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Dungeons & Dragons 3.5 Expanded Psionics Handbook

Dungeons & Dragons 3.5 Expanded Psionics Handbook

Thuffir made the jump to Dungeons & Dragons 3e about a year after the 3.5 revision was released. I had already played in one successful 3.0 campaign and run two others, and the DM of the one I had played in (Mark) asked if I wanted to join his other ongoing game. They were in the process of updating to 3.5, triggered when one of the players had left the group to move out West with his family.

Further, he specifically asked if I would be willing to bring Thuffir back, because two of the players in the group had been in the AD&D1e game where Thuffir had gained his trademark battle axe and the magic horn that detects poisons (I played three games in that particular campaign), and one of them had been in the Teenage Mutant Ninja Turtles game that Thuffir made an appearance in (I wish I had that character sheet still… but many of Thuffir’s sheets were kept by the GM who made the conversion to their game, so I’m missing his Traveller sheet, TMNT sheet, and his Warhammer Fantasy Roleplay sheet).

At first the conversion to 3.5 was pretty intimidating. I was looking at a three-way multiclass of rogue, fighter and psion. Fortunately Mark pointed out the psychic warrior to me and I confirmed that he would at least get his healing power back at level 4, and we would have to make a feat up to let him pick up the charm and telekinesis powers he had as a 1e character. (I believe that in the end that feat became available in Complete Psion).

In the end of the conversion process, Thuffir was a level 3 rogue, level 9 psychic warrior. This incarnation of Thuffir required that I reassign his ability scores using the D&D standard array. Assigning the 15, 14, 13, 12, 10, 8 gave me some headaches at the time, because no matter how I assigned them, the end result would be something pretty different from Thuffir as he had been in most other campaigns. In the end I went with Str, Con, Wis, Dex, Cha, Int. A combination I found painful to associate with my beloved dwarf. It also came up repeatedly in game play that while he remembered knowing other languages, he couldn’t actually remember the languages themselves anymore. Dimension-hopping is a strange thing.

Here he is by the time he left that game four levels later (although he later returned to 3.5 in a Gestalt game to defeat a Githyanki invasion):

Thuffir Ironhelm
Race: Dwarf
Class: Rogue / Psychic Warrior
Level: 3 / 13

Strength: 17 (+3) [21 (+5)]
Dexterity: 12 (+1) [16 (+3)]
Constitution: 16 (+3) [20 (+5)]
Intelligence: 10 (+0)
Wisdom: 13 (+1) [17 (+3)]
Charisma: 8 (-1)

Hit Points: 178
Armor Class: 25
Base Attack Bonus: +11
Fort Save: +18
Ref Save: +14
Will Save: +12

Skills

  • Concentration | 15 ranks | +30
  • Diplomacy | 4 ranks | +3
  • Disable Device | 8 ranks | +8
  • Gather Information | 4 ranks | +3
  • Hide | 4 ranks | +7
  • Move Silently | 4 ranks | +7
  • Open Lock | 4 ranks | +7
  • Search | 16 ranks | +16
  • Spot | 4 ranks | +7

Racial Abilities

  • Darkvision: 60′
  • Stonecunning: +2 Search rolls for stonework, make search checks automatically for unusual stonework within 10 feet.
  • Weapon Familiarity: Dwarven Waraxe & Urgrosh are Martial weapons
  • Stability: +4 vs Bull Rush & Trip attempts
  • +2 on saves versus Poison
  • +2 on saves versus Spells
  • +1 attacking orcs & goblins
  • +4 AC versus Giants
  • +2 appraise for stone & metal
  • +2 craft for stone & metal

Class Abilities

  • Sneak Attack: +2d6 damage
  • Trapfinding: can find traps over DC 20
  • Evasion: No damage on a successful save if the save would have reduced damage by half
  • Trap Sense +1: +1 AC and Saves versus traps

Psionic Power Points: 91
Max Power Points in one power: 13

Level 1 Psionic Powers (Save DC 14 – 1 PP)

  • Detect Psionics (see psionic / magical auras)
  • Force Screen (+4 shield bonus to AC)
  • Thicken Skin (+1 enhancement bonus to AC, +1 AC / 3 PP, Swift Action for 6 PP)

Level 2 Psionic Powers (Save DC 15 – 3 PP)

