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The Complete Psychic, p.

THE COMPLETE PSYCHIC


Alpha Version – 12/10/2001
by Kenneth S. Hood

What are these rules?


These rules are a “just the facts ma’am” presentation of a skills and feats based system of mental powers for use under the Open
Gaming License. The system is setting-free and “system reference document-centric.” It relies upon no other mechanics than those
found in the core SRD. Flavor text, such as an explanation for the function of psychic powers, has been avoided. The intent is to
provide a “transparent” collection of mechanics that you can easily and quickly add anywhere.
The rules are presented in Rich Text Format to facilitate cutting and pasting. This is the reason for the simple layout of this product.

Where are these rules going?


The Complete Psychic is under development at the moment. Though incomplete, these rules are presented to promote interest in the
psychic system, gather feedback on the ideas presented, and sharpen up the system with play-testing. Over time, new mechanics will
be added to this document, at least on a monthly basis. Eventually, this will document will incorporate the following sections:
1. Introduction and Overview
2. The Psychic Class
3. Basic Mechanics of the System
4. Acquiring Psychic Powers
5. Basic Psychic Skills
6. Advanced Psychic Skills
7. Expert Psychic Skills
8. Psychic Feats
9. Metapsychic Feats
10. Prestige Classes
11. Psychic Monsters
12. Psychic Powers and the Core Magic System

If you have questions or comments about these rules, contact Kenneth S. Hood via e-mail: kenhood@hotmail.com.

Does this system use the Grim-n-Gritty Hit Point and Combat Rules or the d20 Skills-n-Feats Martial Arts System?
No. It uses neither.

Which parts of this document are Open Game Content?


Everything, except for this page, is Open Game Content.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 2

INDEX

BASIC MECHANICS...............................................................................................................................................................................4
MENTAL RANGED ATTACK.......................................................................................................................................................................4
POWER RESOLUTION CHECK....................................................................................................................................................................4
ACQUIRING PSYCHIC POWER..........................................................................................................................................................5
PSYCHIC GIFT [GENERAL].......................................................................................................................................................................5
PSYCHIC TALENT [GENERAL]..................................................................................................................................................................5
BASIC PSYCHIC SKILLS.......................................................................................................................................................................6
DETECT CONSCIOUSNESS [WISDOM; TRAINED ONLY]............................................................................................................................6
EMPATHY [WISDOM; TRAINED ONLY]......................................................................................................................................................6
EXTRASENSORY PERCEPTION [WISDOM; TRAINED ONLY]......................................................................................................................7
HIDE CONSCIOUSNESS [WISDOM; TRAINED ONLY].................................................................................................................................8
MENTAL ENHANCEMENT [WISDOM; TRAINED ONLY].............................................................................................................................8
METABOLIC CONTROL [WISDOM; TRAINED ONLY].................................................................................................................................8
PHYSICAL ENHANCEMENT [WISDOM; TRAINED ONLY]...........................................................................................................................8
PSYCHIC DEFENSE [WISDOM; TRAINED ONLY].......................................................................................................................................9
SELF HEALING [WISDOM; TRAINED ONLY].............................................................................................................................................9
TELEKINESIS [WISDOM; TRAINED ONLY]................................................................................................................................................9
Table TK-1: Telekinesis Skill Check DC............................................................................................................................................10
TELEPATHY [WISDOM; TRAINED ONLY]................................................................................................................................................10
ADVANCED PSYCHIC SKILLS..........................................................................................................................................................12
ASTRAL PROJECTION [WISDOM; TRAINED ONLY].................................................................................................................................12
BEND SPACE [WISDOM; TRAINED ONLY]..............................................................................................................................................12
CLAIRSENTIENCE [WISDOM; TRAINED ONLY].......................................................................................................................................13
Table Clr-1: Difficulty of Clairsentience...........................................................................................................................................13
COMBAT SAVANT [INTELLIGENCE; TRAINED ONLY]..............................................................................................................................13
ELECTROKINESIS [WISDOM; TRAINED ONLY]........................................................................................................................................13
Table EK-1: Slow Charge Effects......................................................................................................................................................14
EMPATHIC HEALING [WISDOM; TRAINED ONLY]...................................................................................................................................14
INFLUENCE MIND [CHARISMA; TRAINED ONLY]...................................................................................................................................14
METAMORPHOSIS [WISDOM; TRAINED ONLY].......................................................................................................................................15
Table Mtm-1: Difficulty of Alter Appearance....................................................................................................................................15
MIND PROBE [WISDOM; TRAINED ONLY]..............................................................................................................................................15
PHOTOKINESIS [WISDOM; TRAINED ONLY]...........................................................................................................................................15
PSYCHIC BLAST [WISDOM; TRAINED ONLY].........................................................................................................................................16
SAVANTISM [INTELLIGENCE; TRAINED ONLY].......................................................................................................................................16
SOCIAL INVISIBILITY [WISDOM; TRAINED ONLY].................................................................................................................................16
SONAKINESIS [WISDOM; TRAINED ONLY].............................................................................................................................................17
Table SonaK-1: Difficulty of Creating Sound....................................................................................................................................17
STATE OF EMPTINESS [WISDOM; TRAINED ONLY].................................................................................................................................17
THERMOKINESIS [WISDOM; TRAINED ONLY].........................................................................................................................................18
Table ThK-1: Slow Temperature Change Effects...............................................................................................................................18
VISIONS [WISDOM; TRAINED ONLY]......................................................................................................................................................18
Table Vsn-1: Difficulty of Visions......................................................................................................................................................19
EXPERT PSYCHIC SKILLS.................................................................................................................................................................20
PSYCHIC DEVASTATION [WISDOM; EXCLUSIVE; TRAINED ONLY].........................................................................................................20
TELEKINETIC DEATH-GRIP [WISDOM; EXCLUSIVE; TRAINED ONLY].....................................................................................................20
TELEPORTATION [WISDOM; EXCLUSIVE; TRAINED ONLY].....................................................................................................................20

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 3

Table TP-1: Difficulty of Teleportation..............................................................................................................................................20


PSYCHIC FEATS....................................................................................................................................................................................22
ALTER DENSITY [PSYCHIC]....................................................................................................................................................................22
Table ADn-1: Effect of Density Alteration.........................................................................................................................................22
ALTER MASS [PSYCHIC].........................................................................................................................................................................22
ALTER SIZE [PSYCHIC]...........................................................................................................................................................................23
BODY ARMOR [PSYCHIC].......................................................................................................................................................................23
Table BArm-1: Difficulty of Body Armor...........................................................................................................................................23
BODY WEAPONRY [PSYCHIC]................................................................................................................................................................23
COMBAT PRECOGNITION [PSYCHIC].......................................................................................................................................................24
CONTROL MIND [PSYCHIC]....................................................................................................................................................................24
DANGER SENSE [PSYCHIC].....................................................................................................................................................................25
DELAYED COMMAND [PSYCHIC]............................................................................................................................................................25
DISTANT STRIKE [PSYCHIC]...................................................................................................................................................................25
FINE MANIPULATION TELEKINESIS [PSYCHIC].......................................................................................................................................25
FLYING LEAP [PSYCHIC]........................................................................................................................................................................26
HOLISTIC METAMORPHOSIS [PSYCHIC]..................................................................................................................................................26
IMPROVED DANGER SENSE [PSYCHIC]...................................................................................................................................................26
IMPROVED PSYCHIC BLAST [PSYCHIC]..................................................................................................................................................26
PSYCHIC STRIKE [PSYCHIC]...................................................................................................................................................................26
Table PStr-1: Psychic Strike..............................................................................................................................................................27
SUPPRESS INJURY [PSYCHIC].................................................................................................................................................................27
TACTICAL PRESCIENCE [PSYCHIC].........................................................................................................................................................27
TOTAL METAMORPHOSIS [PSYCHIC]......................................................................................................................................................27
TRANSCENDENTAL STRIKE [PSYCHIC]...................................................................................................................................................27
METAPSYCHIC FEATS........................................................................................................................................................................28
BIND PSYCHIC POWER [METAPSYCHIC].................................................................................................................................................28
EXTEND PSYCHIC POWER [METAPSYCHIC]............................................................................................................................................28
PSYCHIC RESERVOIR [METAPSYCHIC]....................................................................................................................................................28
QUICKEN PSYCHIC POWER [METAPSYCHIC]..........................................................................................................................................28
OPEN GAMING LICENSE...................................................................................................................................................................29

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 4

BASIC MECHANICS
Concentration and Psychic Powers
Fatigue and Psychic Powers
Stress
Attacks of Opportunity and Psychic Powers
Active and Passive Psychic Powers

MENTAL RANGED ATTACK


Mental ranged attacks disregard armor and depend upon your mental faculties, rather than physical strength and coordination, to
determine the chance to hit your opponent. To make a mental ranged attack, roll your base attack bonus + your Intelligence modifier
against your opponent’s AC. Your opponent may not apply any armor bonus, shield bonus, or natural armor bonus, but size modifier,
Dexterity modifier, and deflection bonus applies normally. There are no range penalties to your attack roll.

POWER RESOLUTION CHECK


A power resolution check is a special type of skill check that sets the DC for saving throws against a particular psionic power. The
better you roll on the power resolution check, the more difficult your target’s saving throw.
When you perform a power resolution check, you make a standard skill check against the DC of your power’s effect. If you succeed
in the check, the DC for your target’s saving throw is set to 10. For every two points you beat the DC of your check, your target’s
saving throw DC increases by +1.
Put another way: perform your standard skill check. If your check succeeds, apply the following formula to determine your target’s
saving throw DC: 10 + (Check’s Result – Check’s DC)/2 (round down).
For example, you want to perform a Psychic Blast that dazes your target. This is a DC 10 Psychic Blast skill check. You roll 14 on
the check. This sets DC 12 for your target’s Will saving throw: 10 for succeeding in the check + 2 (+1 for every two points you beat
the DC) or 10 + (14-10)/2.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 5

ACQUIRING PSYCHIC POWER


PSYCHIC GIFT [GENERAL]
You are gifted with a specific, limited psychic power.
Prerequisites: None.
Benefit: You may choose any, single basic or advanced psychic skill – regardless of prerequisites – as a class skill. However, you
may not develop any other psychic skills or feats without the necessary prerequisites.
Special: You may acquire this feat multiple times. Each time, it gives you access to a new skill.

