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AD&D Classes: Astropsykist

Updated on January 10, 2012

Compatable with all editions, originally plotted for 2nd edition. This is an original RPG class created by Earl S. Wynn that has been officially game tested.

Astropsykists are regarded by Psionists as rogues and anomalies, treated with everything from reverence to disdain, and even sometimes as "less-thans," interesting specimens to be studied and little more. Most are loners, but some have found work transmitting and receiving telepathic messages across towns, continents, even between worlds and dimensions in the case of the most powerful Astropsykists. This is where their true talent lies-- communication across vast and impossible distances.

Restrictions and Requisites:

Prime Requisite: INT

Equipment Restrictions: None

Weapon Restrictions: Staves and Rods only.

Hit Dice: 1d8

Class Specifics:

Treat as a Psionist - All Astropsykists are blind, but can see perfectly (via telepathy) They learn 1 psi ability per level with an extra 1 ability at first level (for a total of two at level one.) Due to their wild and abnormal nature, Astropsykists don't use premade psi abilities. Through training and adventuring, the DM gifts them with specific unique abilities (with their own idiosyncracies, such as the ability to polymorph, but only into a toad) at will while restraining his or her generosity by observing ordinary level limits.

Inherent Skills:

Astropsykists carry the unique ability to "surge" at the permanent sacrifice of ½ HP, (round down) which does 10d6 points of damage to everything within 100 feet and renders the Astropsykist unconscious for 1d20 hours. This is taken from the Astropsykist's maximum HP value, meaning that if a character has a maximum of 10 HP and uses the surge ability, he/she will only be able to recover a maximum of 5 HP until his or her next level up.

Astropsykists also have the ability to communicate telepathically with any individual they have met and gotten to know (over a relatively short period of time-- stronger bonds strengthen the signal) no matter the distance involved. This signal can even bridge the gaps between planets and stars, or be used to communicate with lost friends and relatives who have passed on to the other side.

Further Notes:

If you're a player, it's always a good idea to talk with your Dungeon Master or Referee before using any classes from strangers on websites. If you thought this class was interesting, or even if you just want to see more, please feel free to follow the links at the bottom of the page to check out all my other RPG classes. Check back often-- I add new classes all the time!


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