook - #OCR#BM#LINKS.pdf

(7772 KB) Pobierz
Expanded Psionics Handbook
9735212.051.png
EXPANDED PSIONICS HANDBOOK
B RUCE R. C ORDELL
ADDITIONAL DESIGN
D AVID N OONAN
DEVELOPMENT TEAM
R ICH B AKER , M IKE D ONAIS , A NDREW F INCH ,
E D S TARK , J ONATHAN T WEET
E DI T O R S
M ICHELE C ARTER , G WENDOLYN F.M.
K ESTREL , C HARLES R YAN
ADDITIONAL EDITING
J ENNIFER C LARKE W ILKES
MANAGING EDITOR
K IM M OHAN
DESIGN MANAGER
E D S TARK
DEVELOPMENT MANAGER
A NDREW F INCH
DIRECTOR OF RPG R&D
B ILL S LAVICSEK
ART DIRECTOR
D AWN M URIN
COVER ARTIST
H ENRY H IGGINBOTHAM
INTERIOR ARTISTS
S TEVEN B ELLEDIN , B RIAN D ESPAIN , W AYNE
E NGLAND , L ARS G RANT -W EST , H EATHER
H UDSON , J EREMY J ARVIS , C HUCK L UKACS ,
D AVID M ARTIN , M ONTE M OORE , J IM P AVELEC ,
W AYNE R EYNOLDS , A RNIE S WEKEL , S AM W OOD
GRAPHIC DESIGNER
D AWN M URIN
GRAPHIC PRODUCTION SPECIALIST
E RIN D ORRIES
IMAGE TECHNICIAN
R OBERT J ORDAN
PRODUCTION MANAGERS
J OSH F ISCHER , R ANDALL C REWS
Playtesters: Alan Anderchuk, Paul Barclay, Jason Bazylak, Ted Bolstad (playtest lead), Vern Brooks (in spirit), Wayne Dawson,
Voin Despotovic, Prince Elcock (playtest lead), Skaff Elias, Darryl Farr, Michael Friedrich, Dale Friesen (playtest lead), Karen
Friesen, John Gillespie, Linda Gillespie, Curt Gould, Kirk Hockin, Bryan Kelley, Paul May, Steven Mombourquette, Jennie
Nicholson, Phillip Nicholson, Sulenna Nicholson, Wes Nicholson (playtest lead), Eric Paquette, Mike Piazza, Ashwyn Rajagopalan,
Jeff Richardson, Tagg Richardson, Mark Templeton (playtest lead), Rob Watkins, Kristian Williamson, Worth Wollpert
Special Thanks: Andy Collins, Michael Donais, Prince Elcock, Rob Heinsoo, David Noonan, Jonathan Tweet, James Wyatt
Sources include the Psionics Handbook by Bruce R. Cordell; various Mind’s Eye articles on www.wizards.com/dnd by Mark A.
Jindra, Scott Brocius, and Luis Oyola; “Mind Lords of Talaron” by Stephen Kenson in D RAGON ® Magazine #281; “Expand Your
Mind” by Bruce R. Cordell in D RAGON ® Magazine #287; Dungeon Master’s Guide, Player’s Handbook , and Monster Manual by
Monte Cook, Jonathan Tweet, and Skip Williams; the new F ORGOTTEN R EALMS ® Campaign Setting by Ed Greenwood, Skip Williams,
Sean K Reynolds, and Rob Heinsoo; Complete Psionics Handbook by Steve Winter; Planewalker’s Handbook and Guide to the Astral
Plane by Monte Cook; The Illithiad and D RAGON ® Magazine #245 “Mindstalkers” by Bruce R. Cordell; Psionic Artifacts of Athas
by Kevin Melka and Bruce Nesmith; The Will and the Way by Rich Baker; City by the Silt Sea by Shane Hensley; Monstrous
Compendium Annual Vol. 1 (2nd Ed.), Monstrous Manual (2nd Ed.), and Fiend Folio (1st Ed.).
Based on the original D UNGEONS & D RAGONS ® rules created by 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.
U.S., CANADA, ASIA, PACIFIC,
& LATIN AMERICA
Wizards of the Coast, Inc.
P.O. Box 707
Renton WA 98057-0707
Questions? 1-800-324-6496
620-96666-001-EN
9 8 7 6 5 4 3 2 1
First Printing: April 2004
EUROPEAN HEADQUARTERS
Wizards of the Coast, Belgium
T Hofveld 6d
1702 Groot-Bijgaarden
Belgium
+322-467-3360
D UNGEONS & D RAGONS , D&D, D RAGON , D UNGEON M ASTER , d20, d20 System, W IZARDS OF THE C OAST , Player’s Handbook , Dungeon Master’s Guide , Monster Manual , and Expanded
Psionics Handbook , and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards product names, characters, character
names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional
distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of
the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2004 Wizards of the Coast, Inc.
