mindwalkers

This is an old revision of the document!


Mindwalkers

There exist people gifted with extraordinary abilities: Mindwalkers. They have visions or a sense of what others are thinking. They can influence the minds of those around them or even affect the physical world with their thoughts. Still, a few who possess such gifts conceal them, out of concern that others will fear or misunderstand them. They can become masters of their fate, or else risk becoming the pawns of those who seek to harness and control their powers for their own purposes.

Mindwalkers have innate mental powers, known as “talents,” which can be developed through training and study. Only their talent, their training, and their stamina limit Mindwalkers, since using mental abilities can be draining.

Making a Mindwalker

Abilities: Mental ability scores (Wis, Int, and Cha) are far more important to a Mindwalker than physical abilities. Mindwalking skills are based on mental abilities, primarily Intelligence and Wisdom. Constitution can provide additional Vitality allowing the Mindwalker to use their powers more.

Races: The potential for psionic talent lies within all intelligent creatures. Psionics of nearly every race exist. Fraal and human Mindwalkers are the most common, perhaps simply because humans are so populous, or because they’re more given to exploring their innate psionic talents. T'sa, Sesheyan and Weren also produce Mindwalkers, but in far fewer numbers. These races tend to produce more Wild Talents than fully capable Mindwalkers. It is very uncommon to meet non-humanoid Mindwalker, but not unheard of.

Prerequisites: Psionic Ability Feat, Int 11+, Wis 11+, Cha 11+

Vitality: d6

Skill Points At 1st level: (6+Int modifier) x4

Skill Points At Each Additional Level: 6+Int modifier

Class Skills: Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Survival (Wis).

Psionic Skills: Adaptation, Body Control* , Combat Sense , Cryokinesis , Domination, Drain Ability, Drain Emotion, Drain Power, Drain Vitality, Dreamwalk, Empathy*, Empathic Projection, Enhance Ability, Enhance Senses, Illusion, Life Drain, Life Extension, Mental Contact*, Mind Reading, Photokinesis, Precognition*, Psionic Blast, Psionic Healing, Psionic Sense*, Psionic Shield, Psionic Static, Psionic Surgery, Psychometry, Pyrokinesis, Remote Viewing, Sense Minds, Sleep, Suggestion, Telekinesis, Telekinetic Blast, Telekinetic Grip, Telekinetic Shield *May be used Untrained

Special Psionic Skills: Mindswitch, Psionic Weapon

Psionic Feats

Class Features

Starting Feats: Psionic Ability, Simple Weapons Proficiency, Personal Firearms Proficiency

Psychic Training: The psionic gains a Bonus Feat at 1st, 2nd, 4th, 7th, 10th, 13th, 17th, 20th Level. Feat choosen must be a Psionic feat.

Bonus Feats: The Psionic gains a Bonus Feat at 3rd, 9th, 14th and 20th level. Feat must be choosen from one of the following: Alertness, Animal Affinity, Defensive Martial Arts, Frightful Presence, Influence, Combat Martial Arts, Persuasive, Sharp-Eyed, Stamina, or Stealthy.

Skill Emphasis: At 6th, 12th and 18th level the Psionic gains the Skill Emphasis Bonus Feat

TABLE HERE Level BaB Fort Ref Will Special Defense Rep Bonus 1 +0 +1 +1 +2 Psionic Feat +3 +0 2 +1 +2 +2 +3 Psionic Feat +4 +0 3 +2 +2 +2 +3 Bonus Feat +4 +0 4 +3 +2 +2 +4 Psionic Feat +4 +0 5 +3 +3 +3 +4 +5 +1 6 +4 +3 +3 +5 Skill Emphasis +5 +1 7 +5 +4 +4 +5 Psionic Feat +6 +1 8 +6 +4 +4 +6 +6 +1 9 +6 +4 +4 +6 Bonus Feat +6 +2 10 +7 +5 +5 +7 Psionic Feat +7 +2 11 +8 +5 +5 +7 +7 +2 12 +9 +6 +6 +8 Skill Emphais +8 +2 13 +9 +6 +6 +8 Psionic Feat +8 +3 14 +10 +6 +6 +9 Bonus Feat +8 +3 15 +11 +7 +7 +9 Bonus Feat +9 +3 16 +12 +7 +7 +10 +9 +3 17 +12 +8 +8 +10 Psionic Feat +10 +4 18 +13 +8 +8 +11 Skill Emphasis +10 +4 19 +14 +8 +8 +11 +10 +4 20 +15 +9 +9 +12 Psionic Feat +11 +4

Advanced Classes

mindwalkers.1375513916.txt.gz · Last modified: 2021/12/04 00:40 (external edit)