Psi(-12)T


Level KXP Psi(-12)T
1 0 (special)
2 1.1 (special)
3 2.2 (special)
4 4.4 (special)
5 8.8 (special)
6 17.6 (special)
7 35.2 (special)
8 70.4 (special)
9 140.8 (special)
10 281.6 (special)
11 563.2 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+0  6  5  5  4  3  0  1  1
+1  6  5  5  4  4  0  2  1
+1 10  8  8  7  7  1  2  2
+2 10  8  8  8  7  1  2  2
+2 10  8  8  8  8  2  3  2
+3 14 11 11 11 11  2  3  3
+3 14 12 11 11 11  2  4  3
+4 14 12 12 11 11  3  4  3
+4 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  5  4
+8 16 14 14 15 15  4  5  4
Requisites: Dex 14, Int 12
Alignment: T any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: Elf0
Reference: DM
Groups: Psionicist
 
Psi(-12)T is resisted using antiPsiR.
PSPs (classed) = (Dex+Int)*(Level)*2
1 Psi(-12)T PSP = 0.5 of a Psi1 PSP.
Psi(-12)T points are regained at Dex PSPs per hour.
Level 6: Pick one Griefer5 Level 1-3 or one Inventer5 Level 1-3
Level 12: Pick one Griefer5 Level 9-11, one Inventer5 Level 9-11, or three 5-7 among those
See [Q(-12)T] for rules, powers, and power progression.

Psi(-12)T


[Q-12T] Temperate Psionics (Psi. Freq. -12T)

This is psionic frequency -12T (negative 12 T). To see frequency 12T, go to section [Q12].
 
PSPs (classed) = (Dex+Int)*(Level)*2
PSPs (wild talent) = (Dex or Int)*(Level)
1 Psi-12 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
Psi-12 does not have power progressions, instead, each power lists what ML it is available at.
Effects that modify ML will modify your effective level for which powers you can use.
 
Psi-12 is resisted using antiPsiR.
 
Spell Levels are given for powers in case they are needed for some other effect.
There are no powers beyond level 27/42.

Psi(-12)T


Psi-12T Powers

Class
Level
Wild
Level
Name PSPs Effect SL
1 1 Detect True & Anti-Magic 5+2/t Detect True & anti-Magic continuous (ask DM as a 0 action) 1
1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER 1
1 2 Hold Blast 8 One group is held (Will save) 1
1 2 Alter Appearance 8+2/t Change appearance (incl. touch) to look like someone else 1
2 3 Sort Paychecks 10 Get location on current DL of monster/area with the most loot 1
2 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save) 1
2 4 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result 1
2 4 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things 1
4 5 Locate Scrying 12 You know location where someone is scrying for you 2
4 5 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save) 2
4 6 Enchant Weapon 16+2/r Enchanted weapon gets +CL/+CL TH/dmg 2
4 6 Touch Reflection 16+4/t Touch effects are reflected back to opponent 2
5 7 Polymoph Self 20 Polymorph Self; lasts CL turns 2
5 7 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save) 2
5 8 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result 2
5 8 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only) 2
7 9 Detect Location 12+6/t You know who is scrying at you, can communicate with them 3
7 9 Globe of Mid Resistance 18+6/r Immune to SL 2-4 (all types), Resist SL 1 & 3 (all types) 3
7 10 Feeblemind Blast 24 One group is feebleminded (Will save) 3
7 10 Mirage Arcana 27/d Mirage Arcana 3
8 11 Tenser's Transformation 30 Tenser's Transformation 3
8 11 Wall of Element 33 Wall of a normal/para/quasi element. Dmg is CLxCL. 3
8 12 Bring Animals III 36 Summon CL Animals using ML III chart, you pick the result 3
8 12 Heal Self 39/d 1/d (automatic): If you go below 0 hp, you are Healed 3
10 13 Vision 24 Vision (as spell) 4
10 13 Effect Familiarity 20+8/t Pick any spell/power. You resist it; and at +50% when using it. 4
10 14 Erase Question Mark 32 Erases one "question mark" (hostile/wandering encounter) 4
10 14 Improved Inallability 26+8/t Improved Invisibility (sight/sound/smell), can't be touched 4
11 15 Duplicate Natural Item 36 Duplicate a x0 or x1 Natural or Anti-Magical Item 4
11 15 Time Aura 40+8/r Enemies in your group lose 1 action /s (no save) 4
11 16 Bring Animals IV 48 Summon CL Animals using ML IV chart, you pick the result 4
11 16 Resurrect Self 52/d Teleport Away when killed, Resurrect Self 1 round later 4
12 18
13 20
14 22 Bring Animals V 60 Summon CL*2 Animals using ML V chart, you pick the result 5
15 24
16 26
17 28 Anti-Time Aura 80+16/r Enemies in your room takes CL*2 anti-time dmg /s (no save) 6
18 30 Bring Animals VI 72 Summon CL*3 Animals using ML VI chart, you pick the result 7
19 32
20 34
21 36
22 37 Bring Animals VII 84 Summon CL*4 Animals using ML VII chart, you pick the result 8
23 38
24 39 Ka-boom! 300 All within sight (incl. party) take CL idmg (no resistance/imm.). This damage is considered idmg even when using the [X] section (with a P save for 0), however, it requires a G action to use this power under the [X] section rules. (Outside of [X] section, this power is an M action to use, just like everything else here.) 9+6
25 40 Crapulence Aura 160+32/r Enemies in sight takes CL*3 crapulence dmg /s (no resistance) 9
26 41 Bring Animals VIII 96 Summon CL*5 Animals using ML VIII chart, you pick the result 9
27 42 Spirit Preservation 60+20/t +5*CL% aXR 10