PSYCHIC TALENT [GENERAL]


You possess a higher level of consciousness, allowing you to affect reality with the power of your mind.
Prerequisites: Intelligence 9+ and Wisdom 9+.
Benefit: Assuming you meet the proper prerequisites, you may develop any psychic skill as a cross-class skill. Also, you may
purchase psychic and metapsychic feats.
You may select a single, basic psychic skill. You may use this skill untrained and regardless of your current class, you may develop
this skill as a class skill.
Normal: Characters without Psychic Talent may not purchase psychic skills or psychic-related feats.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 6

BASIC PSYCHIC SKILLS


DETECT CONSCIOUSNESS [WISDOM; TRAINED ONLY]
You can detect the presence of any other consciousness within 100 feet.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: This skill is an active psychic ability. To perform a skill check, you must expend a full round action.
With a successful skill check against DC 15, you can sense the presence of all minds within a 100 feet radius, centered on you. You
know the direction towards and distance from each mind within your area of effect. You can tell the difference between animal and
sapien minds.
As long as you concentrate on maintaining the detection field, you can perceive all minds entering and leaving your area of effect.
You may track their movements.
Each round you maintain the detection field, you may attempt to identify a single mind (one per round). This requires a skill check
against DC 20. If you identify the mind, you can determine its relative mental power (e.g., “This individual seems to have a much
more powerful mind than I.”) and can recognize it, as you would a face. You may also sense whether or not that mind is psychic. (A
consciousness with whom you are familiar, such as a pet or friend, requires no skill check to identify – unless they are using Hide
Mind to obscure their presence.)
Once you have detected and identified a mind, you can attempt to contact or control it with empathic or telepathic ability. A –2
penalty is applied to all skill checks with these powers if you use them while concentrating on detection. (Detecting a mind counts as
having line of sight.)
Retry: If you fail to activate this power, you cannot use it again for another minute (10 rounds).
If you cease concentrating, you must expend another full round action and perform a successful skill check to reactivate the power.
Against Hide Consciousness: If an individual with Hide Consciousness is within your detection radius, you must perform an
opposed skill check to sense them. (This check is separate from the skill check to activate Detect Consciousness.) If you succeed, you
can sense the presence of that person for one minute. A minute later, you have to roll again.
If you attempt to identify a mind that is protected by Hide Mind, you roll a Detect Consciousness skill check opposed by the target’s
Hide Consciousness. If you roll higher than DC 15 and your opponent’s result, you identify the mind. If not, you cannot attempt to
identify that mind again for one hour.
Your referee should perform this roll in secret and inform of the person’s presence if the roll succeeds.
Note: This power penetrates all barriers. Dense metals, force fields, and the like do not obscure an individual’s consciousness from
detection.
Detect Consciousness is not like radar. The character does not emit a beam or wave of energy that must penetrate matter to sense a
mind. This is an extrasensory ability whereby a character senses other consciousness. In comparison to the absolute of the mind or
spirit, matter and energy are ephemeral, no more a barrier to perception than a transparent pane of glass is to sight.

EMPATHY [WISDOM; TRAINED ONLY]


You can sense and project emotions.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Empathy is an active psychic ability. You can perform three tasks with Empathy: Empathic Scan, Project Emotion, and
Instill Emotion. The range of either ability is line of sight.
Empathic Scan: Empathic Scan allows you to detect the emotional state of a single creature, gaining insight into the target’s mood
and attitude.
To perform an Empathic Scan, you must expend a full round action and make a skill check against DC 15. If the roll succeeds, you
receive a general description of the target’s emotional state. For example, if you met a woman who thinks that you remind her of a
mean-spirited ex-lover, you might receive the following impression: “The woman is in high spirits, but whenever she looks at you,
you sense deep anger and regret.”
A successful Empathic Scan grants you a +4 insight bonus to Animal Empathy, Bluff, Diplomacy, Handle Animal, Innuendo,
Intimidate, Perform, Sense Motive, Telepathy, and Influence Mind skill checks against that creature. This bonus lasts for 2d6 + your
Wisdom modifier in rounds.
You may scan only one creature at a time.
If your skill check fails, you cannot use Empathic Scan against that target for 10 minutes.
If your target has Psychic Defense, you must succeed in an opposed skill check (your Empathy v. their Psychic Defense) and roll
higher than DC 15 to read the target’s emotions.
Project Emotion: This is a limited communication ability. You send your emotional state as a “message” to a single person. The
person who receives the “message” knows that these are your emotions and does not feel compelled to behave in accord with that
emotion.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 7

Projecting an emotion requires a full round action and a skill check against DC 10. There is no penalty associated with failing the
skill check.
You cannot project false emotions at a target. Only your true emotional state is sent.
Instill Emotion: Instill Emotion lets you project an emotion at an opponent and force them to act upon it. For example, you could
cause someone to feel afraid or hopeless, giving you an advantage in combat.
To use this ability, select the emotion you wish to project at your target. Each emotion has a DC.
Next, you perform a Power Resolution check against that DC. If the check succeeds, your target makes a Will saving throw against
the result. If the target fails the save, she is forced to act upon the emotion you project as you concentrate on maintaining it. Once you
cease concentrating, the emotion lingers for 1d4 + your Wisdom modifier in rounds.
If you fail in your Power Resolution check, you may not use Empathy for one minute.
If your target’s Will saving throw succeeds, you may not use Instill Emotion against her until twenty-four hours have passed.
Some emotions that you can project, their DC’s and effects, are listed below:
 Amiability (DC 20): The target’s attitude improves by two steps (e.g., from Indifferent to Helpful).
 Discord (DC 15): The target’s attitude worsens by two steps (e.g., from Friendly to Indifferent).
 Fright (DC 20): The target is frightened, fleeing as well as it can. If unable to flee, the target may fight, but is shaken.
 Good Will (DC 15): The target’s attitude improves by one step (e.g., from Indifferent to Friendly).
 Hopelessness (DC 30): The target loses all hope and submits to simple demands from opponents, such as to surrender or get out.
If no foes are present to make demands, there is a 25% chance that a hopeless creature is unable to take any action except hold its
ground. If the creature remains free to act, there is a 25% chance that it retreats at normal speed.
 Love (DC 25): The target is charmed.
 Nausea (DC 20): The target is unable to attack, cast spells, concentrate, or do anything else requiring attention. The target can
only take a move-equivalent action each turn.
 Panic (DC 30): The target is panicked and suffers a –2 morale penalty on all saving throws and must flee. If cornered, the target
cowers.
 Rage (DC 20): The target enters a blind rage and immediately attacks the nearest creature.
 Trepidation (DC 15): Target is shaken, suffering a –2 morale penalty on attack rolls, weapon damage rolls, and saving throws.
 Weariness (DC 20): The target feels fatigued.

EXTRASENSORY PERCEPTION [WISDOM; TRAINED ONLY]


You have a subtle, powerful psychic sense that operates outside the normal boundaries of space and time.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Extrasensory Perception (ESP) is a passive psychic ability. It operates constantly and unconsciously.
Whenever something “weird” happens near you, you get an ESP skill check to sense its presence. If the check is successful, you
know the general direction to the activity, have a general sense of how far away it is, and get a vague feeling about its power level in
comparison to your own. These “weird” things and the DC for their detection include, but are not limited to…
 the use active psychic abilities (DC 10),
 sense that a person or creature is psychic (DC 20),
 the use of magic or supernatural abilities (DC 15),
 distortions to space-time, such as teleportation or time-travel (DC 20),
 a major distortion to space and time, like the casting of a wish spell (DC 0),
 intense emotional anguish, such as a particularly violent murder having been committed years ago in the place where you now
stand (DC 25),
 the presence of a powerful alien intelligence, like a mind flayer (DC 20),
 intense good or evil (DC 25), and
 anything else your referee feels fits outside the boundaries of normal experience (DC varies).
The referee, not you, should roll ESP detection checks. These rolls should be done in secret by the referee.
For every 10 feet separating you and the thing you may detect, the DC increases by +1. If you are distracted, such as engaging in
combat or concentrating on the use of another psychic power, the DC increases by +5.
Retry: You can make an ESP check every time you have a chance to perceive something in a reactive manner. As a full round
action, you may try to sense something you failed to detect previously.
Special: Five or more ranks in ESP grants you a +2 synergy bonus to Intuit Direction, Listen, Search, Sense Motive, Spot, and
Wilderness Lore (for the purposes of tracking people only).
HIDE CONSCIOUSNESS [WISDOM; TRAINED ONLY]
You can obscure your thoughts and avoid mental detection.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 8

Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.


Check: Hide Consciousness is a passive psychic ability that operates constantly and unconsciously. It is used to oppose any Detect
Consciousness skill checks made against you.
On the round you perform a skill check for an active psychic power (such as using Telepathy or Telekinesis), all Hide Consciousness
skill checks suffer a –10 penalty. If you are under the influence of an active psychic effect, like the ability score bonus from Mental
Enhancement, your Hide Consciousness skill checks suffer a –5 penalty. (These penalties are not cumulative).

MENTAL ENHANCEMENT [WISDOM; TRAINED ONLY]


You can amplify your mental processes for a brief period of time.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Mental Enhancement can provide a bonus to your Intelligence, Wisdom, Charisma, or sensory acuity. It is an active psychic
power.
The base DC for a Mental Enhancement skill check is 10. This DC increases by +5 for every +2 points you desire to add to a mental
attribute and every +4 bonus you desire to add to your sensory acuity. You can affect multiple ability scores at the same time and apply
multiple bonuses to the same score. For example, if you wished to improve your Intelligence by +2 and your Wisdom by +4, the DC
of your skill check is 25: 10 (base) + 5 (+2 Intelligence) + 10 (+4 Wisdom).
To perform the skill check you expend a full round action and suffer 1 point of subdual damage due to stress. If the check succeeds,
your mental statistics are boosted by the amount you desire. The boost causes you 1 point of subdual damage every 10 rounds it is
operative. Once the enhancement ends, you must perform a Fortitude saving throw against DC 15. If the save fails, you are fatigued.
You may not have more than one Mental Enhancement operating at the same time.
Retry: If your skill check fails, you may not attempt to use Mental Enhancement for 10 rounds.
Sensory Acuity Bonus: A sensory acuity bonus is added to all skill checks for Listen, Search, Sense Motive, Spot, and Wilderness
Lore (tracking only). The bonus also applies whenever you make a Wisdom check to use an alternative sense, such as scent.

METABOLIC CONTROL [WISDOM; TRAINED ONLY]


You control your body’s automatic responses to adverse conditions. For example, you can alter your body temperature and adapt to
survivable extremes of heat and cold. You can control your heartbeat and respiration, permitting you to survive with less breathable
air. By controlling your perspiration and digestion, you can survive for longer periods of time without food and water. With this skill,
you could conceivably sit naked in a snowstorm for several days without food and suffer no ill effects.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Metabolic Control is a passive psychic power. It operates constantly.
Metabolic Control helps in the following situations: starvation, thirst, fatigue and exhaustion from a forced march or heavy labor,
sleep deprivation, asphyxiation, oxygen deprivation, holding your breath, and very hot or cold conditions (but not heat- or cold-based
attacks). If you fail a Constitution check or Fortitude saving throw against the harmful effects of these situations, you perform a
Metabolic Control skill check against the situation’s DC. If the skill check succeeds, you gain the same benefits as making the
resistance roll.
In other words, you get two rolls to resist the situation: one using the normal Fortitude save or Constitution check and a second one
using Metabolic Control. Both rolls must fail in order for you to suffer the harmful effects of the situation.
Use of Metabolic Control does cause stress on your body. Each time you perform a skill check, you suffer 1 point of subdual
damage.

PHYSICAL ENHANCEMENT [WISDOM; TRAINED ONLY]


You can use your psychic power to enhance your physical processes for a brief period of time.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Mental Enhancement can provide a bonus to your Strength, Dexterity, or Constitution. You may also use this skill to haste
yourself (accelerating your metabolism and reflexes). It is an active psychic power.
The base DC for a Mental Enhancement skill check is 10. This DC increases by +5 for every +2 points you desire to add to a
physical attribute and by +10 if you desire to haste yourself. You can affect multiple ability scores at the same time and apply multiple
bonuses to the same score. For example, if you wished to improve your Strength by +4 and Dexterity by +2, while also hasting
yourself, the DC of your skill check is 35: 10 (base) + 10 (+4 Strength) + 5 (+2 Dexterity) + 10 (haste).
To perform the skill check you expend a full round action and suffer 1 point of subdual damage due to stress. If the check succeeds,
your physical statistics are boosted by the amount you desire. The boost causes you 1 point of subdual damage every 10 rounds it is
operative. Once the enhancement ends, you must perform a Fortitude saving throw against DC 15. If the save fails, you are fatigued.
You may not have more than one Physical Enhancement operating at the same time.
Retry: If your skill check fails, you may not attempt to use Physical Enhancement for 10 rounds.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 9

Haste: While this ability is in effect, you may take an extra partial action on your turn, either before or after your regular action.
Also, you gain a +4 haste bonus to AC and may jump one-and-a-half times as far as normal.

