A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 


Go down 

Posts : 41
Join date : 2015-12-01

PostSubject: Psykers    Thu Dec 03, 2015 6:33 pm

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The Psyker's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (Warp) (Int), Pilot (Dex), Profession (Wis), Psyke (Cha), and Use Tech (Int).

Skill Ranks per Level: 4 + Int modifier.
Table: Psyker

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPowers/Day: 0th1st2nd3rd4th5th6th7th8th9th
1st+0 +0 +0 +2 Psyke Surge, Witch-Sight 5 2
2nd +1 +0 +0 +3Warp Shield, Detect Minds 5 2
3rd +1 +1 +1 +3 Bonus Feat 6 3 1
4th+2 +1 +1 +4Ability Point 6 4 2
5th +2 +1 +1 +4 Warp Feat 6 3 2 1
6th +3 +2 +2 +5 Bonus Feat 6 4 3 2
7th +3 +2 +2 +5Warp Feat 6 4 3 2 1
8th +4 +2 +2 +6 Ability Point 6 5 3 3 2
9th +4 +3 +3 +6Bonus Feat 6 5 4 3 2 1
10th +5 +3 +3 +7 Warp Storm, Warp Feat 6 5 4 3 3 2
11th +5 +3 +76544321
12th +6/+1 +4 +4 +8 Ability Point, Bonus Feat 65 4 4 3 3 2
13th +6/+1 +4 +4 +8Warp Feat 6 5 4 4 4 3 2 1
14th +7/+2 +4 +4 +9654 4 4 3 3 2
15th +7/+2 +5 +5 +9 Warp Walk, Bonus Feat 6 54 4 4 4 3 2 1
16th +8/+3 +5 +5 +10Ability Point 6 5 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +106 5 4 4 44 4 3 2 1
18th +9/+4 +6 +6 +11 Bonus Feat 6 5 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 6 5 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6+12 Chaos Storm, Ability Point 6 5 4 4 4 4 4 4 4 4
Class Features

All of the following are class features of the Psyker.

Weapon and Armor Proficiency

Psykers are proficient with all simple weapons, short and medium blade melee weapons, and short firearms. They are not proficient with light armor

Psyke Surge
By tapping into the essence of the warp, a Psyker can instill additional power into their abilities.  The Psyker concentrates and makes a Psyke Check (DC 20) if the check succeeds the Psyker may boost one ability score by two for the duration of the scene.

A Psyker can perform this ability as many times in one scene as she has Con modifier.  So a Con modifier of 3 allows her to boost three Abilities.  This effect does not stack with a surged Constitution score, base score only.

Every psyker of every species possesses the ability known within the Imperium of Man as the Witch-Sight. Because psykers draw on the power of the Warp for their abilities, they can see the corona of psychic energy that surrounds every living being in realspace. For sentient beings, this means being able to glimpse the nature of any psychically unshielded person's psyche -- their psychic "aura" in ancient Terran terms. Every psyker's mind interprets or experiences this information differently based on the nature of their own cultural and mental constructs. However, the one constant experienced by all is that people whose psyches are riven by the darker emotions and motivations appear in Witch-Sight as degraded monsters, while those of the opposite persuasion appear as pure or even angelic beings.

Witch-Sight requires a Psyke check DC 15, if successful the Psyker can determine many things about the individual, such as emotional state, any damage the individual is currently suffering from, if they have Psychic ability, or are currently possessed by a demon.  The Psyker gets a +5 to any Sense Motive, Persuasion, and Bluff check made against the target.  In addition they receive a +1 to their AC against the target.

Warp Shield
At 2nd level, the Psyker can now protect themselves against the powers manifested from the warp.  They receive a +1 to defenses against warp powers, increasing by 1 for every 3 Psyker levels they have.  In addition they can increase the DC to use Witch Sight on them by 2 for every 2 levels of Psyker they possesses.

Detect Minds
The Psyker can feel the sentient minds of targets around her. The ability increases by 10 feet every psyker level the character has, starting at a radius of 20 feet. Through this the Psyker can touch the mind with read thoughts and other such powers that do not require line of sight, should the target be behind obstacles.

Warp Feat
Starting at Level 5, and then again at Levels 7, 10, and 13, the Psyker can pick a Warp Feat from the list of Warp Feats listed in the Warp Feats section of the forum.

Warp Storm
At 10th Level the Psyker can not tap into the Chaotic Power of the Warp itself, unleashing a localized storm of chaos energy in a specific location.  This storm enhances the Psyker's own abilities, giving a +5 to Psyke check's and a +2 to their AC.  It also hinders foes, reducing their own AC by 2, and inflicting a -2 to all Saving Throws made while in the area of effect.  To activate the storm, the Psyker makes a Psyke check (DC 15)

This effect lasts the Scene, unless ended by the Psyker, to end the Storm requires a Psyke check (DC 10)

Warp Walk
At 15th level, the Psyker can now step into the Warp itself, albeit for only a fraction of a second.  Riding through the Warp, they teleport themselves to any location within their capability.  The limit is their own Power, a Walker may step from the Warp anywhere within 10 x Charisma Modifier miles of where they stepped in, and any locations between.  The Walker must be able to see their destination, or have prior knowledge of the destination beyond a passing glance.

Chaos Storm
At 20th level the Psyker has truely mastered their connection with the Warp. They can move the location of their Warp Storm, even having it move with them, and can even bring it through the Warp during a Warp Walk.  In addition, all adversaries receive a -3 to their Attack, and the Psyker receives damage reduction from all physical origins by 5
Back to top Go down
View user profile http://oldnight40k.board-directory.net
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Warhammer RPG: Old Night :: Character Creation :: Classes-
Jump to: