Psionics Expanded - Mind Over Body - Download as PDF File .pdf), Text File .txt ) or read online. Book 4 in a six part series on psionics. Pathfinder compatible. Results 1 - 23 Psionics Unleashed | Download eBook PDF/EPUB psionics expanded . Psionics Expanded: Mind Over Body - terney.info psionics expanded. Psionics Expanded: Mind Over Body - Add some healing to your psionics with this first release in the Psionics Expanded product line! DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files! The Largest RPG Download Store!.
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Contained within the pages of Psionics Expanded you will find: Psionics Expanded: Advanced Psionics Guide is the compilation of the six Psionics Expanded serialized releases - Mind Over Body, I was re-downloading due to my old computer dying. Didn't there used to be a non-Lite version of the pdf?. Psionics Augmented - Feats and terney.info, , MB Psionics Expanded - Mind Over terney.info, , MB. Psionics Handbook, and their respective logos are trademarks of Wizards of the Coast, Inc., in the Psionic characters tap the power of the mind and body.
We truly appreciate all the time, effort, and feedback that the psionic community has given for this project. Serialized Releases Unliked Psionics Unleashed, Psionics Expanded is being released as a series of smaller documents, each of a certain theme.
This is being done because it makes it easier to get the constituent parts of Psionics Expanded available to you, the player, while we work on the finished compiled book. By separating the book into six initial pieces, it becomes significantly easier to manage. This release focuses on the new vitalist base class and a host of psychometabolism-oriented character options.
Each subsequent release will focus on another aspect of the Psionics Expanded project, until all six have been released and we compile it all into a single book. Dreamscarred Press Classes Along with a brand new base class, the vitalist, presented in this section you will also find new options for the core psionic base classes.
New psychic warrior paths, new wild surge options, and even a new concept - the advanced discipline - for psions. Weapon and Armor Proficiency: Vitalists are ew ase lass proficient with all simple weapons and light armor, While the four core psionic classes - the psion, but not with shields.
Armor does not, however, psychic warrior, soulknife, and wilder - can interfere with the manifestation of powers. His base daily allotment of psionics. Presented below you will find power points is given on Table 1: The Vitalist. His race life-forces, pooling their health and may also provide bonus power points per day, healing.
Powers Known: A vitalist begins Vitalist play knowing two Where the egoist is vitalist powers of the master of his own your choice. At every body through the power of odd-numbered class level after 1st, psychometabolism, vitalists blend the dishe unlocks the ability to know more ciplines of telepathy, psychometabolism, powers at any given time.
Exception: The feat Expanded sharing the health of the many to keep Knowledge does allow a vitalist to learn each individual well. They are the maspowers from the lists of other classes. A ters of psionic healing, distributing revitalist can manifest any power that has generative energy with the precision a power point cost equal to or lower than of a surgeon.
A vitalists psionic powhis manifester level. When a form. The method in which they vitalist recovers his daily power points perform this role varies from vitalist to after resting, he may choose to rotate vitalist.
As light armor wearers with one or more powers he knows for new minimal combat skill, vitalists are ones. These powers must always be typically not found on the front line of chosen from the vitalist power list, battle.
Helping his allies - whether by and the maximum number of powers healing them or making your enemies the vitalist may know at any one time weaker - is what a vitalist does best. A vitalist joins his allies into in this fashion is listed on Table: The Alignment: Any a collective so he can share Vitalist. If a vitalist learns a power Hit Dice: d6 healing energy through other means, such as the Starting Gold: 4d4 x 10 gp Expanded Knowledge feat or psychic chirurgery, this Starting Age: Complex as psion power is known in addition to his normal powers.
He may never exchange it for another power from the Psionics Expanded vitalist list when he chooses his powers known, and it doesnt count against his limit of powers known at any one time. Maximum Power Level Known: A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. Vitalist Method: All vitalists must choose a particular method listed below that encompasses their focus in the skills they develop.
As they gain in level, their method determines the abilities they gain. Collective Su : A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join up to his class level in willing targets into his collective. A vitalists collective can never have more members than his class level.
