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==Pathfinder== [[Pathfinder]], of course, has its own "psionic system", which it tries to differentiate by using real-world beliefs in psychics and occultism. The end result for all of them but [[Kineticist]] was just another set of Vancian magic spells with some components swapped around and using under-supported, proprietary spell lists. One major weakness of the system is that all of these classes (except Kineticist because that doesn't actually cast and ''maybe Mesmerist'' because it can remove conditions, fear included, from itself as a swift action and has plenty of non-casting options) can be shut down by giving them a non-harmless emotion effect, allowing even the most basic fear effect to shut them down. It was introduced to the world in the Occult Adventures sourcebook, which was followed by the far-shorter Occult Bestiary, for more psionic-focused enemies, Occult Origins, for how to work psionic stuff into [[Golarion]], and Occult Realms, which does largely the same. *The '''[[Kineticist]]''' draws upon an innate ability to manipulate one or more elemental forces and energies through the power of their will. *The '''[[Medium]]''' communicates with the spirits of the dead and allows them to possess their body in order to gain temporary powers drawn from the spirit. *The '''[[Mesmerist]]''' is a specialist psychic who focuses on mind-controlling powers powers exclusively, essentially a psionics-fueled enchanter & illusionist. *The '''[[Occultist]]''' seeks out relics imbued with strong psionic resonance and uses these as a medium to draw upon and channel psionic energy; without these totem-implements, they're all but powerless. *The '''[[Psychic (Pathfinder)|Psychic]]''' is essentially the Pathfinder version of the [[Psion]]: a master of various psychic powers that derives their strength from a fundamental discipline, functioning somewhere between a psionic sorcerer and a specialist wizard. *The '''[[Spiritualist]]''' is similar to the Medium, in that its powers stem from a psychic connection to the dead. However, the Spiritualist has a singular bonded spirit, a Phantom, and this entity can carry out most of the fighting for them, using the Spiritualist as a battery to enhance its abilities. {{Pathfinder-Classes}} {{3rd Party}} However, for those who want the more classic 3.X Experience, 3pp producer Dreamscarred Press also ported forward the Psionics system, with a few new bits. The biggest changes here are the total destruction any remnants of non-transparency between psionics and normal magic beyond their separate knowledge skills and counterspelling nobody uses anyways, replacing XP penalties (which no longer exist in PF) with negative levels on yourself, and ditching the convention of giving names to powers that are the same name as a spells but with ", psionic" tacked on in favor of unique names. This type of psioncs is ''technically'' canon in [[Golarion]], as there's a handful of mentions from back when Pathfinder was third party supplements for 3.5. *The '''[[Psion]]''' is still here and the primary casty-type with Wizard-tier Discipline specializations. Generalist option has been added, which gives up discipline access (without Expanded Knowledge) in exchange for bonus feats (which explicitly can be used for Expanded Knowledge, though still carry the penalty of being behind in level). No longer gets a psicrystal at first level, instead it gets a feat that can pick any psionic feat, including the one that gives you a psicrystal (a slight tweak that makes them more customizable). Further books added variant specializations akin to what Wizards sub-schools got, with the generalist getting a (much nerfed) version of [[Erudite]]. *The '''[[Wilder]]''' is also a caster, but a much more offensive sort who has to balance how they use their surges and the risk of Psychic Enervation. *The '''[[Psychic Warrior]]''' is a mid-tier Psionics character, who blends together Fighter-Tier feat availability with psychic focuses based on how you want them to work. *The '''[[Soulknife]]''' is kinda Psionic in name only. The blade itself is their sole power, and then they get Blade Skills (talents) that give their blades new uses and perks. Thankfully they have an archetype giving them limited Psionic powers. *The '''Dread''' is a class based on being big and scary and touching things in order to inflict all sorts of conditions on them. *The '''Marksman''' is a low-tier Psionic class that focuses more on shooting things like a Ranger. *The '''Cryptic''' is the Psionic [[Rogue]], only with strange ways to mess with people by screwing with reality in small ways. *The '''[[Aegis]]''' is kind of like the opposite number to the Soulknife: rather than making weapons, these guys make suits of psionic armor (available in either barely-there skin, average armor, or heavy behemoth armor) and selecting a set of mods to give their armor special functions. *The '''Tactician''' is a psionic mastermind, a combat leader with better powers. They focus on gathering allies into a collective consciousness and spreading out bonuses and benefits to the members when necessary. *The '''[[Vitalist]]''' is the answer to anyone complaining that Psionics has shit healing. Like the Tactician, they work based on a collective and spread out any heals among the party. Unlike most healer classes, they're actually quite acceptable at things other than healing. Psionics makes it really easy to get powers from another list and one options built into the class focuses on vampiric healing. Also introduced was the "seventh path", a new discipline to address the lack of a necromancy counterpart. * '''Athanatism''' covers psionic effects that deal with spirits and ghosts, essentially psionic necromancy. A psion specializing in athanatism is known as a '''Conduit'''.
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