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Description automatically generatedMaster Psionicist Picks

 

Level

KXP

1

2

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

400

10

500

11

600

12

700

13

800

14

900

15

1000

16

1100

17

1200

18

1300

19

1400

20

1500

21

1600

22

1700

23

1800

24

1900

25

2000

26

2100

27

2200

28

2300

29

2400

30

2500

31

2600

32

2700

33

2800

34

2900

35

3000

36

3100

Each level you get your LVL in Master Psionicist picks. A simple way to figure out how many levels of picks you get is to take LVL*(LVL+1)*0.5. CF=4: You may save picks to get a bigger pick. For example, you can combine a 1st and a 17th to get an 18th.

Level 1: +((LVL*2+11)/3) Psi3 power points.

Level 1: +½M Action

Level 1: +1 extra Knowledge Prof/level

Level 1: +1 feat.

Level 1: +1 Nonweapon Proficiency per level.  These slots may be spent on existing Psi2 powers (not additional ones).  Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

Level 1: +1 Nonweapon Proficiency per level.  These slots may be spent on existing Psi-2 powers (not additional ones).  Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

Level 1: +1 Nonweapon Proficiency per level.  These slots may be spent on existing Psi--2 powers (not additional ones).  Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

Level 1: +1 Technological proficiency slot per level (see [P8.8]).

Level 1: 0, 1 attack: Attempt to disarm your opponent.  Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage.

Level 1: 1 reset: Create a light-saber. It is 1d10/1d20,  19  x2 & 20 for x3 and sharpness.  blue light-sabers have +LVL*3/2 TH and +LVL/2 dmg; green light-sabers have +LVL TH and +LVL dmg. the range improves by 1 per 7 levels.

Level 1: 1 reset: Create a light-saber. It is  1d16/1d16, 20 for x4.; it has +LVL/2 TH and +LVL*3/2 dmg.  It has the sharpness flag with range 19-20, the range improves by 1 per 9 levels.

Level 1: 1M, 1/d: Plane Shift

Level 1: 1M, level/d:  Summon a (normal element) elemental of 4*level HD.

Level 1: 1V, lose 1 to a track: gain 1 to a track

Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment.  Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual),

Level 1: 1V, sacrifice an elemental you control:  Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.

Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)

Level 1: Astral Perception and Astral Projection.

Level 1: Can "burn" 1 hp/spell level to cast extra spells

Level 1: Can convert 1M -> 1bM only for Psi-40.

Level 1: Can convert Physical to Mental actions.  This can be done only if the Arch-Psionicist class is the highest (or tied for highest) level class the character possesses.  At level 9, this restriction is removed.

Level 1: Can transfer life-essence ("katra") to another once per lifetime

Level 1: Deva Intervention: 1st = 1%, 2nd = 2%, 3rd = 3%, 4th&up = (level*3-8)%.

Level 1: Deva psionicists get triple normal XP when defeating a creature from the Lower Planes.

Level 1: Enemies need a +2 weapon to hit you.

Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.

Level 1: Gain two psionic combat modes.  Gain 1 extra mode at each of the following levels: 3, 7, 9, 10, 12, 13, 15, 16.

Level 1: has Freq 9 and 18

Level 1: InnateR = level*2%

Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)

Level 1: level*6% MR.

Level 1: Material Componenting for Minor powers, just like Wizard spells (spend 1V action to get double effect).  Only one instance of Material Componenting per power used.

Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.

Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.

Level 1: May use Psionic Enchantments.

Level 1: Mind-Link: Must touch target, no save, can ask 1 question of subject's mind per segment

Level 1: MR=(level*5)%; RR=(level*5-30)%; CR=(level*7)%; NR=(level*7-50)%

Level 1: pick a minor power: takes 1/2 M to use (change at reset) 

Level 1: pick a minor power: track cost to use is 1/2 normal (change at reset)

Level 1: Pick an ability below.  Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.

Level 1: RR, MR, AntiMagicR, and PsiR = level*4%

Level 1: Specialized spells cost only ½M to cast

Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability).  You may not more than double your level doing this.

Level 1: Summon/Gate = level*6% from levels 1-11, then 55+level% from levels 12 and up.

Level 1: Turn (Command) Undead as if 2 levels lower.

Level 1: You count as an additional +2 weapon to hit others.

Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.

Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.

Level 1: You may use Ethereal Projection.

Level 1:,2:,etc.: Gain access to a frequency from -(LVL+10)/2 (round towards 0) to LVL+10 (e.g. at level 1 you can pick from -5 to 11).  Note that Psi7 powers do not have true "minors" or "majors", so picking Psi7 is fairly useless until you have a grand.

Level 1:,2:,etc.: Get an attack or defense mode in any of your chosen frequencies.  Note you are considered non-psionic to a frequency unless you have access to it.  You may save these picks until you choose a frequency that uses them.

Level 2: +1 feat.  Gain another feat every 3 levels after level 2.

Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.)  The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.

Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).

Level 2: Pick another ability from I-III above.  If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 2: Pick another ability from I-III above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 2: Regeneration: Lose 1P/1V per round for next 10 rounds, does a clerical Heal on self

Level 3: 1M: Counter an effect from an item.

Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions.  (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)

Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)

Level 3: Pick a mental stat.  Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").

Level 3: Pick another ability from I-III above.  If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 3: Pick another ability from I-III above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 3: Suggestion: Target must be within (level*10)', no save, does a wizard Suggestion or any Illusion/Phantasm spell in target's mind

Level 4: Has access to another psionic frequency (pick one).