The vitalist is always considered a member of his own collective, and does not count against this limit. The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn.
Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member.
A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets or is harmless and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets.
If he is capable of manifesting powers or casting spells from a different class as is the case for a multiclass vitalist , any compatible spell or power with a range greater than touch can also be used through the collective. If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save DC 15 or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a vitalists collective range is limitless on the same plane as the vitalist. At 19th level, a vitalists collective reaches even across to other planes and dimensions.
Collective Healing Su : Whenever a willing member of the vitalists collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing such as a body adjustment power , healing from ongoing healing effects, such as fast healing, and even hit points gained from rest in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another.
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing positive energy, negative energy, construct repair, etc. Example: Darius the soulknife is a willing member of Jorus the vitalists collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself.
Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4.
If there were more members in Joruss collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6. A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. Healing from long term care or natural healing cannot be transferred in this way. Medic Powers: The vitalist gains special uses of some of his powers that are unavailable to other characters.
Knacks Ps : Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist selects two general knacks, along with one knack from his corresponding method.
Knacks may be used at will, as long as the vitalist maintains psionic focus. Unless otherwise specified, vitalists knacks cannot target creatures that do not have a Constitution score. General knacks are listed below. Dazzle: The vitalist targets one creature with a ranged touch attack. If the attack is successful, the creature is dazzled until the beginning of the vitalists next turn.
Disruptive Touch: The vitalist can disrupt the natural energy of the body as a melee touch attack, causing the creature touched to be staggered for 3 rounds. Hinder: The vitalist may, as a ranged touch attack, cause a creature to take a -1 penalty on a single attack roll, saving throw, or skill check, at the vitalists discretion.
This penalty fades after 1 minute if the target does not make the appropriate type of roll. Induce Pain: The vitalist may make a ranged touch attack at an enemy within 30 ft. If the attack is successful, the target takes 1d3 points of damage. Invigorate: The vitalist grants a target 1 temporary hit point with his touch. The temporary hit point lasts 1 minute.
Sicken Body: The vitalist chooses one target within 30 ft. Transfer Wounds Su : All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage.
The vitalist suffers the same number of points of non-lethal damage up to the amount the target is actually healed At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may not use this ability upon himself. Vitalists Touch: Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his Psionics Expanded transfer wounds ability, as detailed in the vitalists method of choice.
Health Sense: Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.
Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.
At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally. Spirit of Many Su : A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the powers range or would normally be immune to the power.
Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor if it had it and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal.
Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes None, although if the power specifies a subsequent saving throw, subjects attempt those saves normally.
The vitalist also adds the following augment to all powers with the Network descriptor: Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective. Steal Health Su : At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing.
A vitalist may not heal more hit points than the touched creature had prior to using this ability. This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalists collective.
A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it. For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage 3 from his levels in vitalist, 3 from his Wisdom modifier.
Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orcs total number of hit dice was too low.
At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet. Telepathy Su : When a vitalist reaches 3rd level, all willing members of his collective including the vitalist himself can communicate with each other telepathically, even if they do not share a common language.
Psionic creatures who are willing members in a vitalists collective including the vitalist himself may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact. A vitalist may temporarily deactivate, and reactivate, this ability as a swift action. Request Aid Su : Starting at 5th level, members of a vitalists collective are able to request aid from the vitalist, should he not realize such aid is needed.
As a standard action, any member of the collective can request healing from the vitalist. The vitalist can grant this request by spending up to his level in power points as a free action, even if it is not his turn. Each power point spent in this fashion heals 3 hit points to the target.
A vitalist can even initiate this healing himself should he realize someone needs healing, by spending a standard action. Pulse Su : A vitalist of 6th level can project an pulse of psionic energy to all members of his collective as a free action by spending 1 power point.
The effect of the pulse depends on the vitalists chosen method. The pulse lasts one round. Swift Aid Su : Upon achieving 8th level, a vitalist is able to rapidly respond to the need of a member of his collective, as determined by his vitalist method.
