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25857-Sample.Pdf

25857-Sample.Pdf

Sample file EXPANDED BRUCE R. CORDELL

ADDITIONAL DESIGN ART DIRECTOR DAVID NOONAN DAWN MURIN DEVELOPMENT TEAM COVER ARTIST ICH AKER IKE ONAIS NDREW INCH R B , M D , A F , HENRY HIGGINBOTHAM , INTERIOR ARTISTS EDITORS STEVEN BELLEDIN, BRIAN DESPAIN, WAYNE , GWENDOLYN F.M. ENGLAND, LARS GRANT-WEST, HEATHER KESTREL, CHARLES RYAN HUDSON, JEREMY JARVIS, CHUCK LUKACS, ADDITIONAL EDITING DAVID MARTIN, MONTE MOORE, JIM PAVELEC, , , SAM WOOD JENNIFER CLARKE WILKES MANAGING EDITOR GRAPHIC DESIGNER DAWN MURIN DESIGN MANAGER GRAPHIC PRODUCTION SPECIALIST ED STARK ERIN DORRIES DEVELOPMENT MANAGER IMAGE TECHNICIAN ANDREW FINCH ROBERT JORDAN DIRECTOR OF RPG R&D PRODUCTION MANAGERS JOSH FISCHER, RANDALL CREWS Playtesters: Alan Anderchuk, Paul Barclay, Jason Bazylak, Ted Bolstad (playtest lead), Vern Brooks (in spirit), Wayne Dawson, Voin Despotovic, Prince Elcock (playtest lead), , Darryl Farr, Michael Friedrich, Dale Friesen (playtest lead), Karen Friesen, John Gillespie, Linda Gillespie, Curt Gould, Kirk Hockin, Bryan Kelley, Paul May, Steven Mombourquette, Jennie Nicholson, Phillip Nicholson, Sulenna Nicholson, Wes Nicholson (playtest lead), Eric Paquette, Mike Piazza, Ashwyn Rajagopalan, Jeff Richardson, Tagg Richardson, Mark Templeton (playtest lead), Rob Watkins, Kristian Williamson, Worth Wollpert Special Thanks: Andy Collins, Michael Donais, Prince Elcock, , David Noonan, Jonathan Tweet, James Wyatt Sources include the Psionics Handbook by Bruce R. Cordell; various Mind’s Eye articles on www.wizards.com/dnd by Mark A. Jindra, Scott Brocius, and Luis Oyola; “Mind Lords of Talaron” by Stephen Kenson in DRAGON® Magazine #281; “Expand Your Mind” by Bruce R. Cordell in DRAGON® Magazine #287; ’s Guide, Player’s Handbook, and by , Jonathan Tweet, and ; the new ® Campaign Setting by , Skip Williams, Sean K Reynolds, and Rob Heinsoo; Complete Psionics Handbook by Steve Winter; Planewalker’s Handbook and Guide to the Astral Plane by Monte Cook; The Illithiad and DRAGON® Magazine #245 “Mindstalkers” by Bruce R. Cordell; Psionic Artifacts of Athas by Kevin Melka and Bruce Nesmith; The Will and the Way by Rich Baker; City by the Silt Sea by Shane Hensley; Annual Vol. 1 (2nd Ed.), Monstrous Manual (2nd Ed.), and (1st Ed.). Based on the original DUNGEONS & DRAGONS® rules created by and , and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and . This product uses updated material from the v.3.5 revision. This ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the License, please visit www.wizards.com/d20.

