Tables[]
| Proficiency | # Slots Required |
Relevant Ability |
|---|---|---|
| Gem Cutting | 2 | Dex-2 |
| Harness Subconscious | 2 | Wis-1 |
| Hypnosis | 1 | Cha -2 |
| Rejuvenation | 1 | Wis -1 |
| Meditative Focus | 1 | Wis +1 |
| Musical Instrument | 1 | Dex - 1 |
| Reading/Writing | 1 | Int +1 |
| Religion | 1 | Wis +0 |
| ———General Group——— | |||
|---|---|---|---|
| Proficiency | Slots | Ability | Modifier |
| Contact | 1 | Wisdom | 0 |
| Mental Armor | 1 | Wisdom | -2 |
| ———Psionicist Group——— | |||
| Proficiency | Slots | Ability | Modifier |
| Gem Cutting | 2 | Dexterity | -2 |
| Harness Subconscious | 2 | Wisdom | -1 |
| Meditative Focus | 1 | Wisdom | +1 |
| Musical Instrument | 1 | Dexterity | -1 |
| Reading/Writing | 1 | Intelligence | +1 |
| Rejuvenation | 1 | Wisdom | -1 |
| Religion | 1 | Wisdom | 0 |
- Note: Italicized proficiencies on the tables means it is on this page. All others are in the Player's Handbook.
Contact[]
Complete Psionics Handbook[]
Not a proficiency in the Psionics Handbook.
Player's Option: Skills & Powers[]
Contact: This proficiency gives characters access to the psionic attack forms necessary to open a closed mind. Contact allows characters to gain psionic attacks as they become available with level advancement.
Psionicists automatically receive this proficiency. It doesn't take up any of their available slots. As a psionicist increases in level, he automatically receives psionic attack forms as outlined on the Psionic Progression table. Psionic attack forms don't fill up a psionicist's proficiency slots.
Wild talents, on the other hand, must select contact and place it in an available nonweapon proficiency slot if they want to gain its benefits. Once contact is slotted, a wild talent selects one psionic attack. He may select an additional attack by placing it in an available nonweapon slot after he has advanced the appropriate number of levels, according to his group's progression rate. Wild talents may never have more than three of the five psionic attack forms.
Harness Subconscious[]
Complete Psionics Handbook[]
Harness Subconscious: This meditative proficiency lets the psionicist temporarily boost his total PSPs. In effect, the proficiency lets him tap into energy reserves that lie deep in his subconscious-reserves which are usually unavailable to him. It's like enjoying a shot of psychic adrenaline.
Before he can harness subconscious energies, the psionicist's PSP total must be at its maximum. He then must spend two days (48 consecutive hours) gathering this energy, taking only necessary breaks for eating and sleeping. At the end of that time, the character makes a proficiency check. If he passes, he increases his PSP total by 20%, rounded up. The increase in PSPs lasts 72 hours. At the end of that time, the character loses as many strength points as he initially gained, regardless of his current total. This loss can never reduce his total below 0 points, however.
During the 72 hours of heightened strength, the character cannot recover PSPs if his current total equals or exceeds his usual maximum. Once his current total drops below his usual maximum (i.e., once he has spent all bonus points), he can begin regaining PSPs normally. He cannot recover the lost bonus points, however; he can only recover enough points to return to his usual maximum.
Player's Option: Skills & Powers[]
Harness Subconscious: Through the use of this proficiency, a psionicist temporarily boosts his PSP total. To procure these extra PSPs, the psionicist's PSP total must be at its maximum. Two full days (48 consecutive hours) must be spent gathering energy from subconscious reserves. At the end of this time, the psionicist makes a proficiency check. Success increases his PSP total by 20%, rounded up.
The extra PSPs remain available for 72 hours or until they are used up, whichever comes first. At the end of 72 hours, the psionicist loses as many PSPs as he gained from his current total (though the total won't drop below 0).
During the 72 hours of boosted energy, the psionicist can't recover PSPs if his current total equals or exceeds his usual maximum. Once all of the bonus PSPs have been used, PSPs can be recovered normally up to the usual maximum.