PSYCHIC DEFENSE [WISDOM; TRAINED ONLY]


You know how to protect yourself from unwanted telepathic and empathic intrusion.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Psychic Defense is a passive psychic ability that operates reactively.
You can use Psychic Defense to oppose empathic or telepathic scanning. Your opponent must succeed in an opposed skill check
using her scanning ability opposed by your Psychic Defense in order to scan you.
Psychic Defense also protects you against any psychic effect that permits a Will Saving Throw, such as Empathy’s instill emotions.
In this situation, you get two saves: one using your Will, the other using your Psychic Defense. You must fail both rolls in order to be
affected by the power.
Psychic Defense causes stress whenever it is used. You suffer 1 point of subdual damage each time you perform a skill check. (You
can choose not to use Psychic Defense.)
You may not use Psychic Defense while flat-footed or surprised.
Retry: No, though you make a separate Psychic Defense check for each effect.

SELF HEALING [WISDOM; TRAINED ONLY]


You can exert your will over your flesh and force your tissues to heal rapidly.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: Self-healing is a multi-faceted ability. It allows you to perform four tasks: Augment Normal Healing, Control Bleeding,
Quick Recovery, and Relieve Fatigue. It is an active psychic power.
Augment Normal Healing: Because you can mentally control your body’s automatic healing processes, you tend to heal faster and
better than normal people. If you are wounded, at the end of each day you perform a Self Healing skill check against DC 15. If you
succeed, you recover 1 Hit Point, in addition to any other healing that may have taken place.
If you have suffered the loss of a limb or organ, you can mentally force your body to regrow it. This requires an additional skill
check against DC 20 at the end of each day. A successful check means a little of the lost limb or organ has been restored. (It may take
several weeks before it grows back completely, but even lost eyes can be recovered with this ability.) If you fail the skill check more
than three days in a row, you cannot regrow the lost part.
Control Bleeding: With a full round action and successful skill check against DC 15, you can cause a single wound to clot and stop
bleeding. The clotting is about as effective as having the wound bandaged, so vigorous action may reopen it and start the bleeding
again. If you fail in your skill check, you may try again next round.
Quick Recovery: With a full round action and a skill check against DC 20, you can cause your body to immediately heal itself,
regenerating 1d4 + your Wisdom modifier lost Hit Points. If you succeed in the skill check and heal yourself, you must perform a
Fortitude saving throw against DC 15 or suffer fatigue. (Your body burns up a lot of energy in the regenerative process.) Also, whether
or not the skill check succeeds, you suffer 3 points of subdual damage from stress. (This damage is applied after the healing.)
If you fail your skill check, you may not attempt quick recovery for 10 rounds.
Relieve Fatigue: With 10 minutes of total concentration and a skill check against DC 20, your can rally your body’s energy and
undo the effects of fatigue, almost as if you had rested for 8 hours. You may attempt to relieve fatigue only once per day. Fail or
succeed in your skill check, you may not try again for twenty-four hours.

TELEKINESIS [WISDOM; TRAINED ONLY]


Telekinesis permits you to levitate objects, including yourself, with the power of your mind.
Prerequisite: Intelligence 9+, Wisdom 9+, and Psychic Talent
Check: Telekinesis is an active psychic power. It has a range of 100 feet and requires line of sight on the target.
To levitate an object, requires a full round action. First, you must perform a ranged mental attack against the target. If that succeeds,
you perform a Telekinesis skill check against a DC determined by the object’s mass (see table TK-1, below). If the skill check
succeeds, you can move the object horizontally, vertically, or both up to 30 feet per round. (The total movement of the object cannot
exceed this amount.) Every round thereafter, as long as you concentrate on the object and perform a successful Telekinesis skill check,
you can continue to levitate it. If you fail the skill check or your concentration is disrupted, the object stops moving and drops.
You suffer 1 point of subdual damage (from stress) every 10 rounds you levitate an object.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 10

Table TK-1: Telekinesis Skill Check DC


Mass of Target Object DC
0-5 pounds 5
6-25 pounds 10
26-50 pounds 15
51-100 pounds 20
101-200 pounds 25
per additional +100 pounds +5

Degree of Control: An object can be manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be
turned, an object rotated, and a button pushed, as long as you can exert enough force on it to move it. Fine manipulation of an object,
such as tying a knot or operating a keyboard, is not possible.
Opposing Telekinesis: If two characters are attempting to telekinetically manipulate the same object, an opposed Telekinesis skill
check is necessary. The winner gains control of the item for the round.
If the target object is physically held by a resisting individual, perform a Telekinesis check against the target's full Strength score +
1d20. The higher result controls the item for the round.
Miscellaneous: Levitated objects move too slowly to damage anything they strike.
You can attempt to levitate yourself.
Stress: Telekinesis causes 1 point of subdual damage every 10 rounds.
Retry: If you fail your skill check, you may not attempt to use Telekinesis against that target for one minute (10 rounds).

TELEPATHY [WISDOM; TRAINED ONLY]


You can read minds and project your thoughts into another person’s mind.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Check: With Telepathy, you can do four tasks: Thought Projection, Thought Scan, Broadcast Thoughts, and Telepathic Jab.
Telepathy is an active psychic power. Its range is effectively infinite, but in most cases requires line of sight.
Thought Projection: With Telepathy, you can project your current emotional state and a brief message to one person. The message
should be nothing more than a single sentence. For example, you could project your emotional distress and a message that says, “I’m
imprisoned in a nearby cave.”
With a full round action and successful Telepathy skill check against DC 15, you can project a thought to any single thinking
individual within your line of sight.
You may also project your thoughts to a target not within your line of sight. To do so, you must be reasonably familiar with the
person (better than a casual acquaintance) or you have performed at least one empathic or thought scan on the person in the past 24
hours. As long as the target is within the same universe, you can send a thought to them with a Telepathy skill check against DC 20.
Thought projection communicates in language. If the target does not understand your language, then she receives only some
emotional impressions.
Because thought projection does rely on language, you can broadcast “encrypted” thought. Combining this ability with Godelized
Communication (see feats), you can transmit detailed information in a single burst.
Thought projection does not permit two-way mental communication.
Thought Scan: With this facet of Telepathy, you can read a person’s mind and perceive their surface thoughts.
To scan someone’s thoughts, you must expend a full round action and perform a Telepathy skill check against DC 20. If successful,
you peer into the target’s mind, accessing their stream of consciousness, as long as you concentrate upon it.
Each round you maintain the scan, you must make another Telepathy skill check against DC 20. If you fail the check, contact is
broken and may not be resumed for 10 minutes.
If your target has Psychic Defense, you must make a Telepathy skill check opposed by their Psychic Defense and roll higher than
DC 20 to initiate and maintain a thought scan.
Language is a barrier to thought scans. When you read a person’s mind, you perceive their thoughts in words, not pictures. If you do
not know the target’s language, then you cannot understand their thoughts. You do receive some limited emotional sensations, but little
else.
You cannot use this ability to scan someone’s memories or penetrate into their subconscious mind. You perceive only the “top level”
thoughts of the subject: what the target thinks about while directly interacting with its environment.
If you fail your skill check, you cannot perform a thought scan against that target for 10 minutes.
Broadcast Thoughts: The equivalent of a shout, broadcast thoughts works like thought projection, but it sends your thoughts to
everyone within a 100’ radius.
Like thought projection, you may send only a brief message and impression of your current emotional state.

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The Complete Psychic, p. 11

The skill check for this task is DC 20 and requires a full round action. If you fail the check, you may not use Telepathy (or any feats
or skills that require it as a prerequisite) for one minute.
Broadcasting your thoughts is strenuous and causes 1 point of subdual damage each time you attempt it.
Telepathic Jab: You send a “loud,” but incoherent stream of thought at a single target, attempting to disrupt their concentration.
To perform the jab, you expend a standard action and make a skill check opposed by your target’s Concentration skill. If you win
the check and beat DC 15, you disrupt your target’s concentration, with attendant effects like spoiling a wizard’s casting attempt. If
you fail to beat DC 15, you cannot use Telepathy against that target for 10 minutes.
A telepathic jab has unlimited range, but requires line of sight on the target.

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The Complete Psychic, p. 12

ADVANCED PSYCHIC SKILLS


ASTRAL PROJECTION [WISDOM; TRAINED ONLY]
Your spirit can separate from your body and travel the astral plane of existence.
Prerequisites: Intelligence 9+, Wisdom 9+, Meditation, Concentration rank 4+, Psychic Talent, Clairsentience rank 4+,
Extrasensory Perception rank 4+, and Visions rank 4+.
Check: To use this skill, you must first enter a meditative state. Then, you spend thirty minutes to perform a skill check against DC
20 and suffer 20 points of subdual damage from psychic stress. If the check is successful, you project your astral self into the Astral
Plane, leaving your physical body behind on the Material Plane in a comatose state.
Your astral self is a copy of you and all you wear and carry. Since the Astral Plane touches upon other planes, you can travel astrally
to any of these other planes as you wish. When you leave the Astral Plane, you form a new physical body (and equipment) on the
plane of existence that you have chosen to enter.
When on the Astral Plane or another plane, your astral body is connected at all times to your material body by a silvery cord. If the
cord is broken, you are killed, astrally and materially. When a second body is formed on a different plane, the incorporeal silvery cord
remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it
rests on the Material Plane, reviving it from its coma. (Although astral projections are able to function on the Astral Plane, their
actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.)
You may travel through the Astral Plane indefinitely. However, your body continues to age, suffer starvation and thirst, and
experience the ravages of the elements while you are outside of it. Remaining separate from it for too long can result in the death of
your body, which results in the death of your astral form as well. (You are aware of your body’s physical condition at all times.)
You can bring the astral forms of other creatures on your journey, provided the creatures are linked in a circle with you at the time of
the skill check. (The DC increases by +5 per passenger.) These fellow travelers are dependent upon you and must accompany you at
all times. If something happens to you during the journey, the companions are stranded wherever you left them.
Astral Projection is an active psychic ability.
Retry: If you fail your skill check, you may not use this ability for 24 hours.

BEND SPACE [WISDOM; TRAINED ONLY]


You can psychically warp space to “move without moving.”
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, and Extrasensory Perception rank 8+.
Check: Bend Space is an active psychic ability. It lets you perform three tasks: Stretch, Long Step, and Spatial Hop.
Stretch: You can warp space to elongate your body or part of your body, up to 30 feet in length. You could stretch to stab an
opponent with a knife, grab a ledge beyond your normal reach and pull yourself up, and jerk an object from a distant opponent’s grasp.
Stretching is a full round action. You must perform a skill check against DC 15 and suffer 1 point of subdual damage due to stress.
If the check is successful, you stretch and may perform a partial action with the stretched part of your body. (This lets you grab
something or attack.) If the check fails, you cannot attempt to stretch for 10 rounds.
Stretching to strike an opponent or grab something does not provoke an attack of opportunity when your body part moves into the
target’s threatened areas.
Long Step: You can warp space and transfer yourself to any location with 30 feet, as long as you have line of sight upon it. This is a
full round action and causes 2 points of subdual damage due to stress. It requires a skill check against DC 15. (If failed, you cannot use
Bend Space for 10 rounds.)
As long as you see the target location, you arrive exactly at the spot desired.
You cannot bring more than your medium load carrying capacity when taking a long step. You may not bring along any living
matter that weighs more than 20 pounds.
You cannot travel through solid objects with a long step. Even a strip of gauze or mesh of thread prevents it. If you would travel
through a solid object or arrive inside one, your long step ends 1 foot in front of that object.
Spatial Hop: With spatial hop, you vanish and reappear at a distant location, ignoring all intervening space. It is actual teleportation.
The maximum range of a hop is 600 feet. You always arrive at the location desired, and do not need line of sight upon it. You can
either see the target area, visualize it in your mind, or state a direction, such as “400 feet, straight down.”
To hop, you expend a full round action and suffer 4 points of subdual damage due to stress, then make a skill check against DC 20.
If the check succeeds, you teleport. Because the hop is very stressful to your body, you must make a Fortitude check against DC 10 or
become fatigued when you arrive at your destination. If you fail your skill check, you do not teleport and may not use Bend Space for
10 minutes.
If you arrive in a space occupied by a solid object, you make an Extrasensory Perception check against DC 20. If successful, you
suffer 2d6 damage from spatial rending, are stunned for 2d6 rounds, and arrive at the open space nearest to the target location. If the

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The Complete Psychic, p. 13

check fails, you merge with the object, obliterating both it and yourself in a violent explosion (20d6 damage to all within a 30 feet
radius, Reflex save v. DC 20 for half damage).