U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 707 1702 Groot-Bijgaarden Renton WA 98057-0707 Belgium SampleQuestions? 1-800-324-6496 620-96666-001-EN +322-467-3360 file 9 8 7 6 5 4 3 2 1 First Printing: April 2004

DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Expanded Psionics Handbook, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards product names, characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U.S.A. ©2004 Wizards of the Coast, Inc. Visit our website at www.wizards.com/dnd Variant: Psionics Is Different ...... 65 Neothelid...... 204 Psionic Campaigns ...... 66 Phrenic Creature...... 205 Adding Psionics to Your Game ...... 66 Phthisic...... 206 Contents Psionic Creatures...... 68 Psicrystal ...... 207 Psion-Killer...... 208 Introduction...... 4 Chapter 5: Powers ...... 69 Puppeteer...... 209 What Is Psionics? ...... 4 Psion/Wilder Powers...... 70 Puppeteer, Flesh Harrower ...... 210 The ExpandedPsionics Handbook ...... 4 Psion Discipline Powers ...... 72 Temporal Filcher...... 210 Egoist Discipline Powers ...... 72 Chapter 1: Races ...... 5 Thought Eater...... 211 Kineticist Discipline Powers...... 72 Choosing a Race ...... 5 Thought Slayer...... 212 Nomad Discipline Powers ...... 72 Racial Characteristics ...... 5 Thri-Kreen ...... 213 Seer Discipline Powers ...... 73 Dromites ...... 6 Udoroot ...... 214 Duergar...... 8 Shaper Discipline Powers...... 73

Unbodied...... 215 CONTENTS

Telepath Discipline Powers ...... 73 OF TABLE Elans ...... 9 Xeph ...... 217 Psychic Warrior Powers ...... 73 Githyanki...... 10 Yuan-Ti, Psionic ...... 217 Githzerai ...... 11 Chapter 6: Prestige Classes...... 141 Appendix: Spells and Deities...... 219 Half-Giants ...... 12 Cerebremancer ...... 141 Spells...... 219 Maenads ...... 13 Elocater...... 142 Bard Spells...... 219 Thri-Kreen ...... 14 Fist of Zuoken ...... 144 Cleric Spells ...... 219 Xephs ...... 15 Slayer ...... 146 Cleric Domains ...... 219 Age, Height, and Weight ...... 16 Metamind ...... 147 Sorcerer/Wizard Spells...... 219 Psion Uncarnate ...... 148 Chapter 2: Classes...... 17 Spell Descriptions...... 219 Pyrokineticist...... 151 The Classes ...... 17 Deities...... 221 Thrallherd ...... 153 The Power Point Reserve ...... 17 Zuoken ...... 221 War Mind...... 155 Abilities and Manifesters ...... 18 Ilsensine...... 222 Starting Gear...... 18 Chapter 7: Psionic Items ...... 157 Index ...... 223 Psion ...... 19 Using Items...... 157 Psicrystals ...... 21 Saving Throws against List of Numbered Tables Psychic Warrior...... 24 Psionic Item Powers ...... 159 1–1: Racial Ability Adjustments...... 6 Soulknife ...... 26 Damaging Psionic Items ...... 159 1–2: Random Starting Ages...... 16 Wilder...... 29 Repairing Items ...... 159 1–3: Aging Effects...... 16 Epic-Level Psionic Characters...... 32 Intelligent Items ...... 159 1–4: Random Height and Weight ...... 16 Epic Feats ...... 34 Cursed Items...... 159 2–1: Ability Modifi ers and Chapter 3: Skills and Feats...... 35 Charges and Multiple Uses ...... 160 Bonus Power Points ...... 18 Skills and Psionics ...... 35 Magic Items for Psionic Characters. . . . 160 2–2: Random Starting Gold...... 19 Skill Descriptions...... 35 Psionic Item Descriptions ...... 160 2–3: The Psion ...... 20 Autohypnosis ...... 36 Psionic Item Names ...... 161 2–4: The Psychic Warrior...... 25 Concentration ...... 37 Random Psionic Items...... 161 2–5: The Soulknife ...... 27 Knowledge ...... 38 Armor and Shields ...... 161 2–6: The Wilder...... 30 Psicraft ...... 38 Weapons ...... 164 3–1: Skill Points per Level ...... 35 Use Psionic Device ...... 38 Cognizance Crystals...... 167 3–2: Skill Synergies ...... 35 Feats and Psionics ...... 39 Dorjes ...... 167 3–3: Skills ...... 36 Psionic Feats ...... 39 Power Stones...... 168 3–4: Feats...... 42 Psionic Item Creation Feats ...... 40 Psicrowns ...... 169 4–1: Items Affected by Psionic Attacks . . . . 62 Metapsionic Feats ...... 40 Psionic Tattoos ...... 170 4–2: Power Points by Power Level ...... 63 Feat Descriptions ...... 41 Universal Items ...... 