Psychic
The psychic is a sub-class of magic-user that learns to focus his innate mental powers to create astounding psychic phenomena. Psychics must go though a training regimen not dissimilar to monks. But where monks train their bodies, psychics train their minds.
- Prime Attribute: Intelligence & Wisdom, 13+ (+5% experience)
- Hit Dice: 1d6 per level, +1 hit point per level after level 9
- Armor/Shield Permitted: Leather.
- Weapons Permitted: Club, dagger, dart, hand axe, short bow, sling, spear, staff.
Fortress of the Mind (1st): Psychics train their minds to be a veritable fortress of intellect. This gives them a +1 bonus on saving throws against mental magics (ESP, charm person, etc) and the powers of other psychics. At 6th level, their intellect fortress becomes a tower of iron will and their saving throw bonus improves to +2.
Psychic Powers (1st): At levels 1, 3, 5, 7, 9, and 11 the psychic opens the door to a new psychic power. To use a power, the psychic must succeed at a saving throw, and his victim (if there is one) must fail a saving throw. The subject of a psychic power must be within the psychic’s field of vision. If, during the day, a psychic fails a saving throw to activate a power, that power closes to him for the remainder of the day and until he rest for 8 hours and spends one hour in meditation the next day. See Spellcasting for choice of powers and their descriptions.
Sixth Sense (1st): The most basic ability a psychic has is his “sixth sense”, which warns him of danger. Because of their sixth sense, psychics are only surprised on a roll of 1 on 1d8. Psychics receive a +1 bonus on saving throws made to avoid traps, and have a 4 in 6 chance of finding a secret door when searching as well as a 1 in 6 chance of noticing one just by passing by it.
Psychic Progression Table
| Level | Experience | Hit Dice | Attack | Save | Title | Abilities |
|---|---|---|---|---|---|---|
| 1 | 0 | 1 | +0 | 15 | Learner | Fortress of the Mind +1, 1st Psychic Power, Sixth Sense |
| 2 | 1,800 | 2 | +0 | 14 | Mentalist | |
| 3 | 3,600 | 3 | +0 | 13 | Sensitive | 2nd Psychic Power |
| 4 | 7,200 | 4 | +1 | 12 | Channeler | |
| 5 | 14,400 | 5 | +1 | 11 | Esper | 3rd Psychic Power |
| 6 | 30,000 | 6 | +2 | 10 | Savant | Fortress of the Mind +2 |
| 7 | 60,000 | 7 | +2 | 9 | Yogi | 4th Psychic Power |
| 8 | 120,000 | 8 | +3 | 8 | Guru | |
| 9 | 240,000 | 9 | +3 | 7 | Mind Lord | 5th Psychic Power |
| 10 | 390,000 | +1 hp | +4 | 6 | Mind Lord | |
| 11 | 540,000 | +2 hp | +5 | 5 | Mind Lord | 6th Psychic Power |
| 12 | 690,000 | +3 hp | +5 | 4 | Mind Lord |