CLAIRSENTIENCE [WISDOM; TRAINED ONLY]


You can project your sense of sight and hearing to a distant location and perceive it as if you were there.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Extrasensory Perception rank 4+, and Visions rank 4+.
Check: Clairsentience is an active psychic power.
To use this ability, you select a target destination for your awareness and find the skill check DC on table Clr-1, below. Then, you
expend a full round action and perform a skill check. If successful, your awareness is projected to that target location.

Table Clr-1: Difficulty of Clairsentience


Condition DC
You wish to project your awareness to a location within your line of sight. 10
You wish to project your awareness to a location not within your line of sight, but at a specified range and location, 15
such as “three feet behind that wall” or “100 feet to the north.”
You wish to project your awareness to a location that you know well. 20
You wish to project your awareness to a location that you know about firsthand (i.e., have been in the location). 25
You wish to project your awareness to a location that you know about secondhand (i.e., heard or read about it). 30
You wish to project your awareness to a location about which you have no knowledge. Not possible
Location is on another plane of existence. +10

Successful use of this skill creates an invisible sensor located near your target destination. Your awareness is centered on this sensor,
as if you were standing at that location. (You no longer sense your immediate surroundings.) You can perform Spot and Listen checks
from that location. Psychically and magically enhanced senses operate through the sensor.
The sensor remains in existence as long as you concentrate upon it. Maintaining the sensor is stressful and causes you 1 point of
subdual damage per minute.
Any creature with an Intelligence of 12 or higher within 30’ of the sensor can receive an impression that “someone is watching
them” if they make an Intelligence or Scry check against DC 20. ESP will detect the sensor on a DC 10 check.
Any telepathic, empathic, sense-affecting, and mind-affecting attacks directed at the sensor will affect you as if you were standing in
that location.
Retry: If you fail your skill check, you may not attempt to send a sensor within 100’ feet of the targeted location for 24 hours.

COMBAT SAVANT [INTELLIGENCE; TRAINED ONLY]


You enter an alternate state of mind that gives you superior combat abilities.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Mental Enhancement rank 8+, Physical Enhancement rank 8+, and
Savantism rank 8+.
Check: Use of Combat Savant requires a full round action and skill check against DC 15. The check causes 3 points of subdual
damage, due to stress. If the check is successful, you gain a +1 bonus on attack rolls and +1 stackable dodge bonus to AC. For every 2
points you beat the DC, increase the bonuses by +1.
The benefits of Combat Savant last 2d6 + your Wisdom modifier rounds. At the end of the duration, you must make a Fortitude save
against DC 15 or suffer fatigue.
Retry: If you fail your skill check, you may not attempt to use Combat Savant for 10 rounds.

ELECTROKINESIS [WISDOM; TRAINED ONLY]


You can telekinetically manipulate electrical force.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Telekinesis rank 4+, and Fine Manipulation Telekinesis.
Check: Electrokinesis is an active psychic ability with a maximum range of 100 feet. You can use it to slowly charge an object,
magnetize an object, or generate a quick electrical discharge.
Slowly Charge an Object: By concentrating, you can slowly build an electrical charge in an object, surrounding it in a nimbus of
energy. To do so, you expend a full round action and perform a mental ranged attack against your target. If the attack hits, you have
telekinetically “touched” the target and make an Electrokinesis skill check against DC 10. If successful, sparks dance over the target
and hair (if any) stands on end, but there is no other effect.
By continuing to concentrate on the target, you cause the charge to build. Each round of concentration requires an Electrokinesis
skill check against DC 10. If the check is successful, the intensity of the charge builds by one step (up to intensity 3). See table EK-1,
below.

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The Complete Psychic, p. 14

Table EK-1: Slow Charge Effects


Intensity Effect
0 This is the power’s intensity when you initially “grab” the object and begin charging. Sparks dance on the target’s
surface.
1 The target suffers 1 point of electrical damage. A nimbus of electrical force surrounds it.
2 The target suffers 1d4 points of electrical damage. Brilliant, crackling arcs of electricity dance over it.
3 The target suffers 1d6 points of electrical damage. The target illuminates a 15’ radius.

The target continues to suffer damage as long as you concentrate upon it. If you cease concentrating or fail your skill check, the
target’s electrical state shifts back to normal. Each following round, the power’s intensity drops by one step.
Slowly charging an object causes you 1 point of subdual damage every 10 rounds, due to stress.
Magnetize Object: As a full round action, you perform a ranged mental attack against your target. If the attack hits, you make an
Electrokinesis skill check against DC 15. If the check succeeds, a magnetic field is erected around your target. The field lasts as long
as you concentrate upon it.
The magnetic field you create only extends a few inches from the surface of the target. It is not a very strong field; a Strength check
against DC 10 will pull objects off the magnetized surface. The field does attract attacks from ferrous weapons, giving a +2 bonus to
Attack rolls. Electrical attacks against a magnetized target inflict an additional +2 damage per die, and the target suffers a –4 penalty to
saving throws against them.
If the target wears a great deal of metal (such as full plate armor), the target’s movements are hampered because the magnetic field
attracts the various pieces. It is not possible to run or charge (because the legs tend to stick together). The target loses all Dexterity
bonuses (if any) to Defense. Attack rolls, Reflex saves, and physical skill checks suffer a –2 penalty.
Each round you maintain the magnetic field, you suffer 1 point of subdual damage.
Quick Electrical Discharge: As a standard action, you make a ranged mental attack against your target. If it hits, you perform an
Electrokinesis skill check against DC 15 and suffer 1 point of subdual damage (stress). If the check succeeds, your target suffers 1d6 +
your Wisdom modifier in electrical damage.
Retry: If you fail a skill check, you may not attempt Electrokinesis against that target for 10 rounds.

EMPATHIC HEALING [WISDOM; TRAINED ONLY]


You psychically heal people by drawing the damage from a person’s body, onto your own.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, and Empathy rank 4+.
Check: Empathic Healing is an active psychic power. You may affect only one creature per use of the skill. The range is touch.
Use of this skill requires a full round action and skill check against DC 10. If successful, you heal 1d8 + your Wisdom modifier
damage to your target, but lose the same amount from your own hit points.
Instead of healing your target, you may attempt to draw poison or disease out of their body, into your own. The DC of this task
equals the DC of the poison or disease. If successful, any damage the target has already suffered from the poison or disease are not
drawn from the body, but any secondary or continuing effects are drawn into you, and you are effected by them normally.
You may also use Empathic Healing to transfer 1 point of ability damage from your target to yourself. This is DC 15.
Retry: If you fail your skill check, you may not attempt Empathic Healing against that target for 10 minutes.

INFLUENCE MIND [CHARISMA; TRAINED ONLY]


You can telepathically suggest a course of action to one thinking creature, and the target feels compelled to obey.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 6+, and Telepathy rank 6+.
Check: Influence Mind is an active psychic ability. You may affect only one creature per use of the skill. The maximum range is
100 feet.
To influence a mind, you expend a full round action and perform a power resolution check against DC 15. If the check succeeds,
your target must make a Will saving throw against the result. If the save fails, your target obeys the suggestion.
The course of action you suggest must be no more than a sentence or two in length and complexity, and the creature must be able to
accomplish the activity suggested within a relatively short period of time, no more than an hour. The suggestion must be worded in
such a manner as to make the activity sound reasonable to the target. Asking a creature to perform an obviously harmful act, such as
shooting itself, automatically permits it to resist influence. Suggesting that a vial of poison is a tasty beverage to be consumed
immediately is another matter. (Extremely reasonable suggestions may increase the DC of the target’s saving throw by +1 to +3,
depending on circumstance and the referee’s discretion.)
Language is a barrier to the use of this ability. If the target cannot understand your language, you cannot suggest a course of action.
The Non-verbal Telepathy feat overrides this limitation.
A great deal of psychic force is necessary to perform this power. Each attempt causes you 2 points of subdual damage, as stress.

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The Complete Psychic, p. 15

Retry: If you fail your power resolution check, you may not attempt Influence Mind against that target for 10 minutes.

METAMORPHOSIS [WISDOM; TRAINED ONLY]


You have limited shape-shifting ability and can change your appearance.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Physical Enhancement rank 4+, and Self
Healing rank 4+.
Check: One minute of effort is necessary to perform a Metamorphosis skill check. The check causes you 5 points of subdual
damage (due to stress). The DC of the check depends on how radically you wish to alter your body, per table Mtm-1, below. (Use the
most difficult applicable DC for the check.)

Table Mtm-1: Difficulty of Alter Appearance


Condition DC
You wish to perform a cosmetic change to your appearance, such as changing your hair or skin color, the length of 10
your fingernails, change the size of your nose or shape of your eyes, etc.
You wish to appear up to 25% taller or shorter, thinner or heavier. 15
You wish to perform a radical change to your body, such as adding or subtracting arms and legs or growing an 20
additional head. (Note: Extra limbs do not provide extra attacks.)
You wish to grow entirely new body structures, like wings (speed: 30 feet, maneuverability: poor) or gills. 25

If the skill check succeeds, you assume the form you desire. You suffer 1 point of subdual damage (from stress) for every 30
minutes you maintain the new form. If you are knocked unconscious, you automatically revert to your original form.
Metamorphosis has no effect upon your clothing or possessions. You may not change your body mass with this skill.
If you use this skill to create a disguise, you gain a +10 bonus on your Disguise check.
Retry: If you fail your skill check, you may not use Alter Appearance for 10 minutes.

MIND PROBE [WISDOM; TRAINED ONLY]


You can meld your mind with another person’s and probe their deepest thoughts.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 8+, Telepathy rank 8+, and Link Minds.
Check: Mind Probe is an active psychic ability. You may affect only one creature per use of the power.
To probe an individual’s mind, you must touch your target and concentrate for one minute, building psychic force. You then force
your way into the target’s mind in a surge of mental energy. (The stress of this push inflicts 5 points of subdual damage to you.) You
perform a power resolution check against DC 15. If the check is successful, your target performs a Will saving throw against the
result. If the save fails, you have successfully initiated the probe and forged a deep mind link with your target.
While the probe operates, you and your target become as one. You can sense each other’s emotional state and surface thoughts. Your
target’s subconscious and memory are laid bare to you, though yours are carefully protected.
Each round you maintain the probe, you may ask a single question to your subject. The subject is force to answer to the best of its
ability, imparting the answer directly to your mind. (Answers are revealed in the subject’s primary language.)
Maintaining a probe is stressful. You suffer 1 point of subdual per round while using this power.
You can choose to end the probe at any time. Once it ends, you and your target make a Fortitude save against DC 13 to avoid
fatigue. Also, each of you must perform a Will saving throw with a DC equal to the other’s Charisma score. Failing that save results in
picking up a few personality traits from the other person. (For example, if your target is a notoriously foul-mouthed individual and you
fail this save, you will acquire her penchant for profanity.) These quirks will vanish in 1d4 hours.
While the probe is in effect, neither you nor your target may move. It is best to apply some restraints to an unwilling target. The
target can yell, beg, and plead to avoid the mind probe. The target can thrash about and swat at you with his hands, but the process is
spoiled only if physical contact is broken.
Retry: If you fail your power resolution check, you may not Mind Probe your target for 24 hours.