171 6–1: The Cerebremancer...... 142 Cursed Items...... 178 6–2: The Elocater...... 143 Chapter 4: Psionics...... 53 Psionic Artifacts...... 178 6–3: The Fist of Zuoken ...... 144 Manifesting Powers ...... 53 Creating Psionic Items...... 180 6–4: The Illithid Slayer ...... 147 Choosing a Power ...... 54 Special Materials ...... 182 6–5: The Metamind ...... 148 Concentration...... 54 6–6: The Psion Uncarnate ...... 150 Chapter 8: Monsters ...... 185 Manifester Level ...... 54 6–7: The Pyrokineticist...... 152 The Psionic Subtype...... 183 Power Failure ...... 54 6–8: The Thrallherd ...... 153 Aboleth, Psionic...... 185 The Power’s Result ...... 55 6–9: The War Mind ...... 155 Astral Construct ...... 185 Special Power Effects ...... 55 7–1: Magic–Psionics Equivalencies ...... 160 Creating an Astral Construct ...... 185 Combining Psionic and Magical Effects. . 55 7–2: Random Psionic Item Generation . . . 161 Blue ...... 189 Power Descriptions ...... 56 7–3: Psionic Armor Special Abilities . . . . . 162 Brain Mole...... 190 Name ...... 56 7–4: Psionic Shield Special Abilities . . . . . 162 Caller in Darkness ...... 191 Discipline (Subdiscipline) ...... 56 7–5: Psionic Melee Weapon Cerebrilith...... 192 [Descriptor] ...... 58 Special Abilities ...... 164 Couatl, Psionic ...... 193 Level...... 58 7–6: Psionic Ranged Weapon Crysmal ...... 194 Display ...... 58 Special Abilities ...... 165 Dromite ...... 194 Manifesting Time ...... 59 7–7: Cognizance Crystals ...... 167 Duergar, Psionic ...... 195 Range...... 59 7–8: Dorjes ...... 168 Elan ...... 196 Aiming a Power ...... 59 7–9: Power Stone Types...... 168 Folugub...... 197 Duration ...... 61 7–10: Powers Imprinted in a Power Stone . . 169 Githyanki, Psionic ...... 198 Saving Throw ...... 61 7–11: Power Stone Levels ...... 169 Githzerai, Psionic ...... 199 PowerSample Resistance...... 62 7–12: Psicrowns file ...... 169 Gray Glutton...... 200 Power Points ...... 63 7–13: Psionic Tattoos ...... 171 Half-Giant ...... 200 Powers and Power Points ...... 63 7–14: Minor Universal Items ...... 171 Intellect Devourer ...... 202 Adding Powers ...... 64 7–15: Medium Universal Items ...... 171 Maenad...... 203 Using Stored Power Points...... 64 7–15: Major Universal Items ...... 172 Special Abilities ...... 65 Mind Flayer, Psionic...... 204 3 Races (Chapter 1): This chapter introduces four new psionic Introduction races: dromites, elans, half-giants, maenads, and xephs. It also You’ve read the Player’s Handbook, the Dungeon Master’s Guide, provides psionic versions of the in the Player’s Handbook and the Monster Manual, and yet you are not satisfi ed. Why? (duergar) and three creatures in the Monster Manual (githyanki, Because you believe that magic is only part of the equation. githzerai, and thri-kreen). The Dungeon Master’s Guide and the Monster Manual hint at Classes (Chapter 2): This chapter presents four psionic another factor. That tantalizing word: psionic—the power character classes: the psion, the psychic warrior, the soul- of mind over matter. You knew there had to be more. And knife, and the wilder. you were right. Skills and Feats (Chapter 3): Psionic characters can use Welcome to the marvel of your mind. all the skills in the Player’s Handbook, and they have exclusive access to a few new skills detailed here, including Auto- hypnosis, Knowledge (psionics), Psicraft, and Use Psionic Device. The feats section provides more special abilities for

WHAT IS PSIONICS? Simply put, psionics is the art of tapping the mind’s potential. psionic characters, as well as feats that enable nonpsionic A psionic character is blessed with a form of innate ability that characters to combat the power of psionics. enables him or her to use mental power to achieve goals or Psionics (Chapter 4): This chapter discusses how psionic INTRODUCTION perform tasks that nonpsionic characters can accomplish—if characters learn and manifest powers and provides some they’re even capable of doing them at all—only by using guidelines for rules adjudicating special situations. gross