Hurvan Psionicist
CHARPs System


The Psionicist receives 50 points. The standard Psionicist spends those on: Access to all 5 disciplines (25), attack/defense modes (5), followers (5), saving throw bonus (5), armor use (5) and weapons use (5). As with all S&P characters, points can only be spent on class abilities at the time of character creation.

Access to Disciplines (5-25): It costs 5 points per discipline to which the psionicist has access. For example, if the psionicist wanted access to 4 disciplines, it would cost 20 charps. The standard psionicist purchases all 5 disciplines for 25 charps.

Armor Use (5/10/15): The psionicist can employ small shields and padded, leather, studded leather, or hide armor. As a 10-point ability the psionicist can use small or medium shields, any of the armor types listed above, plus brigandine, chain mail, ring mail or scale mail armor. If the psionicist does not take this ability, he can wear no armor and cannot employ shields. As a 15-point ability, the psionicist can use his abilities while wearing the armor of his choice.

Attack Mode of Choice (10): The psionicist develops extra skill in using one particular psionic attack mode and gains a +1 bonus to mental attack rolls when using that attack mode. This ability is useless without the attack mode ability.

Combat Bonus (10): The psionicist uses the priest THAC0 chart.

Discipline Focus (10): The psionicist's MTHAC0 scores in his primary discipline are increased by +2.

Followers (5/10): By purchasing this skill, a psionicist can gain followers as described in the Complete Psionics Handbook if he builds a sanctuary and is at least 9th level. If this is purchased as a 10-point ability, the psionicist can attract followers whenever he establishes a sanctuary, regardless of level.

Hit Point Bonus (10): Psionicists with this ability roll d8 for hit points rather than d6. The psionicist still gains only two extra hit points per level at 10th level and beyond.

Penetrating Mind (10): The psionicist can penetrate physical barriers with his mind more readily than other psionicists can. It takes two inches of lead or iron, four inches of obsidian, or two feet of rock to block the psionicists clairsentient and telepathic powers. Note that most psionic powers require line of sight; this ability does not negate a blocked line of sight (see S&P, page 150). This ability has no effect on psionic combat and does not allow the psionicist to ignore magical or psychic barriers that block psionic powers.

PSP bonus (10): The psionicist has a potent mind and rolls 4d4 dice for psionic strength points instead of gaining a flat 8 PSPs. The psionicist still gains only eight extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

Psionic Attacks/Defenses (5): Psionicists who purchase this ability gain psionic attacks and defenses automatically by level advancement. The rate of acquisition is listed in S&P, p.154, Table 80.

Psychic Adept (10): The psionicist receives extra powers according to the table below instead of the Psionic Progression table in the S&P book. The two disciplines the psionicist chooses at first level count as primary disciplines (see S&P, page 154).

Psychic Adept Power Progression

Exp. Total Total Total
Level Disciplines Sciences Devotions
1 2 2 4
23 2 6
33 3 8
43 3 10
5 3 4 11
6 44 12
74 5 13
84 5 14
94 6 15
105 6 16
11 5 7 17
125 7 18
13 5 8 19
14 5 8 20
155 9 21
165 9 22
175 10 23
185 10 24
19 5 11 25
205 11 26

Range Boost (5/10): The ranges of all powers within the psionicists primary discipline increase by 25%. If the psionicist is a psychic adept, he has two primary disciplines. At base cost (5), the ranges of only one disciplines powers increase. For a cost of 10 character points, the ranges of powers for both disciplines increase. All powers with ranges of 0, self, or touch remain unaffected by this ability.

Saving Throw Bonus (5): Psionicists with this ability gain a +2 bonus to all saving throws vs enchantment/charm spells.

Warrior Hit Point Bonus (5): The psionicist gains bonus hit points from a high Constitution score as if he were a warrior.

Weapon Specialization (15): The psionicist can specialize in the use of a particular weapon. This ability is useless unless the character also chooses the weapon use ability (below), even if the psionicist specializes in a martial art or nonlethal combat. The character-point cost for gaining proficiency and specialization in the weapon must be met when the character chooses weapon proficiencies.

Weapon Use (5/10): The psionicist can employ the following small weapons: hand crossbow, dagger, dart, dirk, knife, scourge, sickle, and short sword. As a 10-point ability the psionicist can use any of the weapons above, plus the following slightly larger weapons: short bow, club, light crossbow, hand/throwing axe, javelin, quarterstaff, sling, spear, and war club. If the psionicist does not take this ability, he can employ no weapons at all, relying instead on his mental powers in combat.

Optional Restrictions

Fewer PSPs (10+): The psionicist has a weak mind and rolls 2d4 dice for psionic strength points instead of gaining a flat 8 PSPs. The psionicist gains only four extra PSPs plus his Wisdom bonus per level at 10th level and beyond.

Limited Magical Item Use (5+): A psionicist with this restriction disdains enchanted items as a crutch for the weak and refuses to use certain categories of magical items. For each barred category, he receives 5 charps. The categories are: potions, oils, and scrolls; rings, rods, staves, wands, and miscellaneous magical items; all magical weapons and armor.

No Weapons/Armor (5+): The psionicist may not use any weapons or armor.

Psionics and subabilities

PSPs: If the rules for subabilities are used, then Con/Fitness, Int/Reason, and Wis/Intuition determine a psionicist´s PSP total. Wild talent checks use the same set of scores.

Starting psionicists receive 23 PSPs (+ modifiers, see page 144, S&P) . At each additional level the psi receives 8 PSPs + any modifiers. After 9th level, the psi receives 8 PSPs + wisdom modifier.

MAC: Wis/Willpower determines a characters base MAC, and Int/Reason determines a characters MAC modifier.