Rules Sketch: Psionicist Class

I’m chipping away at the AFD ruleset now, and I can’t help but feel like I want to add in those missing classes: Barbarian, Monk and Psionicist.

Our template for classes is looking like this, on Version 0.14 of Advanced Fantasy Dungeons, this is the Fighter class:

Gain proficiency in a weapon of your choice and proficiency in an armour of your choice at first level. Take two advancements from the following list at first level and an additional two at each level. You have advantage on saving throws against steel.
• Add a new proficiency slot
• Increase Strength by 1 to a maximum of 20
• Increase a saving throw by 1
• Increase the size of your hit dice before 9th level
• Increase your number of hit dice before 9th level
• Add a second attack per round once from 7th level
• Add 3 HP to your HP total from 9th level
• Can take elite followers from 9th level
• Add a third attack per round once from 13th level
At first level, gain the armour and weapon you have proficiency in, and two other items, randomly.

Psionics could be a big addition. I’m a little nervous. They look like this:

  • Con, Wis and Int prime requisites
  • Get 1 science every 2 levels, and 1 devotion every level (except you get two per level for the first 3 levels), and start with 3.
  • You also get a defence mode every two levels; that’s a specific telepathic devotion that you use to defend yourself against psionic attack
  • Can increase the power score of a specific devotion or science each level
  • Psionic Power Points are about Wis * 1.5, plus a bonus for high con and int.
  • They recover PSPs with a rest, and gain more each level (about 10)
  • Saves are strongest against Poison or Death, Petrification or Polymorph, reflecting the CON and WILPOWER aspects
  • They get followers as per wizards
  • They like simple weapons, but can’t use metal armour because it interrupts their psionicness

Psionics itself

  • Uses psionic points
  • Each power has a power score
  • Requires a power check to use
  • Are split between sciences (major powers), devotions (minor powers) and disciplines (equivalent to schools).
  • Each power also has a maintenance cost (per round), range, prep time, area of effect).

So in terms of converting, I need to keep power scores about the same level or I can’t use the existing list.

But, on paper, the Psionicist is easy, like the wizard, because all the interesting stuff is in the powers. The main thing is I need to pick a prime requisite. I think Con is interesting, and nobody else has it (wait, did I give it to the barbarian?). The other big thought here is that if your energy and constitution are the limiting factor in manifesting your powers, then HP should probably be your psionic pool, right? That’s messy and has significant consequences, though. I’ve got an idea to soften it up.

  • Gain a psionic devotion at first level and proficiency in meditation at first level. Take two advancements from the following list at first level and an additional two at each level. Start with a psionic pool of equal to your Wisdom. You have advantage on saving throws against domination.
  • Learn a new psionic devotion, or expend two advancements to learn a new psionic science
  • Increase your psionic pool by 10
  • Add a new proficiency slot
  • Increase Constitution or Wisdom by 1 to a maximum of 18
  • Gain the instill psionic power or focus psionic power downtime proficiency
  • Increase the size of your hit dice before 9th level
  • Increase your number of hit dice before 9th level
  • Add 3 HP to your HP total from 9th level
  • At first level, gain an improvised weapon, probably a club or dagger, and gain two other items, randomly.

Psionics

Psionic powers are created by sheer force of will, and the body and mind can only sustain so many at once. When you use a psionic power, subtract its cost from your psionic pool. If your psionic pool is empty, you can instead subtract it from your HP. Because of this limitation, psionicists often spend as much time perfecting their body as their mind. When converting a psionic power, do not modify the power check, simply use the ability score to decide what check to make in order to use. Costs remain the same. Choose from any discipline.

I think this is drastically different to Wizard and Priest to be interesting. I have always hated Psionicist as a term, though.

The Advanced Fantasy Dungeon Index is here!

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