physical skills such as brute strength or raw agility, or Powers (Chapter 5): This chapter describes nearly three by using intellect or force of will distinct from the natural hundred powers from 1st level to 9th level for psions, psychic power of the mind itself. warriors, and wilders. Your character’s mind is an infinite metaphorical plane, Prestige Classes (Chapter 6): Take your psionic charac- where all things are possible. It may be that all characters ters in exciting new directions with the illithid slayer, meta- have within them the potential for harnessing the energy mind, the psion uncarnate, pyrokineticist, or one of the other of the mind, but only those who succeed in tapping into options presented here. that potential can become psionic characters. A psionic Psionic Items (Chapter 7): Both psionic and nonpsionic character knows the mental pathways that lead to amaz- characters might be interested in some of the items described ing edifi ces of thought and energy. Knowing the path, the here. Psionic armor, weapons, cognizance crystals, dorjes, psionic character walks it. Like a fl are being thrown off a power stones, psicrowns, tattoos, universal items, and arti- star, a power is manifested from a psionic character’s en- facts are presented in a format similar to that of Chapter 7 of ergy of consciousness. the Dungeon Master’s Guide. This chapter also contains rules for creating your own psionic items. ABOUT POWERS Monsters (Chapter 8): Here are psionically endowed If this book is your fi rst exposure to psionics in the D&D® monsters to challenge all characters, nonpsionic and psionic game, the following information will serve as a brief explana- alike. Favorites from earlier versions of the game, including tion of how psionic powers work. the githyanki and githzerai, are provided, as well as several A is a one-time psionic effect (similar in new monsters. The phrenic template allows you to turn al- this respect to a spell). Activating a power’s effect is known as most any D&D monster into a psionic creature. manifesting that power (the psionic version of spellcasting). Every psionic character or creature has a daily supply power WHY A REVISION? points that he or she can spend to manifest powers the char- The new psionics system debuted in 2001. In the three years acter has learned. A power known to a psionic character can since, we have observed the reaction to the rules, seen the re- be used as many times as he or she has power points to pay lease of various d20 SYSTEM™ products that attempted to steer for it. psionics in new directions, and of course seen a revision in A power is manifested when a psionic character pays its the core DUNGEONS & DRAGONS® game. If for no other reason power point cost. Some psionic creatures automatically mani- than a need to remain true to the core system, the psionics fest powers, called psi-like abilities, without paying a power rules also required a revision of their own. point cost. And what a great opportunity this revision was! Three With this handbook, you can learn everything you need years of feedback, notes, observations, and new ideas could to know about the psionic art. Then, let all the world stand finally come to light in a completely expanded, revised, in awe of your character’s mental might. As you will it, so it and updated version of the Psionics Handbook. The inclu- is done. sion of races, more classes, more prestige classes, more feats, more powers, and so on was just as important as revising the original classes, feats, and other elements. THE EXPANDED For instance, if anyone had lingering doubts that psions SamplePSIONICS HANDBOOK were still weak compared fileto a wizard or a sorcerer, all This book gives you everything you need to create and play those doubts should now be dispelled. Do not fear for the psionic characters, including psionic items and psionic foes. balance of your game when you use the Psionics Handbook. It contains the following chapters. Have at it, and enjoy! 4 Illus. by C. Lukacs C. by Illus. Lukacs by C.

