Psionic Gifts (3.5e Variant Rule)

The Gift: an Alternative to "Psionics"

This is an attempt to come up with a different approach to psychic powers, for those dissatisfied with the current psionic system. I'm trying to get closer to the portrayal of the "psychic" in fantasy: the gypsy fortune-teller, the faith-healer, the warrior who can foresee his opponent's moves in combat, the otherwise normal person with one or more supernatural abilities. Not the mighty powers of "psionics" in science-fiction, the powerful abilities that operate like high-level spells (though I have assumed that it should be easier to influence minds and magic with psychic powers than to influence inanimate objects).

There are no "power points" in this system. Most psychic powers are usable at will, any number of times per day, and most operate on a successful skill check. And each of them is a Feat, allowing characters to take them without delaying progression in their main classes: provided they were born with "The Gift", a special Feat that normally must be selected at first level, representing psychic potential (and the loss of 2 points of Constitution).

If a character without the Gift wants it badly enough, there is a way of getting it: but it's not easy. The power of a full Wish is required to bestow The Gift on someone not born with it, and it must be administered by a psychic practitioner using the Insinuation power, with at least 20 ranks of Bluff, Diplomacy and Sense Motive skills (representing the degree of mental finesse required to operate on the recipient's mind). Furthermore, the recipient will immediately lose 2 points of Constitution (the usual penalty associated with the Gift) and will lose his/her next Feat (as The Gift takes the place of it).

These powers are magical, and generally won't work in an Anti-Magic Field or null-magic area (with some exceptions: Vitality and Mind Of Power are one-off irreversible transformations). However, continually-operating psychic powers (such as Power Of Command) are very "low-key" and operate below the threshold of magical detection. Powers such as Fast Healing or Immortality can be detected only while they are actively healing damage or eliminating toxins. Generally, only obvious powers active for a limited duration (like a spell) can be readily detected. Though not spells, offensive powers resemble spells closely enough for Spell Resistance and defensive spells to work against them (they qualify as "spell-like abilities"). Magic items and spells that boost skills will NOT boost psychic skill checks, and neither will synergy bonuses or Skill Focus feats: the Skill Mastery ability of Rogues won't work either. No modifiers apply to psychic skill rolls except racial and ability score modifiers. Ability scores may include "inherent" bonuses, but "enhancement" bonuses are ignored.

Some powers are based on the character's level. In such cases, overall character level is used, including racial hitdice and level adjusts. For instance, a psychic Satyr character who is a 3rd level Bard would count as 10th level (5 hitdice, LA +2, 3 class levels).

Creatures described as naturally psychic (e.g. the various "psionic" monsters) receive The Gift as a bonus feat, and do not suffer the usual penalties associated with it: no loss of constitution, no danger of uncontrolled psychic powers. Their listed abilities don't require any additional feats, but they may still take such feats to gain additional powers. References to the "Psion" and "Psychic Warrior" classes may be replaced by "Sorcerer" and "Fighter" respectively.

For those that want to develop their psychic abilities faster, I've provided a five-level Prestige Class, the "Gifted", offering one bonus psychic Feat per level (two at 5th level).


The Gifted (Prestige Class)

There is only one entry requirement for this prestige class: the Feat known as "The Gift", the potential to develop psychic powers.

NPC members of this class will usually begin as Commoners or Experts: normal people with a special potential. However, some are children.

Hit dice: d6

Attack and Saves: The Gifted have good Will saves and moderate combat skills, gaining +1 BAB at all levels except 1st and 5th.

Weapons and Armour: The Gifted gain no proficiency with weapons or armour.

Skills: The Gifted get 6 skill points per level (plus Intelligence modifier). However, they have no class skills except those bestowed by psychic Feats: thus, Concentration (bestowed by The Gift itself) is the only class skill they are guaranteed to have.

Bonus Feats: The Gifted get one bonus psychic Feat for each of the first four levels of this class, and two at 5th level.

These abilities are summarized in the following table:

Table 1-1: The Gifted
LevelBABFortRefWillSpecial Abilities
1.+0+0+0+2Bonus Psychic Feat, +1 level of existing class
2.+1+0+0+3Bonus Psychic Feat, +1 level of existing class
3.+2+1+1+3Bonus Psychic Feat, +1 level of existing class
4.+3+1+1+4Bonus Psychic Feat, +1 level of existing class
5.+3+1+1+42 Bonus Psychic Feats, +1 level of existing class

