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Psiologist[]

The psiologist is a student of the Way who has trained extensively in the academies. He benefits from the wisdom of hundreds of great masters. Free to concentrate on his powers, the psiologist has a great understanding of his Will and its uses.

Psiologists may be of any race except halfling or thri-kreen, who possess their own traditions of learning the Way. They must be lawful in alignment and are required to have an Intelligence of 15 or better in addition to normal requirements.

Role: The psiologist believes in the superiority of psionics over any other physical or magical discipline. Anything is possible through the Way, if one possesses sufficient Will. He is a traditionalist who uses techniques proven by time in the acquisition of his powers. Psiologists believe themselves to be superior to other psionicists.

On the other hand, a great portion of the psiologist's air of superiority is warranted. They are the most skillful and powerful of psionicists, achieving levels of mastery that lesser mortals can only dream of attaining.

Preferred Disciplines: Psiologists can use any discipline.

Weapon Proficiencies: Psiologists are allowed to select their weapon proficiencies from the following: dagger, knife, staff, short sword, or sling.

Nonweapon Proficiencies:

Equipment: Psiologists disdain the use of armor or heavy weapons, believing their art to be sufficient protection. They are limited to the weapons listed above and may not wear armor.

Special Benefits: The psiologist enjoys access to the finest libraries and tutors. His total concentration to his discipline enables him to grow strong in the Will faster than other characters do; he gains 2 additional PSPs every time he gains a level, so a character with a Wisdom of 16 would gain 13 PSPs per level instead of 11.

The psiologist also improves his abilities faster over time. At even-numbered levels (2nd, 4th, 6th, and so on) he may increase his power score in a devotion or science of his choice by +1, as if he had spent another slot on the power.

Last but not least, the psiologist belongs to a school or academy. He may stay there as long as he wishes, and even provide for guests for a short time. (One guest per level/one day per level is appropriate.) The school aids him in general research, developing new abilities, and advancing in level.

Special Hindrances: Since the psiologist disdains the use of physical or magical power, he may not wear armor and may only choose weapons from a limited list. He suffers a -1 attack penalty to reflect his lack of practice with weapons.

Secondly, the psiologist avoids using magical items or magical spells. He may keep one magical weapon, one magical protective device (a ring or cloak protection, for example), and no more than two miscellaneous magical items such as potions, scrolls, or other items. If the character exceeds this limit, he earns only half the experience for the adventure that he normally would.

This limitation also applies to receiving magical aid in the form of spells. Receiving a beneficial spell (bless, haste, cure light wounds, etc.) during the course of an adventure penalizes the character 10% of his experience earned during that adventure. Multiple infractions can reduce his earned experience by as much as 50%, but no more.

Wealth Options: The psiologist begins play with 3d4 x 30 ceramic pieces.

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