Level 4: Minor powers do 3 powers instead of 2.  SL=4.

Level 4: pick a major power: takes 1/2 M to use (change at reset)

Level 4: pick a major power: track cost to use is 1/2 normal (change at reset)

Level 4: Pick one Bringer5 Level 1-3

Level 4: Pick one Mercenary5 Level 1-3

Level 4: Pick one Soldier5 Level 1-3

Level 4: Remove Pain: Target must be within (level)', level check to save, target is cured of all mental disorders and is Charmed

Level 5:, 10:, etc.: +1 feat.

Level 5: 1 attack that hits: Coup de grace (slay someone who's down)

Level 5: Pick another ability from I-III above.  If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 6: +3 HNCL (highest non-Conc level) for purposes of qualifying for Concordant classes

Level 6: Gain the Weapon Specialization feat.

Level 6: Get another pick just like Level 3.

Level 6: Pick another ability from I-VI above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 6: Pick one Griefer5 Level 1-3 or one Inventer5 Level 1-3

Level 6: Pick one Rebel5 Level 1-3 or one Hippie5 Level 1-3

Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3

Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.

Level 7: Pick another ability from I-VI above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 7: You may summon para elementals using the summon ability (Level 1).

Level 8: Can buy Barbarian stats for 2 weapon proficiencies beyond Exceptional status.

Level 8: Immune to gas.

Level 8: Immune to poison.

Level 8: Major powers do 3 powers instead of 2.  SL=7.

Level 8: Pick one Bringer5 Level 5-7 or two Bringer5 Level 1-3

Level 8: Pick one Mercenary5 Level 5-7 or two Mercenary5 Level 1-3

Level 8: Pick one Soldier5 Level 5-7 or two Soldier5 Level 1-3

Level 9: 1 attack that hits: Capital S Slay (severs silver cord)

Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).

Level 9: add a frequency; pick from -9, 6E, 12C, 27, 72

Level 9: Can write psionic scrolls, which others may read (as 1M action) to have the psionic effect go off.

Level 9: Get the last pick just like Level 3.

Level 9: If your Dex is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).

Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).

Level 9: level*6-50% RR.

Level 9: Material Componenting for Majors.

Level 9: NM: Counter an effect from a xN item.  This is a xN effect.

Level 9: pick a grand power: takes 1/2 M to use (change at reset)

Level 9: pick a grand power: track cost to use is 1/2 normal (change at reset)

Level 9: Pick another frequency to add to Mentalist availability.  The frequencies allowed are:  Psi5, Psi6 & Psi12(as a combo), Psi8, Psi10.

Level 10: Pick another ability from I-IX above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 11: Pick another ability from I-IX above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 11: Pick another ability from I-VI above.  If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 12: Another +3 HNCL (see Level 6)  {ruling: these also affect the HNCL stat for Psi27}

Level 12: Pick one Griefer5 Level 9-11, one Inventer5 Level 9-11, or three 5-7 among those

Level 12: Pick one Rebel5 Level 9-11, one Hippie5 Level 9-11, or three 5-7 among those

Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7

Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

Level 13: Pick another ability from I-VI above.  If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 13: You may summon quasi elementals using the summon ability (Level 1).

Level 14: Pick another ability from I-XII above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 15: Pick another ability from I-XII above.  If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

Level 16: Can buy Extra-Barbarian stats for 3 weapon proficiencies beyond Barbarian status.  Bonus = (stat-16)*5/2.

Level 16: Grand powers do 3 powers instead of 2.  SL=10.

Level 16: Immune to gas.

Level 16: Immune to poison.

Level 16: pick a super power: takes 1/2 M to use (change at reset)

Level 16: pick a super power: track cost to use is 1/2 normal (change at reset)

Level 18: All of your psionic powers which are Range 0 become Range touch.

Level 18: Can convert Movement to Mental actions, under the same restriction as the Level 1 ability until level 27.

Level 18: If your Dex is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).

Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).

Level 18: Material Componenting for Grands.

Level 18: pick another frequency from the L9 list

Level 18: Pick another frequency to add, as per Level 9.

Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

Level 19: You may summon semi elementals using the summon ability (Level 1).

Level 20: Major powers do 4 powers instead of 3.  SL=8.

Level 20: Pick another ability from I-IX above.   If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 22: Pick another ability from I-IX above.   If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).

Level 25: You may summon chemical elementals using the summon ability (Level 1).

Level 27: All of your psionic powers are Range sight.

Level 27: Can create a "black" light-saber instead of "red".  This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down).  It is vorpal instead of sharpness, with one less range than the sharpness flag.

Level 27: Can create a "purple" light-saber instead of "blue" or "green".  This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg.  It is vorpal instead of sharpness, with one less range than the sharpness flag.

Level 27: Material Componenting for Attacks & Defenses (a doubled Defense protects either 2 people or halves damage taken).

Level 27: pick another frequency from the L9 list

Level 27: Pick another frequency to add, but it can be ANY frequency (Psi7 and the like are allowed).

Level 27: You can effect creatures immune to psionics due to their status; i.e. you can effect golems, Int+Wis=0 creatures, undead, and anything else that doesn't specifically have a power to be immune to psionics.

Level 32: Can buy Super-Barbarian stats for 4 weapon proficiencies beyond Extra-Barbarian status.  Bonus = (stat-18)*3.

Level 32: Super powers do 3 powers instead of 2.  SL=13.

Level 36: All of your psionic powers are Range same plane (sight not necessary).

Level 36: Material Componenting for Supers