Psi12T


Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 13 (none)
6 27.5 (none)
7 55 (none)
8 110 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Con 10, Wis 10
Alignment: T any
HD/level: 3d3
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Rog
Reference: DM
Groups: Psionicist
 
See [Q12T] for rules and powers.
True Psionic Points (TPPs) = (Wis + Con) * (Psi12T level)

Psi12T


[Q12L] Law Psionics (Psi. Freq. 12L)

This psionic frequency is based on the first element of a creature's alignment.
If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
 
Law Psionic Points (LPPs) for Psionicists = (Int + Str) * (Psi12L level)
LPPs for Wild Talents = (higher of Int or Str) * (highest level) / 3

Psi12L Powers

Power LPP Type Description
Communication 2/r Minor Allows communication with any creature w/Int 1+
Detect Chaos/Psionics 2/r Minor Detect Chaos (and) Detect Psionics
Order Objects 15 Minor Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
Protection from Chaos 15+2/r Minor As Pro.Evil but versus Chaotic alignment
Command 20 Minor Command (as spell), except can use 2 words
Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster
Personal Illusion 35+4/t Minor Exact illusion of a creature (except mannerisms)
Calm Chaos 40 Minor Calm Chaos (TM 56)
Enthrall 40 Minor Entrall (as spell)
Predictability 45/t Major All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
Search Law 55 Major Searches law system for loopholes to use for solution of problem or to your advantage
Charm Lawful Creature 60 Major Charm (no save) only vs. Lawful creatures
Rigid Thinking 60 Major Rigid Thinking (TM 70)
Strength of One 65 Major Strength of One (TM 71)
Compulsive Order 75 Major Compulsive Order (TM 76)
Defensive Harmony 80 Major Defensive Harmony (TM 77)
Discipline 80 Major Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
Mental Clock 80/d Major Function without sleep (and) Exact mental clock
Create/Enforce Law 95 Major Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
Impeding Permission 100 Major Impending Permission (TM 92)
Champion's Strength 105 Grand Champion's Strength (TM 88)
Legal Thoughts 120 Grand Legal Thoughts (TM 101)
Summon Lawful Creature 120 Grand Gate (as spell) for Lawful creature or for a Water or Air Elemental
Illusionary Order 125+8/h Grand Illusion: creates the appearance of order/logic
Control Weather 135 Grand Control Weather (as spell)
Tempus Lawfulness 145 Grand Removes all temporal anomolies in 30'r
Order Reality 160 Grand Alter Reality, but effect must be Lawful intent
Clone/Simulacrum 165 Super Clone (or) Simulacrum (as the MU spells)
Imprisonment 180 Super Imprisonment (as spell)
Enslave 200/r Super Target creature's AL switches to L, all of it's actions under control of caster (no save)