  • Body Adjustment (heal 1d12 damage, +1d12 / 2 PP)
  • Empathic Transfer (transfer 2d10 damage from target to self, +1d10 / PP)
  • Levitate, Psionic

Level 3 Psionic Powers (Save DC 16 – 5 PP)

  • Empathic Transfer, Hostile (transfer 50 damage from self to target, Will save for half. +10 dmg / PP (max 90), 20 foot radius for 6 PP)
  • Graft Weapon (24 hours, weapon becomes a natural weapon, +1 attack & damage)
  • Telekinetic Force (medium range, 1 round / level max, concentration, 250 pounds, 20 feet / round, Will negates. +25 pounds max weight / PP)
  • Vampiric Blade (1 round / level, heal half of weapon’s base damage)

Level 4 Psionic Powers (Save DC 17 – 7 PP)

  • Dimension Door, Psionic (920 foot range, move action for +6 PP)
  • Dominate, Psionic (as dominate person. +2 PP for animals, fay, giants, magical beasts, monstrous humanoids. +4 PP for aberrations, dragons, elemental, outsiders. +1 PP for 1 hour duration. +2 PP 1 day duration. +4 PP 1 day / level duration. +1 save DC / 2 PP spent above).
  • Freedom of Movement, Psionic (10 minutes / level)
  • Innertial Barrier (DR 5/- for 10 minutes / level)

Level 5 Psionic Powers (Save DC 18 – 9 PP)

  • Adapt Body (1 hour / level – safely survive in any environment, reduce damage from extremes of environments by half)
  • Perfect Riposte (1 round / level – once per round can make an attack of opportunity against an opponent who misses me)
  • Stomp, Greater (120 foot line attack, Ref save or fall and take 7d6 damage, +1d6 dmg / PP, +1 DC / +2d6 dmg)

Level 6 Psionic Powers (Save DC 19 – 11 PP)

  • Dispelling Buffer (immune to 1 dispel psionics effect)

Feats

  • Combat Manifestation (+4 concentration to manifest defensively or when grappled)
  • Expanded Knowledge (Dominate, Psionic)
  • Expanded Knowledge (Telekinetic Force)
  • Psionic Body (+2 hit points / psionic feat)
  • Psionic Meditation (Achieve psionic focus as a move action)
  • Psionic Talent (+2 PP)
  • Psionic Talent (+3 PP)
  • Psionic Talent (+4 PP)
  • Psionic Talent (+5 PP)
  • Psionic Weapon (expend psionic focus: +2d6 damage)
  • Psionic Weapon, Greater (expend psionic focus: +4d6 damage)
  • Speed of Thought (+10′ speed when psionically focused and not in heavy armor)

Languages: Common, Dwarven

Hardware

  • Iron Armbands of the Emperor: +8 Armor, DR 10 / magic versus missiles
  • The Spirit of Ko-Gi: Battle Axe +3 made entirely of amber-coloured crystal with a faceted red stone at the tip and brocaded silk strips around the haft held in place by yellow silk cords. K0-Gi was a famous minstrel and is bound into the axe. The axe can cast the following spells as a swift action as a level 12 spellcaster: Fear (1/day, save DC: 16), Aid (2/day)
  • Durrogen’s Jade Ring: Grants weapon wielded in that hand flaming and ghost touch abilities once per day for 10 minutes. Cast blink on wielder at will.
  • Gloves of Dexterity +4
  • Phanstern’s Cloak of Resistance +4
  • 50′ Rope of Climbing
  • Bag of Holding (Type III – 1,000 pound limit)
  • Bag of Holding (Type I – 250 pound limit)
  • Dagger +1, Arcane Spellcaster Bane (+3 to hit and damage, +2d6 damage versus arcane spellcasters)
  • Magic Rhinoceros Horn: any poisonous liquid poured into the horn will froth.
  • Belt of Giant Strength +4
  • Periapt of Wisdom +4
  • Third Eye of Concentration: +10 on Concentrate checks
  • Torc of the Mind Priest of Atlos: +4 Constitution, +7 Power Points, Manifests the following powers each 3/day as a level 12 manifester: Hustle (swift action: gain a move action), Psionic Charm (as charm person, 12 days duration, DC 18).
  • Ring of Protection +4

 

Dungeons & Dragons 3.5 Expanded Psionics Handbook

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