he psionic races presented here are just as varied as according to race (see Table 1–1: Racial Ability Adjust- the common races described in the Player’s Handbook. ments), and continue detailing your character. Elans—both more than and less than human—conceal themselves in the hearts of cities; only their mental arts let them survive when life should have fl ed RACIAL their bodies. Githyanki and githzerai roam the world, CHARACTERISTICS journeying across the planes from their extraplanar homes. Your character’s race determines some of his or her Half-giant encampments are found in climates too harsh for qualities. those without inborn psionic adaptation. Maenads insinu- ate themselves into civilized societies, fi nding the waging of RACE ADJUSTMENTS war a fi tting outlet for their unending angst. On the other Find your character’s race on Table 1–1: Racial Abil- hand, xephs are rarely accepted into civilization; they must ity Adjustments. If your character has a racial level subsist on the edges, getting by as best they can with trick- adjustment, add that number to the character’s class ery and psychic contrivance. Even farther removed from level and racial Hit Dice (in the case of a thri-kreen “normal” civilization are the dromites and the thri-kreen, character) to determine the character’s effective two races with insectoid features and characteristics. Along character level (ECL). See Monsters as Races, page with humans, dwarves, , gnomes, half-elves, half-, 172 of the Dungeon Master’s Guide. and halfl ings, those of psionic heritage can be found em- Apply the ability adjustments given on Table 1–1 broiled in life and politics of many lands. to your character’s ability scores. If these changes raise your score above 18 or below 3, that’s okay, except in the case of Intelligence, which does not CHOOSING A RACE go below 3 for characters. (If your githzerai char- After you roll your ability scores and before you write acter would have an adjusted Intelligence of 1 or themSample on your character sheet, choose your character’s race. 2, make it 3 instead.) In addition, file Table 1–1 gives At the same time, you’ll want to choose his or her class, each race’s favored class and automatic languages. since race affects how well a character can do in each class. A character’s favored class doesn’t count against Once you know your character’s race and class, assign your him or her when determining experience point ability score rolls to particular abilities, alter those abilities penalties for multiclassing (see XP for Multiclass 5 6 CHAPTER 1 RACES PSI-LIKE ABILITIES Adjustments Table Ability 1–1: Racial to their diminutive stature. However, closer scrutiny reveals dromites to reveals have hardened, scrutiny chitin-encrusted closer However, skin, compound stature. diminutive their to on the caste that dromite eventually joins. Those of the dromiteFireon that joins. eventually the caste depending types, one exhibits of four personality usually characteristics. genderlessare no sexual possess and Queen (female) Elected their and (male), Consort dromites physiology. androgynous their is races Grand their Aside from One major dromites most between other and difference share far more traits with humans than they do with insects. “bug-men” by dromites the brows.ignorant, their from Called antennae protruding small two and insect, ofeyes those an like Dromites might be mistaken for halfl work, abilities seepage 65. of how explanation psi-like an abilities, chapter have this psi-like in which described Many of races the function much like spell-like abilities. For favored on Table classes 1–1 presented psionic are classes, in page 60ofthe Characters, can read and write all the languages he or she thelanguages speaks. all read write and can Racial Traits summary. (ifbonus any) languages race’s found each in the lists from of per bonus. point Select your language character’s extra with an Intelligence bonus) speak additional languages, one (those characters Smart well. as languages racial speak races knowCommon, how many and characters to speak All book. Chapter 2 ofthis this