This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
(Wis; Trained Only; Psion, Psychic Warrior Only)
Check: The DC and
effect depend on the task attempted.
Ignore caltrop wound 13
poison Poison’s DC
Resist Fear: In response to a
fear effect, the character can make an Autohypnosis check on his or her next
round even if overcome by fear. A successful check grants another saving throw
with a +4 morale bonus to resist the fear effect.
Memorize: The character can
attempt to memorize a long string of numbers, a long passage of verse, or other
particularly difficult piece of information (but can’t memorize magical
spells or similarly exotic scripts). Each successful check allows the character
to memorize up to 800 words (or strange sigils or numbers that would fill one
piece of regular parchment, though multiple checks allow the character to
remember multiples of 800). A character always retain this information; however,
he or she can only recall it with another successful Autohypnosis
Ignore Caltrop Wound: If the character is wounded by stepping on a
caltrop, his or her speed is reduced to one-half of normal. A successful
Autohypnosis check removes this movement penalty for a period of 10 minutes. The
wound doesn’t go away—it is just ignored through
Tolerate Poison: In response to being poisoned, the
character can make an Autohypnosis check on his or her next action. A successful
check grants a +4 morale bonus on the saving throw to resist the poison’s
Willpower: If reduced to 0 hit points (staggered), the
character may make an Autohypnosis check. If successful, he or she can take a
normal action while at 0 hit points without taking 1 point of damage. The
character must make a check for each strenuous action taken. A failed willpower
check carries no penalties other than failure—the character can choose not
to take that strenuous action. If the character does so anyway, he or she drops
to –1 hit points.
Retry: See above.
Check: A character can make a Concentration check to manifest a psionic
power despite distractions, such as taking damage or getting hit by an
unfriendly spell. A character can also use this skill to maintain focus on
things other than psionic powers.
The accompanying table summarizes the
various types of distractions that cause a character to make a Concentration
check while manifesting a psionic power. “Power level” refers to the
level of the power the character is trying to manifest.
damage dealt Injury or a failed saving throw during
+ power level the
manifestation (for powers with a manifesting time of 1 full round or more) or
injury by an attack of opportunity or readied attack made in response to the
power being manifested (for powers with a manifesting time of 1
10 + half of continuous Suffering continuous damage.
+ power level
10 + damage dealt Damaged by psionic power
+ power level
Distracting power’s Distracted by
save DC + power level (If the power allows no save, use
the DC it would have if it did allow a
20 + power
level Grappling or pinned.
10 + power level Vigorous motion (on a moving
mount, bouncing wagon, boat in rough
water, belowdecks in a storm-tossed
15 + power level Violent motion (galloping horse, very rough wagon
ride, boat in
rapids, on deck of a storm-tossed ship).
20 + power
level Affected by improved telekinesis (or earthquake spell).
5 + power
level Weather is a high wind carrying blinding rain or sleet.
10 + power
level Weather is wind-driven hail, dust, or debris.
15 + power
level Manifesting defensively (so as not to provoke attacks of
15 Caster entangled by a net, snare, tanglefoot bag, or power
or spell that
similarly entangles the manifester.
Retry: Yes, though a
success doesn’t cancel the effects of a previous failure, which almost
always is the loss of the power being manifested or the disruption of the power
being concentrated on.
Special: A character with the Combat Manifestation
feat gets a +4 bonus on Concentration checks made to manifest a power while on
(Int; Trained Only)
Craft and Profession skills, Knowledge actually encompasses a number of
unrelated skills, although this entry specifically relates to the body of lore
dealing with the phenomena of psionics in all its many manifestations.
Answering a question about psionics has a DC of 10 (for really easy questions),
15 (for basic questions), or 20 to 30 (for really tough questions).
No. The check represents what a character knows, and thinking about a particular
question regarding psionics a second time doesn’t let a character know
something he or she never learned in the first place.
Special: An untrained
Knowledge (psionics) check is simply an Intelligence check. Without actual
training, a character only knows common knowledge about psionics, which is often
If a character has 5 or more ranks of Autohypnosis, he or she
gets a +2 synergy bonus on Knowledge (psionics) checks.
(Int; Trained Only)
Use this skill to identify psionic powers as they
manifest or psionic effects already in place.
Check: The character can
identify psionic powers and psionic effects.
15 + power
level Identify a power as it manifests. (The character must sense the
power’s display, or see some visible effect, to identify a power.)
15 + power level Learn a power from a power stone. No retry for
that power until
the character gains at least 1 rank in Psicraft (even if he
or she finds another source to try to learn the same power from).
20 + power
level Identify a power that’s already in place and in effect. (The
character must be able to see or detect the effects of the power.) No
20 + power level Identify materials created or shaped by psionics.
30 or higher Understand a strange or unique psionic effect. No
Additionally, certain powers allow a character to gain information
about psionics provided that he or she makes a Psicraft check as detailed in the
psionic power description.
Retry: See above.
Special: A psion gets a +2
bonus when dealing with a power or effect from his or her primary discipline.
