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[Labyrinth Lord] Psion

Psion

Requirements:        INT 16, CHA 10, WIS 10

Prime Requisite:    INT

Hit Dice:                  1d4

Maximum Level:    None

Sometimes called mind wizards, psionicists, or witchers, study the powers inherent in the mind of the human (or dwarven, or elfish, etc.) body. Psions are able to unlock an increasing number of more and more powerful powers as they advance in level. However, they are limited in their choice of weapons, as they are only able to use small weapons or the quarterstaff. They are unable to use shields or wear any kind of armor. In an adventuring group they should be protected.

A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells) and they are only limited by his daily power points, though he should get a good night’s sleep each day to regain all his spent power points.

A psion begins play knowing three psion powers of his own choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to 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.

Psions choose the powers known from the psion power list, or from the list of powers of their chosen discipline. They cannot choose powers from restricted discipline lists other than their own discipline list.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.

Psionic Disciplines

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 creatures 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 space or time.

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.

Reaching 11th Level:  A psion  may build a school, often in a monastic setting, when he reaches level 11. He will then attract apprentice psions (1d6) of level 1.

PSION LEVEL PROGRESSION

 

 

 

Exp

Lvl

PP

P. Avail.

Max. PL

Hit Dice (1d4)

0

1

2

3

1st

1

2,501

2

6

5

2

5,001

3

11

7

2nd

3

10,001

4

17

9

4

20,001

5

25

11

3rd

5

40,001

6

35

13

6

80,001

7

46

15

4th

7

160,001

8

58

17

8

310,001

9

72

19

5th

9

460,001

10

88

21

+1 hp only *

610,001

11

106

22

6th

+2 hp only *

760,001

12

126

24

+3 hp only *

910,001

13

147

25

7th

+4 hp only *

1,060,001

14

170

27

+5 hp only *

1,210,001

15

195

28

8th

+6 hp only *

1,360,001

16

221

30

+7 hp only *

1,510,001

17

250

31

9th

+8 hp only *

1,660,001

18

280

33

+9 hp only *

1,810,001

19

311

34

+10 hp only *

1,960,001

20

343

36

+11 hp only *

*Hit point modifiers from constitution are ignored.
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3 responses to “[Labyrinth Lord] Psion

  1. richardjohnguy March 12, 2012 at 8:32 am

    I like the Julian May elements here (Saga of the Pliocene Exiles) – in May’s books the “creation” power is strictly illusions except for a very few very powerful people who can make their illusions physical – I think I’d go with that, or allow limited autonomy constructs – kinda like small remote control avatars in the world.

    I don’t like the egoist because it sounds like he treads on the Monk’s toes, and I’m wondering how “portation” could work at lower levels: seems v powerful, if it’s actual teleportation, even over short ranges.
    How do all these powers work? At will? N times/day? Fatigue costs?

    Like

  2. Geoffrey March 12, 2012 at 8:43 am

    at will, as much power use as the psion has power points. this basically implements an spellpoint system into the whole thing. i will have to look up the specific powers as I go through them, I plan to weed out those that I don’t like while i am asaapting them to the system (mostly stripping out 3rd edition references like DCs and stuff). This is very much a very rough hack of a psionics system. I wonder if I should maybe make the specialisations into specific classes with different power lists and XP tables, similar to the Illusionist.

    Like

  3. Pingback: My Frankenstein « Stuffed Crocodile

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