Psionic NPC class

originally posted by Pennarin

Here’s a psionic NPC class, just like the adept (DMG) or magewright (Eberron), for those of you who want a low-powered manifesting NPC class.

I’m still searching for a one word-name though…

NPC Classes
This new class supplements the NPC classes from Chapter 4 of the Dungeon Master’s Guide.

Psionic Adept
Training a person into the mysteries of the Way is not always possible. Some tribes or remote locales don’t have the ressources or knowledge to train psions. Reflecting a reduced understanding of psionics, the psionic adept serves its people as a sage, even an healer.
The practitionners of the Way in isolated communities of the wastes, such as raiding or slave tribes, are nearly exclusively psionic adepts. City people with the Will but too poor to pay for psionic schooling or whose social rank bares them access to such an education often become psionic adepts. They are also most prevalent among bestial humanoid and giant species such as b’rohgs, giths and plain giants.

Game Rule Information
Psionic adepts have the following game statistics.
Abilities: Charisma determines how powerful a power a psionic adept can manifest and how hard those powers are to resist. Most psionic adepts will become sages or erudites, and as such concentrate on Intelligence and Wisdom.
Alignment: Any.
Hit Dice: d6.

Class Skills
The psionic adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Psicraft (Int), and Autohypnosis (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the psionic adept NPC class.
Weapon and Armor Proficiency: Psionic adepts are skilled with all simple weapons. Psionic adepts are not proficient with any type of armor nor with shields.
Power Points/Day: A psionic adept’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus power points per day if he has a high Charisma score (see Table 2-1: Ability Modifiers and Bonus Power Points, on page 18 of the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A psionic adept begins play knowing one power of your choice, and the rest of his powers know is given on the table below.
Choose the powers known from the same power list that psions and wilders use. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge from Chapter 3 of the Expanded Psionics Handbook do allow a psionic adept to learn powers from the lists of other classes.) A psionic adept can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psionic adept can manifest in a day is limited only by his daily power points.
A psionic adept simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psionic adept powers is 10 + the power’s level + the psionic adept’s Charisma modifier.
Maximum Power Level Known: A psionic adept begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a psionic adept must have a Charisma score of at least 10 + the power’s level.
Psicrystal Affinity: At 2nd level, a psionic adept gains the Psicrystal Affinity feat as a class feature (see Chapter 3 of the Expanded Psionics Handbook).

Lvl BAB Fort Ref Will Special PPs/Day Powers Known Maximum Power Level Know

1st +0 +0 +0 +2 1 1 1st

2nd +1 +0 +0 +3 Psicrystal 1 1 1st

Affinity

3rd +1 +1 +1 +3 2 2 1st

4th +2 +1 +1 +4 2 2 2nd

5th +2 +1 +1 +4 5 3 2nd

6th +3 +2 +2 +5 5 3 2nd

7th +3 +2 +2 +5 9 5 2nd

8th +4 +2 +2 +6 9 5 3rd

9th +4 +3 +3 +6 14 6 3rd

10th +5 +3 +3 +7 14 6 3rd

11th +5 +3 +3 +7 22 8 3rd

12th +6/+1 +4 +4 +8 22 8 4th

13th +6/+1 +4 +4 +8 29 9 4th

14th +7/+2 +4 +4 +9 29 9 4th

15th +7/+2 +5 +5 +9 41 11 4th

16th +8/+3 +5 +5 +10 41 11 5th

17th +8/+3 +5 +5 +10 50 12 5th

18th +9/+4 +6 +6 +11 50 12 5th

19th +9/+4 +6 +6 +11 66 13 5th

20th +10/+5 +6 +6 +12 66 13 5th

originally posted by Pennarin

Alright, here we go.

NPC Classes
This new class supplements the NPC classes from Chapter 4 of the Dungeon Master’s Guide.

Psionicist
Training a person into the mysteries of the Way is not always possible. Some tribes or remote locales don’t have the ressources or knowledge to train psions. Reflecting a reduced understanding of psionics, the psionicist serves its people as a sage, even an healer.
The practitionners of the Way in isolated communities of the wastes, such as raiding or slave tribes, are nearly exclusively psionicists. City people with the Will but too poor to pay for psionic schooling or whose social rank bares them access to such an education often become psionicists. They are also most prevalent among bestial humanoid and giant species such as b’rohgs, giths, and plain giants.

Game Rule Information
Psionicists have the following game statistics.
Abilities: Charisma determines how powerful a power a psionicist can manifest and how hard those powers are to resist. Most psionicists will become sages or erudites, and as such concentrate on Intelligence and Wisdom.
Alignment: Any.
Hit Dice: d6.

Class Skills
The psionicist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), and Psicraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the psionicist NPC class.
Weapon and Armor Proficiency: Psionicists are skilled with all simple weapons. Psionicists are not proficient with any type of armor nor with shields.
Power Points/Day: A psionicist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table below. In addition, he receives bonus power points per day if he has a high Charisma score (see Table 2-1: Ability Modifiers and Bonus Power Points, on page 18 of the Expanded Psionics Handbook). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A psionicist begins play knowing one power of your choice, and the rest of his powers known is given on the table below.
Choose the powers known from the same power list that psions and wilders use. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge from Chapter 3 of the Expanded Psionics Handbook do allow a psionicist to learn powers from the lists of other classes.) A psionicist can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psionicist can manifest in a day is limited only by his daily power points.
A psionicist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psionicist powers is 10 + the power’s level + the psionicist’s Charisma modifier.
Maximum Power Level Known: A psionicist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a psionicist must have a Charisma score of at least 10 + the power’s level.
Psicrystal Affinity: At 2nd level, a psionicist gains the Psicrystal Affinity feat as a class feature (see Chapter 3 of the Expanded Psionics Handbook).

Lvl BAB Fort Ref Will Special PPs/Day Powers Known Maximum Power Level Know

1st +0 +0 +0 +2 1 1 1st

2nd +1 +0 +0 +3 Psicrystal 1 1 1st

Affinity

3rd +1 +1 +1 +3 2 2 1st

4th +2 +1 +1 +4 2 2 2nd

5th +2 +1 +1 +4 5 3 2nd

6th +3 +2 +2 +5 5 3 2nd

7th +3 +2 +2 +5 9 5 2nd

8th +4 +2 +2 +6 9 5 3rd

9th +4 +3 +3 +6 14 6 3rd

10th +5 +3 +3 +7 14 6 3rd

11th +5 +3 +3 +7 22 8 3rd

12th +6/+1 +4 +4 +8 22 8 4th

13th +6/+1 +4 +4 +8 29 9 4th

14th +7/+2 +4 +4 +9 29 9 4th

15th +7/+2 +5 +5 +9 41 11 4th

16th +8/+3 +5 +5 +10 41 11 5th

17th +8/+3 +5 +5 +10 50 12 5th

18th +9/+4 +6 +6 +11 50 12 5th

19th +9/+4 +6 +6 +11 66 13 5th

20th +10/+5 +6 +6 +12 66 13 5th