PHOTOKINESIS [WISDOM; TRAINED ONLY]


You can telekinetically manipulate light.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Telekinesis rank 4+, and Fine Manipulation Telekinesis.
Check: Photokinesis is an active psychic ability with a maximum range of 100 feet. You can use it to create illumination, alter
illumination, create shadows, generate a brilliant flash of light, and create a burning ray of light energy.
Create Illumination: With a full round action and skill check against DC 10, you can create a faint globe of light that illuminates a
15’ radius, as effectively as a torch. This light can be any color you desire. It can be moved 30 feet per round and lasts as long as you
concentrate upon it. If you fail the check, you may not attempt to create a light for 10 rounds.

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The Complete Psychic, p. 16

Alter Illumination: You can brighten the light generated by a particular light-source, increasing the area it illuminates to as much as
three times normal size, or darken it, reducing the area it illuminates to as little as one-tenth its normal size. This requires a full round
action and a skill check against DC 10. The effect lasts as long as you concentrate upon it. If you fail the check, you may not alter the
illumination of the targeted light source for 10 minutes.
Create Shadows: You can create an area of shadow, up to 10 feet in diameter. The shadow can assume any shape you desire and
may move up to 30 feet per round. A full round action and skill check against DC 15. The shadow lasts as long as you concentrate
upon it. If you fail your skill check, you may not attempt to create shadow for 10 minutes.
Flash: Flash requires a full round action and causes you 2 points of subdual damage. You then perform a power resolution check
against DC 15. If the check succeeds, a brilliant flash of light is generated. It causes a 10’ radius gaze attack, centered on you.
Everyone in the area of effect must make a Fortitude save against the result or be blinded for one round and dazzled for 1d4.
Burning Ray: Burning ray generates an invisible beam of light that scorches a target. To use this power, you expend a full round
action, suffer 2 points of subdual damage, and make a skill check against DC 20. If successful, the ray leaps from any point on your
body, stretching 100 feet. You perform a ranged touch attack to hit the target of the ray. It inflicts 1d8 + your Wisdom modifier in heat
damage.

PSYCHIC BLAST [WISDOM; TRAINED ONLY]


Psychic Blast lets you send a powerful wave of mental energy into the mind of a single opponent. This wave can daze, stun, or
confuse your target.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 4+, and Telepathy rank 4+.
Check: This skill is an active psychic ability. To perform a skill check, you must expend a full round action. The blast has a
maximum range of 100 feet.
To perform a Psychic Blast, you first select your target and the type of blast you wish to deliver: daze, stun, or confuse. You then
make a power resolution check against that blast type’s DC. If your check succeeds, your target makes a Will saving throw against the
result. If the save fails, your target suffers the effects of the blast.
The three types of blast are as follows:
Daze (DC 10): Your target is dazed for one round.
Stun (DC 15): Your target is stunned for one round. This type of blast is stressful and causes you 1 point of subdual damage whether
or not you succeed in your power resolution check.
Confuse (DC 20): Your target is confused for 2d6 + your Wisdom modifier in rounds. A confusion blast is very stressful and causes
2 points of subdual damage to you whenever you attempt it.
Retry: If you fail in your power resolution check, you may not attempt a Psychic Blast against that target for 10 rounds.

SAVANTISM [INTELLIGENCE; TRAINED ONLY]


You can spontaneously acquire a new skill or improve an existing skill for a brief period of time.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, and Mental Enhancement rank 8+.
Check: Savantism allows you to instantly “evolve” a short-term skill set. Any non-magical, non-psychic skill may be emulated or
enhanced, such as Knowledge (botany), Hide, or Craft (gunsmith), but only one skill may be affected at a time.
After choosing your target skill, you perform a Savantism skill check against DC 15 and suffer 3 subdual damage due to stress. If
the check succeeds, you can perform the skill with a rank of +0 (i.e., untrained), even if the skill does not normally permit untrained
checks. For every two points you beat the DC, you gain +1 rank with that skill. (If you already have the skill, add these bonus ranks to
your existing ranks.) The skill lasts 2d6 + your Wisdom modifier rounds.
This is an active psychic ability.
Retry: If you fail your skill check, you may attempt to emulate the target skill for 24 hours.

SOCIAL INVISIBILITY [WISDOM; TRAINED ONLY]


You can broadcast a telepathic suggestion that makes thinking creatures ignore your presence.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Detect Consciousness rank 4+, Hide Consciousness rank 4+, Empathy
rank 6+, Influence Mind rank 4+, and Telepathy rank 6+.
Check: A full round action is necessary to use Social Invisibility. You perform a power resolution check against DC 15. If the check
succeeds, any creature with an Intelligence of 3 or more must perform a Will saving throw against the result. If failed, that creature
ignores your presence.
The field lasts as long as you concentrate upon it. Each minute of operation causes you one point of subdual damage, due to stress.
Each round you must re-roll your power resolution check. If you cease concentrating or fail your power resolution check, the
telepathic field collapses.

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The Complete Psychic, p. 17

If you are using Hide, Move Silently, or a similar ability to sneak past a creature, perform any detection checks associated with
those abilities first. Then, if an opponent detects you, he must make a Will save to avoid ignoring you.
Social Invisibility is an active psychic skill. However, if a person with ESP detects its presence, she will ignore the detection if she
fails her Will saving throw.
Social Invisibility has no effect on inanimate objects, but there is no practical range to its suggestion. A person viewing you through
a telescope or via a transmitted, real-time image is affected.
Retry: If you fail a power resolution check, you may not use this ability for 10 rounds.

SONAKINESIS [WISDOM; TRAINED ONLY]


You can telekinetically manipulate sound.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Telekinesis rank 4+, and Fine Manipulation Telekinesis.
Check: Sonakinesis is an active psychic ability with a maximum range of 100 feet. You can use it to create sound, alter existing
sound, muffle or amplify sounds, or generate a deafening cacophony.
Create Sound: You vibrate the air to create a particular sound from a particular point in space. Only one sound can be created per
use of the skill. The sound may move 30 feet per round and lasts as long you concentrate upon it. The sound created may be of any
type, though Perform checks are necessary to create complex musical tones and Bluff checks are necessary to mimic specific sounds,
like a person’s voice.
Creating a sound requires a full round action and a Sonakinesis skill check. The DC of the skill check depends on the volume of the
sound you create. See table SonaK-1, below.

Table SonaK-1: Difficulty of Creating Sound


Volume DC
Low (a human voice engaged in normal conversation) 10
Medium (a shouting human voice) 15
High (the roar of a lion or the sound of a battle) 20
Very High (the crack of a rifle or the marching of an army) 25
Tremendous (the roar of a dragon or jet airplane engine, a crash of thunder) 30

If the skill check succeeds, you create the sound, and it lasts as long as you concentrate. It causes you 1 point of subdual damage per
10 minutes. If the check succeeds, you may not attempt to create that particular sound for 24 hours.
Alter Sound: You can change one sound into another sound, as well as muffle or intensify its volume. For example, you could
change the sound of marching feet into the rustle of wind through trees or the sound of someone’s voice to the piping of a flute.
This effect requires a full round action and a Sonakinesis skill check against DC 15. If successful, you can change the sound as you
desire, muffle it to nothing, or magnify it to a thunderous roar. The change lasts as long as you concentrate upon it and causes you 1
point of subdual damage per 10 minutes. If your skill check fails, you cannot attempt to manipulate that particular sound for 24 hours.
Cacophony: As a full round action, you can generate an “explosive blast” of sound that deafens and dazes anyone caught within its
area of effect (including you). This requires a power resolution check against DC 20 and causes you 3 points of subdual damage from
stress. If the check succeeds, you generate a blast of 20 feet radius, centered on an area of your choice up to 100 feet distant. Everyone
within the blast must make a Fortitude saving throw against your power resolution check result. If the save fails, the victim is dazed
for 1d4 rounds and deafened for 2d6 minutes. If the save succeeds, the target is deafened for 1d4 rounds.
If you fail your power resolution check, you may not attempt to create a cacophony for 10 rounds.

STATE OF EMPTINESS [WISDOM; TRAINED ONLY]


You can dampen your psychic resonance, making yourself vanish to extrasensory perceptions.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Extrasensory Perception rank 4+, and Mental Enhancement rank 4+.
Check: State of Emptiness opposes any Extrasensory Perception checks to detect your use of psychic powers. When someone
attempts to sense you with ESP, they must roll against your State of Emptiness skill check, as well as the DC of their detection
attempt. If they fail the check, they cannot sense you with ESP.
This is a constantly functioning, passive psychic ability.
Retry: Retries are not permitted.
Special: If you have 5 or more ranks of State of Emptiness, you gain a +2 synergy bonus to Hide Consciousness.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 18

THERMOKINESIS [WISDOM; TRAINED ONLY]


You can heat or cool an object with the power of your mind.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Telekinesis rank 4+, and Fine Manipulation Telekinesis.
Check: Thermokinesis is an active psychic ability with a maximum range of 100 feet. You can use it to slowly or instantaneously
alter an object’s temperature.
Slow Temperature Change: By concentrating, you can slowly heat an object by agitating its molecular movement or cool it by
slowing that movement. To do so, you expend a full round action and perform a mental ranged attack against your target. If the attack
hits, you have telekinetically “touched” the target and make a Thermokinesis skill check against DC 10. If successful, the target
becomes noticeably cooler or warmer (your choice), but there is no other effect.
Each round you continue to concentrate upon the object and make a successful Thermokinesis skill check against DC 10, the
target’s temperature changes, increasing in intensity by one step. See table ThK-1, below.

Table ThK-1: Slow Temperature Change Effects


Intensity Effect
0 This is the power’s intensity when you initially “grab” the object and begin changing its temperature. The object
becomes noticeably cooler or warmer, depending on the temperature change you selected.
1 Cold: Condensation and frost covers the target. Objects suffer 1 point of cold damage.
Heat: Readily flammable materials (paper, dry grass, tinder, torches) ignite. Skin reddens. Target suffers 1 point of
heat damage.
2 Cold: Metal is freezing to the touch. Water turns to ice. Target suffers 1d4 points of cold damage.
Heat: Wood smolders and smokes. Metal becomes hot to the touch. Skin blisters. Water boils. Target suffers 1d4
points of heat damage.
3 This is the maximum intensity of this power.
Cold: Target suffers severe freezing effects, 1d6 cold damage per round.
Heat: Wood and similar materials catch aflame. Metal glows and scorches anything that touches it for 1d4 damage.
Skin burns and hair ignites. Target suffers 1d6 heat damage per round.