If a character has 5 or more ranks of Use Psionic Device, he or she gets a
+2 synergy bonus on Psicraft checks to decipher powers encoded in power
(Int; Psion Only)
Use this skill to spy on someone with the remote
Check: A character can’t use this skill without some
psionic means to remote view, such as the remote viewing power or an appropriate
psionic item. Use of this skill is described in association with that power. The
remote viewing power allows a character to spy on others, and this skill just
lets the character do it better. This skill also improves a character’s
chance to notice when he or she is being viewed remotely by another, or to block
being viewed by another, as described under the remote viewing and remote view
Special: Characters with the Scry skill get a bonus equal to
their Scry base rank to Remote View checks, and vice versa.
(Con; Trained Only; Psion, Psychic Warrior Only)
Use this skill to keep
from succumbing to a mortal wound.
Check: A character can attempt to
subconsciously prevent him or herself from dying. If the character has negative
hit points and are losing hit points (at 1 per round, 1 per hour, or 1 per day),
he or she can substitute a Stabilize Self check (DC 15) for his or her first
normal stabilization roll to become stable. If successful, the character regains
no hit points, but does stop losing them. If the first Stabilize Self check is
unsuccessful, the character goes back to making normal stabilization checks each
Use Psionic Device
(Cha; Trained Only; Bard, Psychic
Warrior, Rogue Only)
Use this skill to activate psionic devices, including
power stones and dorjes, that otherwise the character could not
Contact power stone 25 + power level
psionic power 20
Emulate psionic feat 20
Emulate psionic class
Emulate ability score 25
Emulate alignment 30
Check: A character can use this skill to decipher a power encoded
in a power stone or to activate a psionic item. This skill lets a character use
a psionic item as if he or she had the appropriate psionic power or feat. It
doesn’t allow the character to use psionic items that require paying power
points to operate.
When a character is attempting to activate a psionic item
using this skill, he or she does so as a standard action. The checks that the
character makes to determine whether he or she is successful at emulating the
desired factors to successfully perform the activation are instant, however.
They take no time by themselves and are included in the activate psionic item
A character makes emulation checks each time he or she
activates a device such. If the character is using the check to emulate a
quality in an ongoing manner, he or she needs to make the relevant emulation
checks once per hour.
The character must consciously choose what to emulate.
That is, he or she has to know what it is he or she is trying to emulate when
making an emulation check.
Note: In cases described below in which effective
level is important, it is okay to have an effective level of 0.
Stone: This works just like learning a power from a power stone with the
Psicraft skill, except that the DC is higher.
Emulate Psionic Power: This use
of the skill allows a character to use a psionic item as if he or she had a
particular power on his or her class power list. To activate a power stone (an
object that stores a specific power) or use a dorje, the character must have a
particular power on his or her class power list. By using the skill this way,
the character can use such an item as if he or she did have the power on your
list. The character’s effective manifester level is the check result minus
20. If the character’s effective level is lower than the manifester level,
he or she might fail to manifest the power.
This skill does not let a
character manifest the power. It only lets the character use it from a power
stone or dorje as if the power were on the character’s class list. Note:
If the character is manifesting it from a power stone, he or she has to contact
Emulate Psionic Feat: Sometimes a specific psionic feat is needed
to activate a psionic item. This skill does not let a character use that feat.
It just lets him or her activate psionic items as if he or she had
Emulate Psionic Class Feature: Sometimes a psionic class feature is
needed to activate a psionic item. The character’s effective level in the
emulated class is the check result minus 20.
This skill does not let the
character use another class’s class feature. It just lets him or her
activate psionic items as if he or she had it.
If the class whose feature the
character is emulating has an alignment requirement, the character must meet it,
either honestly or by emulating an appropriate alignment as a separate
Emulate Ability Score: To manifest a power of a particular discipline
from a power stone, the character needs a high score in the key ability A
character’s effective ability score is the check result minus
Emulate Alignment: It is possible that some items have positive or
negative effects based on the user’s alignment. A character can use these
items as if he or she was of an alignment of his or her choice. A character can
emulate only one alignment at a time.
Activate Blindly: Some psionic items
are activated by special thoughts or actions. A character can activate such
items as if he or she were using the command thought or action even if the
character is not and even if he or she doesn’t know it. The character does
have to use something equivalent. The character gets a +2 bonus if he or she has
activated the item at least once before.
If the character fails by 10 or
more, he or she suffers brainburn (see below). Note: This brainburn is in
addition to the chance for brainburn that a character normally runs when
manifesting a power from a power stone and the power’s manifester level is
higher than the character’s level.
Retry: Yes, but if the character
ever rolls a natural 1 while attempting to activate an item and fails, then the
character can’t try to activate it again for a day.
character cannot take 10 with this skill.
If a character has 5 or more ranks
in Psicraft, he or she gets a +2 synergy bonus on Use Psionic Device checks
related to power stones.
Brainburn: When things go awry, the user of a
psionic item sometimes improperly manifests the stored power. The resultant
psionic surge persists for 1d4 rounds, unless the item is flung 15 feet or feet
away or destroyed. The surge deals 1d4 points of electricity damage per power
stored per round and arcs across multiple targets. The user is the primary
target, and one ally within 15 feet is the secondary target (chosen at