clanhavewilderasafavored classratherthanfi ghter. Not Stonefi re dwarvesmightberenownedwilders,so dwarvesof stitute anappropriateclassfrom thisbook.For example,the dwarf,” allyouneeddoischange outthefavoredclassandsub- To or“thepsionic createaracethatissimply“thepsionicelf” and insteadconcentrateonthe power ofthemind. haps theIllaelielvesofThurekForest eschewarcanestudies elves areknownfortheirskillwithmagic—butinyourgame,per- are specifically knownfortheirpsionictalent.For example,most common races(thosedescribedinthe In somecampaigns,youmaywanttocreatevariationsonthe THE PSIONICELF Xeph Humanoid +0 +2 Dex, –2 Str Soulknife Common, Xeph Common, –2Int,–4Cha Soulknife Common, –2Str +2Dex, Maenad Gith Common, Common, Dwarven,Undercommon Wilder Common +0 Psychicwarrior Common, Gith +2Str, +2Con, –2Dex AutomaticLanguages Monk Fighter Favored Class +1 Fighter –2Int +2Wis, Dex, +6 Humanoid +2Dex,Con, –2Wis AbilityAdjustments +2 ECL HD, of4. atotal have 2racial for +2Str,*Thri-kreen +4 Common — +2Con, +0 –4Cha Adj. +2 Xeph +2* humanoid Monstrous +1 Thri-kreen Maenad Humanoid Wilder Giant Common Humanoid Half-giant Psion –2Str, +2Cha, –2Wis +0 Humanoid Githzerai –2 Githyanki Humanoid Level +1 Elan Aberration Type humanoid Monstrous Duergar Cha Dromite Race pqqqqqqqqqqqqqqqqqqqqrs pqqqqqqqqqqqqqqqqqqqqrs Personality: Sample Literacy: file Unless your character is a barbarian, he or she Dromites vary in their temperament, their in but each Dromites vary Player’s Handbook Player’s DROMITES ings at a distance, due at ings adistance, Player’s Handbook)that ). Some of the Dx 2Ws Rne Common,Thri-Kreen Ranger +2Wis, Dex, signed psionicfavoredclassesasgiveninthetablebelow. psionic favoredclasses,butthoseracescouldeasilybereas- Theduergar, githyanki,githzerai,andthri-kreenhavenon- have alevelortwoinwilder. all Stonefi re dwarveswillbewieldersofpowers,butmany antennae sprout from its head; they move in accordance with with accordance the creature’s in or They actions moods. and wear boots heavy move they head; its from sprout antennae cent Two orbs, subdivided into hundreds cells. of tiny small lumines- almost Adromite’s eyes striking—sparkling, are (including heads). spots their vulnerable other and hands, on of shoulders, their their the backs torsos, covered but it noticeableDromites is not are chitin, fully in ex- and skin its tends of theits back down head, the rest neck, and of its body. from rises smoothly that chitin convoluted of coating ahead ofoid hair, adromite athin might has possess where injury. Dromites have ahuman- against hair; no body Their chitinous skin provides dromites with some protection identifi caste Each tasks. life’s of pursuit their in resting rarely speed, song. Caste Those alwayscially of the Glimmer move at high espe- of performance, types reveling all in artists, summate decisions, but Those often right. of the Voice Caste con- are slowforgive. to make Those of the Ice analytical, Casteare to anger, quick often Caste are to and laugh quick but also They are essentially humanoid in appearance, if a bit thin. abit thin. if appearance, humanoid in They essentially are bond may members life contain single of several castes. members no are longerof it. A apart original the long after bond new die, bond persists members alife brought so are in, members. more two contains older As than members of alife bond usually butwhat alife other refer races marriages, to as to bonds. These relationships life as similar are known groups the confi within of especially race, their less society, dromites form close Despitethe race’s being asex- organization. only form of social emotional to dromites, but The not are four major important are castes bonds with others cold, electricity, and sonic, respectively. hiken Rne Soulknife Wilder Psion warrior Psychic Favored Class Ranger Monk Fighter Favored Class Fighter Thri-kreen Githzerai Githyanki Duergar Race Existing Variant Physical Description: Physical es with the energy associated type with its creed: fi Dromites stand about 3 feet tall. Dromites about stand 3feet tall. nes of self-selected nes of self-selected re, re,