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The Quintessential Psion

CHARACTER ________________________________________________ PLAYER ___________________________________


CLASS ______________________________________________________ LEVEL ___________________________________
CHARACTER CONCEPT __________________________________________________________________________________
SUBRACE ___________________________________________________ ALIGNMENT ______________________________
PATRON DEITY / RELIGION ______________________________________________________________________________
PLACE OF ORIGIN____________________________________________ FIGHTING STYLE___________________________

ABILITY SCORES HIT POINTS ARMOUR


TEMP TEMP ARMOUR ARMOUR SHIELD DEX WIS SIZE NATURAL MISC
SCORE MODIFIER SCORE MODIFIER
= 10 +
STRENGTH

ARMOUR
WORN
DEXTERITY SUB CLASS
DMG
CONSTITUTION
CROSS KEY MODIFIERS
INTELLIGENCE HIT MAX RANKS = LVL +3 (/2) CLASS ABILITY TOTAL ABILITY RANKS MISC
DIE
ALCHEMY Y / N INT
WISDOM
POWER ANIMAL EMPATHY Y / N CHA
CHARISMA POINTS APPRAISE " Y / N INT
DAMAGE BALANCE " Y / N DEX *
REDUCTION BLUFF " Y / N CHA
TOTAL BASE ABILITY MAGIC MISC TEMP MODIFIERS CLIMB " Y / N STR *
THROWS

FORTITUDE (CON) CONCENTRATION " Y / N CON


SAVING

CRAFT " ( ) Y / N INT


REFLEX (DEX) CRAFT " ( ) Y / N INT
CRAFT " ( ) Y / N INT
WILL (WIS)
DECIPHER SCRIPT Y / N INT
------------- MODIFIERS ----------- DIPLOMACY" Y / N CHA
TOTAL BASE ABILITY SIZE MISC TEMP
DISABLE DEVICE Y / N INT
BONUSES
COMBAT

INITIATIVE (DEX) DISGUISE " Y / N CHA


ESCAPE ARTIST " Y / N DEX *
MELEE (STR)
FORGERY " Y / N INT

RANGED (DEX) GATHER INFORMATION " Y / N CHA


HANDLE ANIMAL Y / N CHA
HEAL " Y / N WIS
K
EC

HIDE "
LL

Y / N DEX *
S
CK

Y CH

PE

WEAPON AND ARMOUR PROFICIENCIES


CE
TO V ED

AT S
TA

CE
RE S
S X
FO EN

LT R

INNUENDO Y / N WIS
N

U E
U E
OT

CH S

NA OU
A

N
IL N
N D
U ER
AT H

SI L
A
CH

A
FL C W

RE L
P E RM
BO AX

ST
FA RC

INTIMIDATE "
E

Y / N CHA
S

SP
C

A
IS

A
A

INTUIT DIRECTION Y / N WIS


JUMP " Y / N STR*
KNOWLEDGE ( ) Y / N INT
KNOWLEDGE ( ) Y / N INT
WEAPONS KNOWLEDGE ( ) Y / N INT
KNOWLEDGE ( ) Y / N INT
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
LISTEN " Y / N WIS
MOVE SILENTLY Y / N DEX*
NOTES OPEN LOCK Y / N DEX
PERFORM ( ) Y / N CHA
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
PICK POCKET Y / N DEX*
PROFESSION ( ) Y / N WIS
NOTES READ LIPS Y / N INT
RIDE " Y / N DEX
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS
SCRY " Y / N INT
SEARCH " Y / N INT
NOTES SENSE MOTIVE " Y / N WIS
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS SPELLCRAFT Y / N INT
SPOT " Y / N WIS
SWIM " Y / N STR #
NOTES
TUMBLE Y / N DEX*
WEAPON ATK BONUS DAMAGE CRITICAL RANGE TYPE SIZE HARD HPS USE MAGIC DEVIC Y / N CHA
USE ROPE " Y / N DEX

NOTES WILDERNESS LORE " Y / N WIS


Y / N

" CAN BE USED WITH 0 RANKS, * ARMOUR CHECK PENALTY APPLIES, # -1 PER 5 LBS OF EQUIPMENT

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EQUIPMENT FEATS

ITEM LOCATION WT ITEM LOCATION WT NAME EFFECT

CLASS/RACIAL ABILITIES
ABILITY EFFECT

CURRENT LOAD TOTAL WEIGHT CARRIED

MOVEMENT / LIFTING MONEY & GEMS


Movement Rate Movement Rate
CP -
Walk (= Base) Hour Walk

Hustle Hour Hustle SP -

Run (x 3) Day Walk


GP -
Run (x4) Special

Load Weight Carried Max Dex Chk Pen Run PP -


Light - - -
GEMS -
Medium +3 -3 x4

Heavy +1 -6 x3

EXPERIENCE
TOTAL EXPERIENCE
LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG
= MAX LOAD = 2 X MAX LOAD = 5 X MAX LOAD