'The Gift' Feats

Table: 'The Gift' Feats
FeatPrerequisitesBenefit
General 'The Gift' Feats
The Gift1st level character-2 Constitution, character has psychic potential
Clairvoyant 'The Gift' Feats
ClairvoyanceThe Gift, 13 Wisdom+1 Reflex, Listen / Search / Spot skills, clairvoyant potential
Boosted ReflexesClairvoyance, Lightning ReflexesReflex save equal to 1/2 level (or +1)
Clarity of VisionClairvoyanceGood chance of seeing through illusions
Combat SenseClairvoyance, Combat Reflexes+2 Insight bonus on initiative and AC: can't be surprised / flanked
Killer InstinctCombat SenseBAB equal to 3/4 level (or +1)
Contact Other PlaneClairvoyance, TelepathyAs the spell
DarkvisionClairvoyanceCan see without light
DeepvisionClairvoyance, DarkvisionCan see into solid objects
PrecognitionClairvoyanceLimited predictive ability
ProphecyPrecognitionMajor predictive ability
Remote SensingClairvoyanceAs Clairvoyance/Clairaudience spell
ScryingClairvoyanceAs Scrying spell
SeekersenseClairvoyanceLocates objects, creatures, and places.
Uncanny KnowledgeClairvoyanceYou know things you shouldn't
Psychic Healing 'The Gift' Feats
Psychic HealingThe Gift, 13 Wisdom+1 Fortitude, Heal skill, health sense, Psychic Healing potential
Boost MetabolismPsychic HealingTemporary Strength / Dexterity / Constitution boost
Boosted FortitudeGreat Fortitude, Psychic HealingFortitude save equal to 1/2 level (or +1)
Cure/Inflict WoundsPsychic HealingCure wounds, inflict damage, cure ability damage
Damage ReductionPsychic HealingDamage Reduction 2/-
Gift of LifeCure/Inflict Wounds, Damage ReductionFast Healing 1
Purge MetabolismPsychic HealingCure poisoning & disease
ImmortalityPurge Metabolism, VitalityImmune to poison, disease and age
VitalityPsychic Healing+2 Constitution
ImmortalityPurge Metabolism, VitalityImmune to poison, disease and age
Psychokinetic 'The Gift' Feats
PsychokinesisThe Gift, 13 Intelligence"Mage Hand", Disable Device / Open Locks / Sleight of Hand skills, Psychokinetic potential
Improved PsychokinesisPsychokinesis, 16 CharismaMore force behind psychokinesis, wider variety of uses.
Controlled FallPsychokinesisFeather Fall effect
LevitationControlled FallAscend vertically
Energy BarrierPsychokinesisResist energy damage
Kinetic ShieldPsychokinesis+2 Shield bonus
PyrokinesisPsychokinesisProduce / hurl flames
Self-PropulsionPsychokinesisTrue flight when levitating, +10 on movement and various skills
ShatterPsychokinesisAs the spell
Psychomagic 'The Gift' Feats
PsychomagicThe Gift, 13 Intelligence, 2nd level spell capabilityDetect Magic, Knowledge(arcane) / Spellcraft / Use Magic Device skills, Psychomagic potential
Familiar BondPsychomagic, TelepathyGain familiar, all class levels count for familiar advancement
Impromptu DispellingPsychomagicSpend 3 spell levels for Dispel Magic
Spell ResistanceImpromptu DispellingSpell Resistance 10+level
Impromptu MetamagicPsychomagic, any metamagic FeatApply metamagic without preparation
Magical StrikePsychomagicTreat weapon or unarmed strike as magical (or aligned)
PowercastPsychomagicBoosts caster level by 2 or more
PowerturnPsychomagicBoosts turning ability by 2 or more
Spell RecoveryPsychomagicChance of recovering miscast spell
Preserve ScrollScribe Scroll, Spell RecoveryChance of powering scroll with your own magic
Telepathic 'The Gift' Feats
TelepathyThe Gift, 13 Charisma+1 Will, social skills, telepathic potential
Assess The FoeTelepathyIdentify creature type / class, Favored Enemy bonus
Boosted WillIron Will, TelepathyWill save equal to 1/2 level (or +1)
Contact Other PlaneClairvoyance, TelepathyAs the spell
Familiar BondPsychomagic, TelepathyGain familiar, all class levels count for familiar advancement
Induce FearTelepathySimilar to Fear spell
Mind of PowerTelepathy+1 Intelligence, Wisdom, Charisma: -1 Constitution
Inward FocusMind Of PowerBonus psychic feats on subsequent levels
Power of CommandLeadership, Telepathy+3 on Leadership and related abilities
Read MindsTelepathyRead surface thoughts and deep memories
Telepathic CommunicationRead MindsMind-to-mind communication
InsinuationTelepathic CommunicationTelepathic suggestion
Resilient MindTelepathyResistance to enchantment effects
Cloak the MindResilient MindUnreadable mind, false alignment / thoughts



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gollark: I mean, it's sort of understood well enough that you can, say, splice genes for things into bacteria and have them magically assemble things for you.
gollark: Biotech? To some extent, sure.
gollark: DNA is basically horrible spaghetti code with absolutely no comments and which seems like it may be partly self-modifying.
gollark: If you tweak them at all, they probably stop working properly for unfathomable chemistry/physics reasons.
gollark: I mean, consider enzymes. They can do things which regular non-biochemist chemists could only dream of, and often do multiple functions at once and interact with each other in bizarre ways.
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