Hurvan Psionicist
Proficiencies


Weapon Proficiencies: Once the psionicist has purchased class abilities he receives 6 character points for weapon proficiencies.


Nonweapon proficiencies: Once the psionicist has purchased class abilities and weapon proficiencies he receives 8 character points for nonweapon proficiencies. The psionicist can choose proficiencies from the general and psionicist groups. Refer to the Skills & Powers book, Chapter 6, and to the table below. The contact NWP is free to Psi characters. The charp is listed for wild talents.

The final word on NWPs in the campaign can be found in the NWP section of the House Rules. If there are any contradictions between this page and that section, the rules found there take precedence.

Additional psionicist nonweapon proficiencies

Psionicist Group

Proficiency CHARPs Initial Rating Relevant Ability
Body Language46Int/Reason
Contact* 5N/AWis/Intuition
Crystal Focus 46Con/Health
Gem Cutting 66Dex/Aim
Harness Subconscious*67Wis/Willpower
Hypnosis** 38Chr/Leadership, Wis/Willpower
Meditative Focus* 58Wis/Intuition
Mental Armor* 3N/AWis/Willpower
Musical Instrument27Chr/Leadership
Philosophy56Int/Reason, Chr/Appearance
Psionic Lore56Int/Knowledge
Psychology65IWis/Intuition
Reading/Writing28Int/Knowledge
Rejuvenation* 36Wis/Willpower
Religion28Int/Knowledge

* Proficiency described on page 155 of the Skills & Powers book.
**Proficiency described on page 18 of The Complete Psionics Handbook.

Crystal Focus
Many psionicists find that they can achieve a deeper and more productive psionic trance by focusing their meditations on an inanimate object. Crystals and gemstones are the most frequently used foci, because of their clarity and durability. A crystal focus gives the psionicist a +1 bonus on power checks for one particular science or devotion.

To use this proficiency, the psionicist must first attune a crystal to one of his psionic powers. This requires a proficiency check and two hours of meditation. After that, he can use the +1 bonus any time he initiates the power if he has the crystal in contact with his body. A psionicist may only attune one crystal at a time. if he rolls a natural 1 on his power check, the crystal burns out and is destroyed. The crystal doesn´t have to be very valuable - a plain quartz crystal is usually enough to establish focus.

Philosophy
This NWP allows the possessor to discuss abstract concepts in fields such as logic, morality, metaphysics, and even strange scientific theories (if related knowledge and skills are possessed). The Philosopher may make profound commentary on situations, far beyond the comprehension of more common folk. In addition, a Philosopher can for hours at a time, chat on subjects that he has only a partial grasp of, usually asking more questions than actually giving answers, but occasionally, through sheer wit, coming up with novel theories previously unheard of. This skill allows for the discussion of more general concept; the Philosopher will be unable to respond to subjects of a detailed nature in a subject which he is unfamiliar with, but may make detailed analyses of subjects which they are familiar with. Thus, the Philosopher may only comment on his concept of Magic as a force, and somewhat on the perceived origins of Fire Magic. If he had the Spellcraft proficiency, though, he could comment on the Philosophy of Magic to no end. An extra slot donated to this proficiency can be added to gain an extra +1 bonus as with other proficiencies, to add a specialty such as the Philosophy of Magic should a related skill not be available under existing NWP rules, or to familiarize the Philosopher with the philosophies of other great Philosophers in his region.