Hypnosis[]
Complete Psionics Handbook[]
Hypnosis: With this proficiency, a psionicist can hypnotize another character - placing the subject into a relaxed state in which he is very susceptible to suggestions. However, hypnosis is not possible unless the subject is willing and knows he is being hypnotized.
Psionicists with this proficiency can hypnotize humans and demihumans with ease. Nonhumans can be hypnotized, too, but the DM should assign a penalty to the proficiency check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotized with a -2 modifier, while a lizard man could be hypnotized only with a -8 modifier to the psionicist's proficiency check.
The act of hypnotizing someone takes about five minutes. The subject is then very relaxed and willing to do almost anything that isn't very dangerous or against his alignment. Note, however, that a hypnotized subject can be easily fooled; the subject may be convinced that he's doing one thing, while he's actually doing another. Lawful or good psionicists who trick their subjects in this fashion should beware. Psionicists who use hypnotism to make people do chaotic or evil things may find themselves with alignment problems of their own.
Hypnotism can have the following (or similar) effects:
- A character can be induced to remember things he has forgotten by reliving a frightening or distant event.
- A character can be made calm and unafraid in the face of a specific situation that he has been prepared for.
- A character can be cured of a bad habit or addiction (but not of curses or magical afflictions).
- A character can be prepared to impersonate someone by thoroughly adopting that individual's personality
Hypnotism cannot be used to increase a character's attributes, give him powers or abilities he does not naturally possess, let him do things that are beyond his capabilities, or give him information that he couldn't possibly know.
Player's Option: Skills & Powers[]
No longer a proficiency in Skills & Powers.
Meditative Focus[]
Complete Psionics Handbook[]
Meditative Focus: Through this proficiency, a psionicist can focus his mental energy on one particular discipline. As a result, his power scores in that discipline temporarily increase, while those in other disciplines decline.
The proficiency requires the character to meditate, uninterrupted, for 12 hours. The last four hours of this meditation are spent in a deep, sleeplike trance. The psionicist can recover PSPs normally during the entire period.
When the meditation is complete, the player makes a proficiency check. If the character passes the check, he has successfully focused his mind on one particular discipline (which was chosen when the process began). All of the character's psionic power scores in that discipline are increased by two points for the next 24 hours - or until the character's PSPs have been reduced to zero, whichever comes first. All of his power scores in other disciplines are reduced by one for the same period.
Player's Option: Skills & Powers[]
Meditative Focus: This proficiency allows a psionicist to focus his mental energy into one discipline, causing all powers within that discipline to receive MTHAC0 roll bonuses; powers related to other disciplines receive MTHAC0 roll penalties.
The psionicist must meditate for 12 consecutive hours. He recovers PSPs normally during this meditative state. When the period ends, the character makes a proficiency check. Success means he has focused his energy into the chosen discipline. All MTHAC0 rolls for powers within that discipline receive a +2 bonus for the next 24 hours or until his PSP total is reduced to 0, whichever comes first. All other disciplines get a –1 penalty for the same period.
Mental Armor[]
Complete Psionics Handbook[]
Not a proficiency in the Psionics Handbook.
Player's Option: Skills & Powers[]
Mental Armor: This proficiency allows a character to improve his mental armor class (MAC). Each time this proficiency is placed in an available nonweapon slot, the character's MAC improves. Nonpsionicists improve by +1 for each slot; psionicists improve by +2. The proficiency may only be slotted once per level advancement.
Rejuvenation[]
Complete Psionics Handbook[]
Rejuvenation: This proficiency allows a character to recover PSPs while he meditates, as quickly as if he were sleeping. The character achieves a state of deep concentration, in which he focuses and regains his energies. He is still conscious and aware of his surroundings, so he does not suffer any penalties on surprise or initiative rolls, and he is not helpless if attacked (he still can't expend PSPs, however).
Player's Option: Skills & Powers[]
Rejuvenation: This proficiency allows a psionicist to recover PSPs more quickly than is usual by entering a rejuvenating trance. This state of deep concentration requires a successful proficiency check. For every hour a hero maintains this trance (and makes the check), he regains PSPs at twice the usual rate (one-quarter of his total instead of one-eighth). He can't expend PSPs while in this trance, and his state is much like deep sleep.
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