Psionics: Rules, House-Rules, Links
In this thread you will find a list of house rules, special bubble rules, advice and recommendations.
Psionics is a bubble region. All standard RoA rules still apply, but I will allow non-standard races and classes and the use of the Psionics rules, of course. Talk your options over with me, though I may say no if something is overpowered by psionics' high standards (I mean, core psionics tends to be more balanced than standard magic), or if it's too weird, or if I just don't like it.
Starting Level
Starting ECL is 6. That is, you get 15,000 XP, and 13,000 GP. This includes your LA and racial HD, if any.
3.5 Psionics
This campaign uses 3.5 Edition Psionics from Expanded Psionics Handbook. The older 3.0 Psionics of the Psionics Handbook is simply not possible. Throw that book away, it's cursed. I will however consider some 3.0 materials that require only minor updates.
I will not be using the so-called Errata that appeared in Complete Psionics. Only official Errata counts.
Psionics-Magic Transparency
Psionics-Magic Transparency is in effect, as standard. While mages and priests may complain that they're at a disadvantage or claim an advantage against psionicists, and vice-versa, this is mainly due to the lack of knowledge that one has on the other and relative levels of confidence. Magic and psionics affect each other normally. Dead and wild magic zones and psionic counterparts are an exception to this, though not always.
Psicrystals
Psicrystals are treated like Familiars. They do not gain feats. I haven't yet decided on what happens when they are destroyed or how you obtain a new one. Please don't lose your psicrystal!
Races
All the standard RoA races are allowed, as well as the XPH races.
While exotic races like duergar, blue goblins, thri-kreen, dromites and so on are possible, players should remember that such bizarre creatures might not be welcome in many areas. They may be feared, suspected, hated or even run out of town. Or they'll be captured and studied. Players of these races should be mindful of this and have a ready excuse or disguise, or someone to vouch for them.
Given that insectoids and such are a possibility, I'll consider other unusual races, though they should be relatively normal and have some claim to psionics.
Mind flayers and flayer half-breeds are banned, as is the Flayerspawn Psychic PrC and the Illithid Heritage feats, and all similar things. In short, no illithids.
Allowable Material
The Expanded Psionics Handbook is allowed. The Thrallherd PrC is not.
I will consider material from Complete Psionics and other WotC sourcebooks on a case-by-case basis. I will also consider material from the WotC website, especially the Mind's Eye series of articles. Again, 3.5 edition Psionics.
Just because I mentioned something from Complete Psionic or whatever in my guide, that doesn't necessarily mean I've already decided to allow it. Ask first.
The Campaign
The campaign should travel all around the Forgotten Realms, to explore all the locations of concentrated Psionics, such as the ruins of Jhaamdathan cities beneath the Vilhon Reach, to yuan-ti in the jungles of the South, and the subterranean cities of the duergar, mind flayers and other things, and to everything else in between.
I'll introduce a speedy method of travel to save time later. In general, if you really need something, you'll have to travel to where it is, and make sure the PCs agree to come along. To learn something important, you'll have to find a psionic sage and travel to where they dwell. If you need training in a prestige class, you'll have to seek out a school or mentor to teach you. Psionics is rare, but scattered across the Realms. You'll have to travel far and wide to seek it out.
This message was last edited by the GM at 03:48, Tue 09 Sept 2008.