You must choose whether to make the object hotter or colder when you perform your initial skill check. You must cease
concentrating on your target and begin anew to switch the direction of the temperature change.
You may use Thermokinesis to counter an opponent’s Thermokinesis, such as cooling an object that is being heated by someone
else. In this case, subtract the lowest temperature intensity from the highest and apply the result to the target.
If you cease concentrating or fail your skill check, the target’s temperature shifts back to normal. Each following round, the
temperature intensity drops by one step.
Slowly changing a target’s temperature causes 1 point of subdual damage every 10 rounds, due to stress.
Instant Temperature Change: To spontaneously heat or freeze an object, you use a standard action to make a ranged mental attack
against your target. If it hits, you perform a Thermokinesis skill check against DC 15 and suffer 1 point of subdual damage (stress). If
the check succeeds, your target suffers 1d6 + your Wisdom modifier in heat or cold damage. The type of damage is chosen when you
perform the skill check.
Retry: If you fail a skill check, you may not attempt Thermokinesis against that target for 10 rounds.

VISIONS [WISDOM; TRAINED ONLY]


You can extend your extrasensory abilities to gain vague visions of events in other places and times.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, and Extrasensory Perception rank 4+.
Check: Visions is an active psychic power. You can use this skill to detect if your comrades are in danger, examine the details of a
past event with strong emotional overtones (like a murder), view another person or place in a distant location or time, or determine the
possible outcome of a course of action.
To use this skill, you determine what you wish to perceive in a vision. You must concentrate upon it for at least an hour, entering an
altered state of consciousness. Then, you make a skill check. If the check succeeds, you receive a dream-like vision that focuses on
strong imagery and emotions associated with the thing you seek. The contents are difficult to perceive clearly and often open to
interpretation.
The base chance of receiving an accurate, meaningful vision is 70% plus 1% per skill rank in Visions. The referee rolls this chance
in secret. If failed, you may receive an inaccurate vision, complete gobbledygook, or nothing at all. The referee may determine that
answers you seek in you vision are so straightforward as to automatically be successful, or so vague as to have no chance of accuracy
or worthwhile vision.
The DC of the check depends on the focus of your vision. See table Vsn-1, below.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 19

Table Vsn-1: Difficulty of Visions


Condition DC
You seek to determine the result of a particular course of action. 15
You seek a vision of someone, some place, or some event that you know well. 15
You seek a vision of someone, some place, or some event that you know about firsthand (i.e., have met the person, 20
have been in the location, took some role in the event).
You seek a vision of someone or some place that you know about secondhand (i.e., heard or read about it). 25
You seek a vision of someone, some place, or some event about which you have no knowledge. 30
You have a description, likeness, or picture of the object of your vision. -2*
You have a possession or garment of a person or an item associated with a place or event. -4*
You have a body part, nail clipping, lock of hair of a person or a piece of a place or an object that was directly -6*
affected by an event.
Attempting to perceive the recent past or future. +5
Attempting to perceive the distant past or future. +10
*These modifiers are not cumulative.

After attempting to perceive a vision, you must make a Fortitude saving throw against DC 12. If failed, you are fatigued.
Retry: If you fail your Visions skill check, you may not attempt to perceive a person, place, or event for 24 hours. If you fail a skill
check to determine the result of a particular course of action, you may not attempt a vision for that again.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 20

EXPERT PSYCHIC SKILLS


Expert psychic skills are available only to members of the Psychic class.

PSYCHIC DEVASTATION [WISDOM; EXCLUSIVE; TRAINED ONLY]


You can deliver a mind blast that obliterates the psyche of your opponents.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Psychic Talent, Empathy rank 4+, Psychic Blast rank 10+, and
Telepathy rank 4+.
Check: Psychic Devastation is an active psychic power. To use it, you expend a full round action and suffer 5 points of subdual
damage due to stress. Then, you make a power resolution check against DC 15. If the check succeeds, your target performs a Will
saving throw against the result. If the save fails, your target suffers 1d3 + your Wisdom modifier temporary ability point damage to
Intelligence, Wisdom, or Charisma (chosen before you make the attack).
The maximum range is 50 feet.
Retry: If you fail the power resolution check, you may not use Psychic Devastation against that target for 10 rounds.

TELEKINETIC DEATH-GRIP [WISDOM; EXCLUSIVE; TRAINED ONLY]


You can use telekinesis to reach inside an opponent’s body and squeeze his internal organs, cutting off the flow of blood to the
brain, stopping the heart, and the like.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Telekinesis rank 12+, Fine Manipulation Telekinesis, and Tactile
Telekinesis.
Check: The Telekinetic Death-grip requires a full round action and a mental ranged attack against your opponent. If the attack hits,
you make telekinetic “contact” with your target and perform a power resolution check against DC 15. If the check succeeds, your
target suffers 3d6 + your Wisdom modifier internal damage (ignore Damage Reduction) and experiences excruciating pain: -2
Dexterity; -4 to attack rolls, skill checks, and ability checks; and DC 20 Concentration checks to use or activate abilities that require
concentration. A Fortitude saving throw halves the damage and eliminates the pain effect.
You can maintain the grip as long as you concentrate upon your target and make a power resolution check each round. Each round,
your target makes another saving throw and suffers damage. If you cease to concentrate or fail your check, the power ends.
Telekinetic Death-grip causes you 3 points of subdual damage, from stress, each round you use it.
Retry: If you fail the power resolution check, you may not use Telekinetic Death-grip against that target for 10 rounds.

TELEPORTATION [WISDOM; EXCLUSIVE; TRAINED ONLY]


You can instantaneously teleport from one location to another.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Astral Projection rank 4+, Bend Space rank 8+, Clairsentience rank 8+,
Extrasensory Perception rank 8+, and Visions rank 8+.
Check: To use Teleportation, you first select a destination; this determines the DC of your skill check, per Table TP-1, below. You
then expend a full round action to perform your check and suffer 10 points of subdual damage due to psychic stress. If the check
succeeds, you travel instantaneously to a destination a random direction and distance from your target location. Distance off target is
1d10 x 1d10% of the distance that was to be traveled. The referee rolls 1d8 to determine the direction off target, designating 1 as
north, 2 as northeast, etc.
If the skill check succeeds by 5 or more points, you safely arrive exactly at the destination desired.

Table TP-1: Difficulty of Teleportation


Condition DC
You wish to teleport to a location within your line of sight. 15
You wish to teleport to a location not within your line of sight, but at a specified range and location, such as “three 20
feet behind that wall” or “100 feet to the north.” The distance cannot be greater than 1,000 feet.
You wish to teleport to a location that you know well (e.g., your home). 20
You wish to teleport to a location that you know about firsthand (i.e., have been in the location). 35
You wish to teleport to a location that you know about secondhand (i.e., heard or read about it). 30
You wish to teleport to a location about which you have no knowledge. Not possible
Location is on another plane of existence. +10
For every additional 100 pounds of mass. +5

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 21

You may carry up to a medium load when you teleport. For every additional 100 pounds of mass (beyond a medium load), the DC
increases by +5. You must have physical contact with the additional mass to teleport it. You may teleport other creatures along with
you in this manner.
Teleportation is an active psychic ability.
Retry: Failure of a Teleportation skill check can have severe consequences.
If you miss your check by 5 or more points, you arrive in the closest area that is thematically or visually similar to the target
location.
If you miss your check by 10 or more points, you experience a major mishap, suffer 1d10 points of damage, and arrive at a random
location in the multiverse.
If your destination places you inside a solid object, you experience a major mishap.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 22

PSYCHIC FEATS
ALTER DENSITY [PSYCHIC]
You can use Metamorphosis to radically alter your body’s density, making your body hard as stone or light as air.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 8+, Physical
Enhancement rank 4+, Self Healing rank 4+, and Alter Mass.
Benefit: You can use Metamorphosis to radically alter your body’s mass. The amount by which you can change your mass, the DC
of the skill check, and the benefits of the transformation are listed in table ADn-1, below.

Table ADn-1: Effect of Density Alteration


Amount of Alteration DC Effect
Insubstantial*** 30 You assume gaseous form: damage reduction 20/+1; all material and natural armor bonuses
negated; immune to poison and critical hits; cannot attack, cast spells, or use skills/abilities that
require physical interaction; can fly (speed 10, perfect maneuverability); and may pass through
small holes, narrow openings, and cracks.
Feather Light** 20 You weigh next to nothing, but are still tangible. You suffer a –10 Strength penalty, -3 HP per die,
and –2 Armor Class. You are constantly protected by feather fall while in this state and gain +6
to Balance and Move Silently checks. Traps that require your body weight to press down a
trigger, like a floor panel or pit trap, will not sense your presence. Any attack that strikes you
will push you backward 5 feet, and you are subject to wind.
Major Decrease* 15 You decrease your mass by 50-99%. You suffer a –2 Strength penalty and –1 HP per die. Your
leaping distance is doubled, but any attack that inflicts more than your Con bonus in damage
will push you backward 5 feet.
Minor Decrease 10 You decrease your mass by up to 50%. This has no effect on your Hit Points, base attack bonus, or
Armor Class. However, if you decrease your mass by 30-50%, you suffer a –1 Str penalty.
Minor Increase 10 You increase your mass by up to 50%. This has no effect on your Hit Points, base attack bonus, or
Armor Class. However, if you increase your mass by 30-50%, you gain +1 Strength.
Major Increase* 15 You increase your mass by 50-100%. This has no effect on base attack bonus or Armor Class. You
gain +1 Strength and +1 HP per die.
Radical Increase** 20 You double your mass, with the following effects: +2 Strength, +2 HP per die, -2 Dexterity, +1
Natural Armor.
Hyper Dense*** 25 You quadruple your mass, with the following effects: +4 Strength, +3 HP per die, -4 Dexterity, +2
Natural Armor, Damage Reduction 4/-, and –10 feet to your base movement rate.
Super Dense**** 30 You multiply your mass by ten, with the following effects: +8 Strength, +4 HP per die, -8
Dexterity, +4 Natural Armor, Damage Reduction 10/-, and –20 feet to your base movement rate.
*You suffer 1 point of subdual damage per 10 minutes that you maintain this level of mass alteration.
**You suffer 1 point of subdual damage per 10 rounds that you maintain this level of mass alteration.
***You suffer 1 point of subdual damage per round that you maintain this level of mass alteration.
****You suffer 3 points of subdual damage per round that you maintain this level of mass alteration.

Alter Density improves Alter Mass, so you can increase or decrease your body mass and height by up to 50% with a DC 10
Metamorphosis skill check.
Attempts to alter your density must be performed separately from other Metamorphosis skill checks.
Psychic, magical, and other effects that alter your mass or size do not stack.
This power has no effect on equipment worn or items carried.

ALTER MASS [PSYCHIC]


You can use Metamorphosis to increase or reduce your body mass.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 8+, Physical
Enhancement rank 4+, and Self Healing rank 4+.
Benefit: You can use Metamorphosis to increase or decrease your body mass and height by as much as 50%. An alteration of 25%
or less is DC 15, while 26% to 50% is DC 20. Changing your mass has no effect on your hit points, Armor Class, and base attack
bonus. However, it does change your Strength score: if you decrease your mass by 30-50%, you suffer a –1 Strength penalty; if you
increase your mass by 30-50%, you gain a +1 Strength bonus.
Attempts to alter your mass must be performed separately from other Metamorphosis skill checks.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 23

Psychic, magical, and other effects that alter your mass or size do not stack.
This power has no effect on equipment worn or items carried.