Visit our website at www.wizards.com/dnd
9735212.059.png 9735212.060.png 9735212.061.png 9735212.001.png 9735212.002.png 9735212.003.png 9735212.004.png 9735212.005.png 9735212.006.png 9735212.007.png 9735212.008.png 9735212.009.png 9735212.010.png 9735212.011.png 9735212.012.png
Contents
Saving Throws against
Psionic Item Powers . . . . . . . . . . . . . . . 159
List of Numbered Tables
2–1: Ability Modifi ers and
7–5: Psionic Melee Weapon
7–6: Psionic Ranged Weapon
3
9735212.013.png 9735212.014.png 9735212.015.png 9735212.016.png 9735212.017.png 9735212.018.png 9735212.019.png 9735212.020.png 9735212.021.png 9735212.022.png 9735212.023.png 9735212.024.png 9735212.025.png 9735212.026.png 9735212.027.png
Introduction
You’ve read the Player’s Handbook , the Dungeon Master’s Guide ,
and the Monster Manual , and yet you are not satisfi ed. Why?
Because you believe that magic is only part of the equation.
The Dungeon Master’s Guide and the Monster Manual hint at
another factor. That tantalizing word: psionic—the power
of mind over matter. You knew there had to be more. And
you were right.
Welcome to the marvel of your mind.
Races (Chapter 1): This chapter introduces four new psionic
races: dromites, elans, half-giants, maenads, and xephs. It also
provides psionic versions of the dwarf in the Player’s Handbook
(duergar) and three creatures in the Monster Manual (githyanki,
githzerai, and thri-kreen).
Classes (Chapter 2): This chapter presents four psionic
character classes: the psion, the psychic warrior, the soul-
knife, and the wilder.
Skills and Feats (Chapter 3): P sionic characters can use
all the skills in the Player’s Handbook, and they have exclusive
access to a few new skills detailed here, including Auto-
Device. The feats section provides more special abilities for
psionic characters, as well as feats that enable nonpsionic
characters to combat the power of psionics.
Psionics (Chapter 4): This chapter discusses how psionic
characters learn and manifest powers and provides some
guidelines for rules adjudicating special situations.
Powers (Chapter 5): This chapter describes nearly three
hundred powers from 1st level to 9th level for psions, psychic
warriors, and wilders.
Prestige Classes (Chapter 6): Take your psionic charac-
ters in exciting new directions with the illithid slayer, meta-
mind, the psion uncarnate, pyrokineticist, or one of the other
options presented here.
Psionic Items (Chapter 7): B oth psionic and nonpsionic
characters might be interested in some of the items described
here. Psionic armor, weapons, cognizance crystals, dorjes,
power stones, psicrowns, tattoos, universal items, and arti-
facts are presented in a format similar to that of Chapter 7 of
the Dungeon Master’s Guide . This chapter also contains rules
for creating your own psionic items.
Monsters (Chapter 8): Here are psionically endowed
monsters to challenge all characters, nonpsionic and psionic
alike. Favorites from earlier versions of the game, including
the githyanki and githzerai, are provided, as well as several
new monsters. The phrenic template allows you to turn al-
most any D&D monster into a psionic creature.
WHAT IS PSIONICS?
Simply put, psionics is the art of tapping the mind’s potential.
A psionic character is blessed with a form of innate ability that
enables him or her to use mental power to achieve goals or
perform tasks that nonpsionic characters can accomplish—if
they’re even capable of doing them at all—only by using
gross physical skills such as brute strength or raw agility, or
by using intellect or force of will distinct from the natural
power of the mind itself.
Yourcharacter ’s mind is an infinite metaphorical plane,
where all things are possible. It may be that all characters
have within them the potential for harnessing the energy
of the mind, but only those who succeed in tapping into
that potential can become psionic characters. A psionic
character knows the mental pathways that lead to amaz-
ing edifi ces of thought and energy. Knowing the path, the
psionic character walks it. Like a fl are being thrown off a
star, a power is manifested from a psionic character’s en-
ergy of consciousness.
ABOUT POWERS
If this book is your fi rst exposure to psionics in the D&D®
game, the following information will serve as a brief explana-
tion of how psionic powers work.
