This class can be considered Psionicist group in addition to Monster group if you have ArchPsi1, Psi3 or PsychicWarrior3 class.
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Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
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Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
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Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
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Level 1: Enemies need a +2 weapon to hit you.
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Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
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Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
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I. ½M, 1 ACP: Twist an effect on a target (use ER to resist)
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II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
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III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
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Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 5: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 9: Pick an ability below:
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IV. ½M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
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V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
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VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
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Level 11: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 13: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 18: Pick an ability below:
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VII. ½M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
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VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
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IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
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Level 20: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 22: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
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Level 27: Pick an ability below (you will get only one pick from this chart):
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X. ½M, 8 ACP:
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XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
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XII. 1M, 10 ACP:
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