ALTER SIZE [PSYCHIC]


You can use Metamorphosis to grow to massive proportions or shrink to minuscule stature.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 10+, Physical
Enhancement rank 4+, Self Healing rank 4+, Alter Mass, and Alter Density.
Benefit: You can use Metamorphosis to increase or decrease your size category by one step This requires a DC 20 Metamorphosis
skill check and causes you 6 points of subdual damage (stress) with the attempt. Maintaining the new size causes you 1 point of
subdual damage per 10 rounds.
When you change your size, you gain all the modifiers a creature would for increasing its size by gaining new hit dice. For example,
a Medium-sized character could increase his size by one step to become large or decrease it by one step to become small. At large size,
the character would gain +8 Strength, -2 Dexterity, +4 Constitution, +2 natural armor, and –1 AC/Attack (due to size). At small size,
the character would acquire –4 Strength, +2 Dexterity, -2 Constitution, and +1 AC/Attack (due to size).
Attempts to alter your size must be performed separately from other Metamorphosis skill checks.

BODY ARMOR [PSYCHIC]


You can use Metamorphosis to grow a thick hide or carapace, as well as insulation against the elements.
Prerequisites: Intelligence 9+, Wisdom 9+, Knowledge (biology or creature lore) rank 4+, Psychic Talent, Metabolic Control rank
4+, Metamorphosis rank 6+, Physical Enhancement rank 4+, Self Healing rank 4+, and Alter Mass.
Benefit: The growth of body armor must be performed separately from any other Metamorphosis attempts, such as changing your
appearance or increasing your mass. The DC of the Metamorphosis skill check has a base of 10 and is modified by the degree of
protection that you desire, per table BArm-1, below.

Table BArm-1: Difficulty of Body Armor


Protection Selected DC
Thick Hide: +2 natural armor. +5
Light Carapace: +4 natural armor. +10
Heavy Carapace: +8 natural armor. +15
Damage Reduction 2/- +5
Damage Reduction 4/- +10
Damage Reduction 6/- +15
Energy Resistance (fire, cold, acid, or sonic – choose one) 5 +5
Energy Resistance (fire, cold, acid, or sonic – choose one) 10 +10
Energy Resistance (fire, cold, acid, or sonic – choose one) 15 +15

You may select only one degree of natural armor bonus and damage reduction when you create your armor. (In other words, you
cannot stack them.) Each type of energy resistance must be selected separately, so if you wanted Energy Resistance 5 to both cold and
fire, it would increase the DC by +10.
Maintaining body armor causes you 1 point of subdual damage per round.
If you fail your skill check to grow body armor, you may not try again for 10 minutes.

BODY WEAPONRY [PSYCHIC]


You can use Metamorphosis to grow claws, sharp teeth, a bludgeoning tail, and similar weapons.
Prerequisites: Intelligence 9+, Wisdom 9+, Knowledge (biology or creature lore) rank 4+, Psychic Talent, Metabolic Control rank
4+, Metamorphosis rank 6+, Physical Enhancement rank 4+, Self Healing rank 4+, and Alter Mass.
Benefit: The growth of body weaponry must be performed separately from any other Metamorphosis attempts, such as changing
your appearance or increasing your mass. The type of weapons you can grow, their damage, and Metamorphosis skill check DC are
listed below. Each weapon must be “grown” as a full round action (separate from standard Metamorphosis skill checks), but no matter
how many weapons you possess, you only suffer 1 point of subdual damage (stress) every 10 minutes that you maintain the weapons.
If you fail your skill check to grow a weapon, you may not attempt to create that particular weapon for 24 hours.
Acidic Breath (DC 25): You grow an organ that permits you to spit acid at your opponents, once every three rounds, as a special
attack. The acid has range increment of 30 feet and uses a touch based attack roll. The acid inflicts 2d4 acid damage (no splash). Each
round for two rounds after it hits the target, it continues to inflict another 1d4 points of residual damage (unless it is neutralized).

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 24

Bludgeoning Weapon (DC 15): You grow a large, bludgeoning weapon, like a muscular tail or huge fists. These inflict 1d4
bludgeoning damage on a successful hit.
Claws (DC 15): You grow sharp claws that inflict 1d4 cutting or piercing (your choice at creation) damage.
Constricting Weapon (DC 20): You grow a long, prehensile tail or convert your arms into serpentine limbs. When you grapple with
this body weapon, it inflicts 1d6 bludgeoning damage with the Constrict special ability.
Electrical Grasp (DC 25): You develop an organ similar to that of an electric eel. The organ lets you electrify your body and inflict
+1 electrical damage with unarmed attacks.
Goring Antlers/Horns (DC 15): You grow large horns or antlers from your forehead. The horns inflict 1d4 piercing damage. On a
charge, the horns inflict triple damage.
Grabbing Weapon (DC 15): You grow large hands, crab-like pincers, constricting limbs, or a similar body weapon. This body
weapon inflicts 1d4 crushing damage on a successful hit and gives you the benefit of the Improved Grab ability.
Improved Claws (DC 20): You grow sharp claws that inflict 1d6 cutting or piercing (your choice at creation) damage.
Improved Teeth (DC 20): Your mouth and nose extend into a muzzle, and you grow several rows of nasty, pointed teeth. Your bite
inflicts 1d8 piercing damage, and you benefit from the Improved Grab special ability when you attack with a bite.
Poison Stinger (DC 25): You grow a poisonous stinger. The stinger inflicts 1d2 points of piercing damage per attack. If it inflicts
damage, it doses the target with venom. The poison inflicts 1d2 initial and secondary damage to one ability score. (The score affected
is chosen when you create the stinger.) The DC of the poison is 10 + 1 for every 2 points you beat your Metamorphosis skill check’s
DC to create the stinger. The stinger holds 2d4 doses of the toxin.
With a DC 30 skill check, you can create a stinger that causes paralysis.
Projectile Quills (DC 20): You grow 2d10 quills that can be shot from your body by muscular action. The quills have the same
statistics as shuriken.
Reach Weapon (DC 20): You grow a bladed or spiked tail, a natural harpoon, or other weapon-like body part that can extend a long
distance. The weapon inflicts 1d4 bludgeoning, piercing, or slashing damage (your choice when created) and has a reach of 10 feet.
Stench (DC 20): You sprout an organ that produces a nauseating stench. Anyone within 10 feet of you must make a Fortitude saving
throw. If failed, they are nauseated. The DC of the save is 10 + 1 for every 5 points that you beat the DC to create the stench organ.
Teeth (DC 15): Your jaw enlarges and sprouts razor sharp teeth. These inflict 1d6 piercing damage.
Special: When you attack with a body weapon, you are considered armed. Note that the total number of attacks you gain per round
do not increase when you grow a body weapon. However, you can use body weapons for off-hand attacks, per the normal rules, such
as attacking with a sword and your bite. (All body weapons are considered light weapons.)

COMBAT PRECOGNITION [PSYCHIC]


Your extrasensory awareness extends into all possible futures for a tiny fraction of time, allowing you to predict an opponent’s
attacks and avoid them.
Prerequisites: Intelligence 9+, Wisdom 13+, Psychic Talent, Extrasensory Perception rank 4+, and Danger Sense.
Benefit: Combat Precognition permits you to add your Wisdom bonus to your AC. This bonus results from a perception of the
future and permits you to avoid even unanticipated attacks. You do not lose this bonus in situations when you would normally lose
your Dexterity bonus to AC, such as being flat-footed, surprised, or stunned. You do lose this bonus if immobilized or unconscious.
Combat Precognition is a supernatural (psychic, passive) ability.
Special: Combat Precognition does not stack with a monk’s “sixth sense” bonus to AC.

CONTROL MIND [PSYCHIC]


You can send a mental command that the target is forced to obey even if the command is not reasonable.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 4+, Influence Mind rank 8+, and Telepathy rank 8+.
Benefit: Control Mind is an enhancement of Influence Mind. To use this power, you frame a command for your target and use a full
round action to perform an Influence Mind power resolution check against DC 20. If the check succeeds, your target makes a Will
saving throw against the result. If the save fails, your target obeys the command to the best of its ability.
The course of action you suggest must be no more than a sentence or two in length and complexity, and the target must be able to
accomplish the activity suggested within a relatively short period of time, no more than an hour. The target will not obey an obviously
self-destructive command. If the command forces the target to take action against its nature, it gains +1 to +5 on its saving throw,
depending on the action required and the referee’s discretion.
Each attempt to control a mind causes 4 points of stress.
Retry: If you fail your power resolution check, you may not use Influence Mind (or any feat based upon it) against that target for 10
minutes.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 25

DANGER SENSE [PSYCHIC]


Your extrasensory perceptions allow you to peer a short distance into possibilities future, protecting you from surprise.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, and Extrasensory Perception rank 1+.
Benefit: Whenever you would be surprised, caught flat-footed, or flanked, you make an Extrasensory Perception skill check against
DC 20. If the check succeeds, you do not suffer the negative effects of the aforementioned conditions; your sense of the future lets you
intuitively adjust to the situation.
Danger Sense is a supernatural (psychic, passive) ability.

DELAYED COMMAND [PSYCHIC]


In your target’s mind, you can plant a command that remains dormant until a particular event occurs or a certain amount of time
elapses. For example, you could command your target to crow like a chicken when he hears the word, “eclipse,” or strike down his
best friend next time they meet in a pub.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 4+, Influence Mind rank 8+, Telepathy rank 8+, and
Control Mind.
Benefit: Delayed Command is an enhancement of Influence Mind and the Control Mind feat.
To use this power, you frame a command for your target and the contingency that will cause the command to take place, such as “in
twenty minutes, you will scream like a maniac until exhausted” or “when you meet the arch-duke, you will draw your sword and
attack.” You may have only one contingency per command.
Next, you perform an Influence Mind power resolution check against DC 25. If the check succeeds, the command is implanted in
the target’s mind and lies dormant. Later, when and if the contingent event occurs, your target makes a Will saving throw against the
check’s result. If the save fails, your target obeys the command to the best of its ability. If the save succeeds, the command is
overcome and vanishes from the target’s mind.
The course of action you suggest must be no more than a sentence or two in length and complexity, and the target must be able to
accomplish the activity suggested within a relatively short period of time, no more than an hour. The target will not obey an obviously
self-destructive command. If the command forces the target to take action against its nature, it gains +1 to +5 on its saving throw,
depending on the action required and the referee’s discretion.
Each attempt to control a mind causes 4 points of subdual damage, due to stress.
Commands erode over time. For every 24 hours that elapse between your implanting the command and the occurrence of the
contingent event, the DC of the Will save decreases by two points.
Retry: If you fail your power resolution check, you may not use Influence Mind (or any feat based upon it) against that target for 10
minutes.

DISTANT STRIKE [PSYCHIC]


You can erect a telekinetic field around your body, permitting you to punch a distant opponent.
Prerequisites: Intelligence 9+, Wisdom 9+, Improved Unarmed Combat, Meditation, Psychic Talent, Mental Enhancement rank 4+,
Metabolic Control rank 4+, Telekinesis rank 4+, Psychic Strike and base attack bonus +1 or higher.
Benefit: Distant Strike gives you 10’ reach on your unarmed attacks. You can use Distant Strike at will, but you must make a
successful Mental Enhancement skill check against DC 10 and suffer 1 point of subdual damage due to the psychic effort. If you fail
the skill check, the power does not work. (For all practical purposes, you do constantly threaten a 10’ reach with this ability and may
use Distant Strike for attacks of opportunity.)
Distant Strike is a supernatural (psychic, active) ability.