A psionic power is a one-time psionic effect (similar in
this respect to a spell). Activating a power’s effect is known as
manifesting that power (the psionic version of spellcasting).
Every psionic character or creature has a daily supply power
points that he or she can spend to manifest powers the char-
acter has learned. A power known to a psionic character can
be used as many times as he or she has power points to pay
for it.
A power is manifested when a psionic character pays its
power point cost. Some psionic creatures automatically mani-
fest powers, called psi-like abilities, without paying a power
point cost.
With this handbook, you can learn everything you need
to know about the psionic art. Then, let all the world stand
in awe of your character’s mental might. As you will it, so it
is done.
WHY A REVISION?
The new psionics system debuted in 2001. In the three years
since, we have observed the reaction to the rules, seen the re-
lease of various d20 S YSTEM ™ products that attempted to steer
psionics in new directions, and of course seen a revision in
the core D UNGEONS & D RAGONS ® game. If for no other reason
than a need to remain true to the core system, the psionics
rules also required a revision of their own.
And what a great opportunity this revision was! Three
years of feedback, notes, observations, and new ideas could
finally come to light in a completely expanded, revised,
and updated version of the Psionics Handbook . The inclu-
sion of races, more classes, more prestige classes, more
feats, more powers, and so on was just as important as
revising the original classes, feats, and other elements.
For instance, if anyone had lingering doubts that psions
were still weak compared to a wizard or a sorcerer, all
those doubts should now be dispelled. Do not fear for the
balance of your game when you use the Psionics Handbook .
Have at it, and enjoy!
PSIONICS HANDBOOK
This book gives you everything you need to create and play
psionic characters, including psionic items and psionic foes.
It contains the following chapters.
4
THE EXPANDED
9735212.028.png 9735212.029.png 9735212.030.png 9735212.031.png 9735212.032.png 9735212.033.png 9735212.034.png 9735212.035.png 9735212.036.png 9735212.037.png 9735212.038.png 9735212.039.png 9735212.040.png 9735212.041.png 9735212.042.png
he psionic races presented here are just as varied as
the common races described in the Player’s Handbook.
Elans—both more than and less than human—conceal
themselves in the hear ts of humanoid cities; only their
mental ar ts let them sur vive when li fe should have fl ed
their bodies. Githyanki and githzerai roam the world,
journeying across the planes from their extraplanar homes.
Half-giant encampments are found in climates too harsh for
those without inborn psionic adaptation. Maenads insinu-
ate themselves into civilized societies, fi nding the waging of
war a fi tting outlet for their unending angst. On the other
hand, xephs are rarely accepted into civilization; they must
subsist on the edges, getting by as best they can with trick-
ery and psychic contrivance. Even farther removed from
“normal” civilization are the dromites and the thri-kreen,
two races with insectoid features and characteristics. Along
with humans, dwarves, elves, gnomes, half-elves, half-orcs,
and halfl ings, those of psionic heritage can be found em-
broiled in life and politics of many lands.
according to race (see Table 1–1: Racial Ability Adjust-
ments), and continue detailing your character.
CHARACTERISTICS
Your character ’s race determines some of his or her
qualities.
RACE ADJUSTMENTS
Find your character’s race on Table 1–1: Racial Abil-
ity Adjustments. If your character has a racial level
adjustment, add that number to the character’s class
level and racial Hit Dice (in the case of a thri-kreen
character) to determine the character’s effective
character level (ECL). See Monsters as Races, page
172 of the Dungeon Master’s Guide.
Apply the ability adjustments given on Table 1–1
to your character’s ability scores. If these changes
raise your score above 18 or below 3, that’s okay,
except in the case of Intelligence, which does not
go below 3 for characters. (If your githzerai char-
acter would have an adjusted Intelligence of 1 or
2, make it 3 instead.) In addition , Table 1–1 g ives
each race’s favored class and automatic languages.
A character’s favored class doesn’t count against
him or her when determining experience point
penalties for multiclassing (see XP for Multiclass
CHOOSING A RACE
After you roll your ability scores and before you write
them on your character sheet, choose your character’s race.
At the same time, you’ll want to choose his or her class,
since race affects how well a character can do in each class.
Once you know your character’s race and class, assign your
ability score rolls to particular abilities, alter those abilities
5
RACIAL
9735212.043.png 9735212.044.png 9735212.045.png 9735212.046.png 9735212.047.png 9735212.048.png 9735212.049.png 9735212.050.png 9735212.052.png 9735212.053.png 9735212.054.png 9735212.055.png 9735212.056.png 9735212.057.png 9735212.058.png
Zgłoś jeśli naruszono regulamin