LANGUAGES

XPS NEEDED FOR NEXT LEVEL

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HEAL RATE PER DAY

Psionic Attack Modes Known Psionic Defence Modes FRAGMENTS AND ECHOES
Ego Whip (Dex) Empty Mind
Id Insinuation (Str) Intellect Fortress
Mind Blast (Cha) Mental Barrier
Mind Thrust (Int) Thought Shield
Psychic Crush (Wis) Tower of Iron Will

PSIONIC POWERS
Power DC Effect Power DC Effect

MAGIC ITEMS

HENCHMEN AND MERCENARIES


NAME RACE NUMBER HD / LVL HP INIT SPD AC BAB STR DEX CON INT WIS CHA

NOTES
NAME RACE NUMBER HD / LVL HP INIT SPD AC BAB STR DEX CON INT WIS CHA

NOTES

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PHYSICAL APPEARANCE AGE SEX

HEIGHT SIZE

WEIGHT HAIR

EYES HANDEDNESS

QUOTE / FAVOURITE SAYING

PERSONALITY AND CHARACTER

ENEMIES, ALLIES, PAST ACQUAINTANCES

BACKGROUND & FURTHER NOTES

TRAINED ANIMALS

TYPE HD HP INIT SPD AC BAB STR DEX CON INT WIS CHA TRAINING SLOTS TRICKS AND ATTITUDES

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The Prestige Psion

The following text was inadvertently omitted from the – anyone who wants to contribute must be involved
Psychic Mummy prestige class: from the beginning and must continue to be involved
until the very last
day. At the end of this time, the subject may or may
not be transformed into a psychic mummy and may
Psychic Entombment even be killed by the process. Sustained by the psychic
energies of his companions, his ability to absorb the
There are those who attempt to fuse their physical energy pumped into the tomb will determine his ability
bodies and psychic powers, transcending the mortal to survive.
coil to become something greater. Known as psychic
mummies, these beings are most often created for a At the end of 30 days, the subject must make a
specific purpose by a group of like-minded psions. successful Fortitude save (DC 30). The psion receives
The process is difficult and very dangerous, with the a +1 circumstance bonus per additional 5th-level to 9th-
potential for an agonising death for the subject. Those level psion who provides energy for the entombment
who successfully complete the entombment process process, a +2 circumstance bonus per additional 10th-
emerge as psychic mummies, creatures quite different level to 14th-level psion who provides energy, and a +3
from what they were before. circumstance bonus per additional psion of 15th-level or
greater who provides energy.
This process requires a psychic tomb, a crystalline
box which is sealed and locked from the outside. The Subjects who fail by 10 or less are not killed, but they
psychic tomb weighs 700 pounds and costs 3,000 gp. are also unfit to become psychic mummies. They may
The tomb is destroyed at the end of the process, as the make the attempt again after one full year has
energies passing through it and into the body of the passed. Those who fail the fortitude save
subject weaken the crystal lattices. by 11 or more,
however, die during the process and
To begin the psychic entombment, the subject do not emerge from the crumbling
must fast for a full three days, meditating and remains of the crystalline tomb.
preparing himself for the ordeal ahead. He Though these unfortunates may
then enters the psychic tomb and is sealed be resurrected or otherwise
within its crystalline embrace. returned to life, they may
never attempt to
Each day thereafter, a minimum of five enter this prestige
psions of at least 5th level must dedicate class again.
themselves to the entombment process.
These psions remain within a few feet
of the tomb, quietly meditating as they
pour their psionic energies into the crystal.
This process drains the psions’ psionic
power points completely once the process
begins - when a psion begins channelling his
energy into the tomb, he may take no other
actions of any kind for 8 hours as the bond
totally consumes his concentration. Psions
engaged in this process are considered
helpless for combat purposes.

This channelling of energy


continues each day for 30 days
and any psion who contributes
energy on the first day must continue to
provide energy throughout the process.
Additionally, no psion may begin
contributing energy after the first day

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