Storyteller House Rule
The Psi tech creates new psionic applications, but with science rather than existing powers. He or she most likely was not even born with psionic ability, having instead created it with implants, treatments or psi-gear. The psi tech's life revolves around these inventions, which he or she usually sells to design firms—-if the hero doesn't already work for one. Learning how to use the inventions makes the psi tech a more effective designer.
To qualify to become a Psi Tech, a character must fulfill the following criteria.
The following information pertains to the Psi Tech advanced class.
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the Psi Tech attains a new level in this class.
The Psi Tech’s class skills (and the key ability for each skill) are:
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)
Skill Points at Each Level: + Int modifier.
The following features pertain to the Psi Tech advanced class.
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
1st |