FINE MANIPULATION TELEKINESIS [PSYCHIC]


You have refined your telekinetic ability to manipulate objects and may telekinetically pick locks, tie knots, type, and similar tasks.
Prerequisite: Intelligence 9+, Wisdom 9+, Psychic Talent, and Telekinesis 4+.
Benefit: This feat modifies your telekinetic abilities. You may manipulate objects as if you had two hands upon them. In other
words, if you can normally do something with two hands — such as pick a lock, make a sandwich, or braid a rope — you can do it
while manipulating an object with Telekinesis.
This permits you to perform many of the physical skills via Telekinesis, like Craft or Open Lock. If you wish to do something with
your Telekinesis that requires a Dexterity-based skill check, such as Pick Pocket, use your Intelligence score for the base ability. (You
suffer a –2 range penalty to skill checks for every 30’ separating you and the target.)
You cannot manipulate the interior of an object, like grabbing the tumblers of a lock. Also, Telekinesis normally provides no tactile
sensations, so you must be able to see the object you manipulate.
You may attempt to add an additional “hand’s worth” of manipulation to a task. This increases the DC of the Telekinesis skill check
by +3 per hand. In this way, you can manipulate an object as if you had three, four, five, or more hands working on it simultaneously.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 26

FLYING LEAP [PSYCHIC]


You can enhance your jumping ability with telekinetic force.
Prerequisites: Intelligence 9+, Wisdom 9+, Jump rank 6+, Psychic Talent, Metabolic Control rank 4+, and Telekinesis rank 4+.
Benefit: At will, you can provide a telekinetic boost to your jumps, but it causes 1 point of subdual damage to you due to the
psychic strain. This boost gives you a +30 bonus on Jump checks. The distance you leap is not limited by your height, nor does it
count against your total movement per round.
Flying Leap is a supernatural (psychic, active) ability.

HOLISTIC METAMORPHOSIS [PSYCHIC]


Not only does your Metamorphosis affect your body, it alters the clothes you wear and items you carry.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 8+, Physical
Enhancement rank 4+, Self Healing rank 4+, and Telekinesis rank 8+.
Benefit: You can use Metamorphosis to alter your clothing and up to 50 pounds of worn equipment. This increases the DC of the
skill check by +5.

IMPROVED DANGER SENSE [PSYCHIC]


Your ability to detect danger becomes even more acute, warning you of potentially harmful things before they occur.
Prerequisites: Intelligence 9+, Wisdom 13+, Psychic Talent, Extrasensory Perception rank 4+, and Danger Sense.
Benefit: Whenever you would be potentially exposed to a dangerous situation, such as consuming a poisonous meal, opening a
trapped chest, walking into an ambush, or being targeted by a sniper, the referee performs a secret Extrasensory Perception check
against DC 20. If the check succeeds, you receive an impression of danger.
This impression is vague. It does not tell you the cause or identity of the danger, nor does it offer location. It only tells you that real,
personal danger is imminent. (Consider it an “early warning” system.)
If the check succeeds, you add your Wisdom modifier as an insight bonus on Reflex saves to avoid a trap against which it has
warned you, as well as an AC bonus against that trap’s attacks.
Improved Danger Sense is a supernatural (psychic, passive) ability.

IMPROVED PSYCHIC BLAST [PSYCHIC]


You can deliver very powerful psychic blasts.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Empathy rank 4+, Psychic Blast rank 8+, and Telepathy rank 4+
Benefit: Improved Psychic Blast lets you project two additional types of psychic blast: Improved Stun and Subdual. These new
types follow the normal rules for Psychic Blast.
Improved Stun (DC 25): If your target fails a Will saving throw against your power resolution check’s result, it is stunned for 2d4
rounds. Each attempt to use Improved Stun causes you 3 points of subdual damage due to stress.
Subdual (DC 20): This type of psychic blast inflicts 1d8 + your Wisdom modifier psychic subdual damage to your target. A Will
saving throw against your power resolution check result halves the damage. Each attempt to use this blast causes you 1 subdual
damage.

PSYCHIC STRIKE [PSYCHIC]


Through your meditative disciplines, you have developed the power to charge your blows with psychic energy, enhancing your
attack and damage potential.
Prerequisites: Intelligence 9+, Wisdom 9+, Improved Unarmed Combat, Meditation, Psychic Talent, Mental Enhancement rank 4+,
Metabolic Control rank 4+, Telekinesis rank 4+, and base attack bonus +1 or higher.
Benefit: Psychic Strike lets you charge a unarmed blow, melee weapon, or ranged weapon with an enhancement bonus, at will, as a
free action with a Mental Enhancement skill check. The enhancement bonus affects your attack and damage rolls. It is effective for
penetrating a creature’s damage reduction. The bonus lasts for one round or until your next attack, whichever comes first. If you miss
your attack, the bonus is wasted; it does not carry over to another attack. You may charge multiple attacks (even attacks of
opportunity) in a single round.
The enhancement bonus can be from +1 to +5 and is chosen at the time you charge your attack. The bonus selected determines the
DC of the skill check, as well as the subdual damage you suffer from the stress of the check.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 27

Table PStr-1: Psychic Strike


Enhancement Bonus Mental Enhancement Skill Check Subdual Damage
+1 10 1
+2 13 3
+3 16 5
+4 19 7
+5 22 9

Psychic Strike is a supernatural (psychic, active) ability.


The bonus from Psychic Strike does not stack with masterwork or other enhancement bonuses.

SUPPRESS INJURY [PSYCHIC]


You meditative disciplines enable you control your body’s immediate response to injury.
Prerequisites: Intelligence 9+, Wisdom 9+, Constitution 13+, Meditation, Psychic Talent, and Metabolic Control rank 4+.
Benefit: Whenever you are damaged, you automatically convert a portion of the damage – equal to your Constitution modifier – to
subdual damage. (Suppress Injury provides no benefit against attacks that inflict only subdual damage.)
This is a passive psychic ability.

TACTICAL PRESCIENCE [PSYCHIC]


While in battle, you can peer into all the possibilities of the fight and intuitively select the best tactical path.
Prerequisites: Intelligence 9+, Wisdom 13+, Psychic Talent, Extrasensory Perception rank 8+, Combat Precognition, and Danger
Sense.
Benefit: You add your Wisdom modifier to all attack rolls, as an insight bonus.
Tactical Prescience is a supernatural (psychic, passive) ability.

TOTAL METAMORPHOSIS [PSYCHIC]


You have mastered the use of Metamorphosis and can transform into another form of creature.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Metabolic Control rank 4+, Metamorphosis rank 14+, Physical
Enhancement rank 4+, Self Healing rank 4+, Alter Mass, Alter Density, Alter Size, Body Armor, and Body Weaponry.
Benefit: Total Metamorphosis permits you to transform into almost any creature that is up to one size category larger or smaller
than yourself. To use this power, select the creature into which you desire to transform. Then, you make a Metamorphosis skill check
against DC 30 and suffer 8 points of subdual damage due to stress. If the check is successful, you assume the new form. If it fails, you
may not attempt to transform into that form for 24 hours.
Maintaining an entirely new form is stressful and causes you 1 point of subdual damage per 10 rounds.
When you transform into a creature, you acquire all of its physical, natural, and extraordinary abilities, such as Strength, Dexterity,
Constitution, armor, attack routines, and mundane movement ability. You do not acquire supernatural or spell-like abilities. You retain
your Intelligence, Wisdom, and Charisma scores, level and class, hit points, alignment, base attack bonus, and base saves, as well as
your own creature type, extraordinary abilities, psychic powers, spells, and spell-like abilities. (The new ability scores and similar
abilities are average ones for the race or species into which you transform.)
You may not assume the form of incorporeal or gaseous creatures.

TRANSCENDENTAL STRIKE [PSYCHIC]


You can strike without striking, damaging your opponent with pure psychic force.
Prerequisites: Intelligence 9+, Wisdom 9+, Improved Unarmed Combat, Meditation, Psychic Talent, Mental Enhancement rank 4+,
Metabolic Control rank 4+, Telekinesis rank 4+, Psychic Strike, and base attack bonus +1 or higher.
Benefit: Transcendental Strike lets you charge a melee weapon, ranged weapon, or your unarmed body (chosen when you activate
this power) with psychic force. When you attack with the charged weapon, you perform a touch-based attack, ignoring your foe’s
armor, and the damage uses the force descriptor. Charging a Transcendental Strike is a standard action, requires a successful Mental
Enhancement check against DC 20, and causes you 5 points of subdual damage (from stress). The charge lasts a number of rounds
equal to your Wisdom modifier + 2 or until your next attack. If your attack misses, the strike is wasted.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 28

METAPSYCHIC FEATS
BIND PSYCHIC POWER [METAPSYCHIC]
You can cause a short-term, personal psychic power to last 24 hours.
Prerequisites: Intelligence 9+, Wisdom 9+, Psychic Talent, Mental Enhancement rank 8+, and Extend Psychic Power.
Benefit: A bound power has a duration of 24 hours and causes you no subdual damage to maintain its effect.
Binding a power requires you to already have the effect of that power up-and-running. Then, you perform a full round action, suffer
10 points of subdual damage due to stress, and perform a Mental Enhancement skill check against DC 30. If the check succeeds, the
power is bound.
Only one power can be bound at a time.
Only powers with a personal range, a non-instantaneous duration, and no concentration requirements may be bound. Powers that
force a fatigue check at the end of their duration may not be bound. Powers that do not have psychic skill checks may not be bound.

EXTEND PSYCHIC POWER [METAPSYCHIC]


You can extend the duration of a psychic power.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Benefit: An extended power lasts twice as long as normal. Powers with instantaneous or permanent duration may not be extended,
nor may powers with a concentration requirement.
Attempting to extend the duration of a particular psychic power increases the DC of its skill check by +5 and causes you +3 subdual
damage when you attempt to activate the power.

PSYCHIC RESERVOIR [METAPSYCHIC]


You can draw upon a pool of inner strength to fuel your psychic powers.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Benefit: You have a “dummy pool” of 10 points. Any subdual damage caused by the stress of using a psychic power is subtracted
from this pool and does not affect you. Once this pool reaches zero, the subdual damage is applied normally.
This pool is replenished every twenty-four hours.
Special: You may acquire this feat multiple times. Each time, it gives you +10 points to your pool.

QUICKEN PSYCHIC POWER [METAPSYCHIC]


You can use a psychic power more quickly than normal.
Prerequisites: Intelligence 9+, Wisdom 9+, and Psychic Talent.
Benefit: Quickening a power reduces the length of the action required to activate the power, but increases its DC and causes you
additional stress.
You can quicken a power by one step, such as shortening a full round action to a standard action or a standard action to a move
equivalent action. This increases the skill check DC of the power by +5 and causes you +3 points of subdual damage when you
perform the skill check.
You may also attempt to quicken a power by two steps, such making a full round action into a move equivalent action. This
increases the skill check DC of the power by +10 and causes you +6 points of subdual damage when you perform the skill check.
You cannot quicken the action required to activate a power by more than two steps, nor may you use Quicken Psychic Power more
than once per round. Only effects that use actions for activation (e.g., full round action, standard action, attack action, move equivalent
action, free action) can be quickened. You cannot quicken an action to faster than a free action, nor can you quicken psychic powers
that do not require skill checks.
Note: You may not quicken concentration to maintain a power’s effect. Concentration is always a standard action. Only the
activation of a psionic power may be quickened.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 29

OPEN GAMING LICENSE


THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY
WIZARDS OF THE COAST!

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
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which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product
Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
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equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
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use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may
be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
are Open Game Content.

© Kenneth S. Hood 2001, All Rights Reserved


The Complete Psychic, p. 30

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.

15. COPYRIGHT NOTICE


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.
Grim-n-Gritty Hit Point and Combat Rules Copyright 2001 Kenneth S. Hood
d20 Skills-n-Feats Martial Arts System Copyright 2001 Kenneth S. Hood
d20 Skills-n-Feats Psionics System Copyright 2001 Kenneth S. Hood
The Complete Psychic Copyright 2001 Kenneth S. Hood

[ end of License ]

© Kenneth S. Hood 2001, All Rights Reserved

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