Expanded Knowledge: Skilled vitalists understand that there is merit in expanding their arsenal. At 9th level, a vitalist gains Expanded Knowledge as a bonus feat. He gains this feat again at 18th level. Vitalists Expertise Su : A vitalist of 11th level has become an expert at his chosen method, and gains the ability detailed in that method. Dreamscarred Press Steal Life Su : Beginning at 14th level, a vitalist can not only steal the health of a target, but steal their life itself.
A successful save negates this effect.
Targets with more than hit points are unaffected by this ability. If the target fails the save, the vitalist is able to channel the stolen life force through his collective, healing any number of the members of his collective for a combined total of 5 hit points per hit die the original target had. For example, Jorus is a level 14 vitalist and he uses steal life on a thought slayer, which has 11 hit dice. The thought slayer fails the Fortitude save, so Jorus can heal up to 55 hit points over his collective, divided among the members as he sees fit.
A vitalist must wait 10 minutes after using this ability before he can attempt to use it again. This is considered a death effect.
Master Vitalist Su : Upon achieving 20th level, a vitalist has reached the pinnacle of his method, gaining a special ability unique to his chosen method. Vitalist Methods Presented below are several options for vitalist methods. Additional methods may be available at your GMs discretion.
Guardian Method A guardian vitalist focuses his skill on keeping his allies from suffering wounds. He develops psionic abilities that deflect, absorb, and reflect damage proactively, rather than healing wounds after they are suffered. Guardian Power: A guardian vitalist adds biofeedback to his list of powers known. This does not count against his number of powers known. Guardian Knacks: A guardian can select one of the knacks below as his method knack. Guardians Touch: A guardian vitalist of 2nd level who utilizes transfer wounds grants the target a number of temporary hit points equal to his class level.
These temporary hit points last a number of rounds equal to the vitalists Wisdom modifier minimum 1 and do not stack with any other temporary hit points.
Every three vitalist levels thereafter, this DR increases by 1. Guardians Expertise: Upon achieving 11th level, anytime a guardian manifests empathic feedback, the power gains two additional augment options. If you spend 6 additional power points, this power may be manifested as an immediate action. If you spend 4 additional power points, the damage dealt to the attacker is subtracted from the damage you take.
In addition, any time a guardian manifests a power on a member of his collective including himself with a range of You and a duration measured in rounds, the guardian may expend his psionic focus to treat that power as if affected by the Extend Power feat. This change streamlined the system by eliminating most power "chains", replacing them with the ability to augment powers by spending additional power points, as well as eliminating the psionic combat system that had previously been employed.
A key change was changing powers that had previously been keyed to a different ability score for each disciple to a single ability score depending on character class.
The book also introduced other races, such as the "Elan", psionic characters who had achieved immortality. It also includes a variant psion class called the "erudite" which does not specialize in a specific discipline in the way that psions do putting it on par with wizard and archivist. It also has the ability to learn an unlimited number of powers but can manifest only a limited few each day.
Complete Psionic also introduced a number of minor rules changes and clarifications. Psionic powers are called disciplines. Monks use the same general system of at-will, encounter and daily attack and utility powers, while the other three classes lack encounter attack powers, instead possessing a pool of power points which they can use to augment their at-will attack powers.
The article also describes a new psionic class, the Mystic, which could resemble one of several different psionic classes from past editions, depending on the player's choice of Psionic Order. In 2nd edition, only one psionic character class was introduced, the Psionicist. In 3rd edition this class was renamed "Psion", and various new alternate classes were introduced based on psionics usage.
Psionics Handbook was later updated for version 3. Nine prestige classes rounded out the mix.
Several of these were particularly flavorful: If you've ever felt the urge to shed your physical body and fly around as a disembodied incorporeal sentience, for instance, there's a psion uncarnate with your name on it.
The result was a fun, playable system that perhaps tended toward excessive flexibility at higher levels. In addition to this rulebook, the 3. About the Creators. Bruce R. Cordell was Wizards' go-to designer for psionics and tentacular monstrosities ever since he authored the adventure "The Gates of Firestorm Peak" and the Illithiad triad of adventures Additional design by David Noonan. Please feel free to mail corrections, comments, and additions to kevin.