Europ

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Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Europ and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.

Please see the Open Gaming License for the appropriate legalese.

Gate Feats & Skills

Anyone can become a psi with sufficient work; the essence of the process is to meditate on one of the inner Gates, paths of power hidden deep within the psyche, until you manage to crack it open. Once opened, all that is left is to learn to use its powers...

Each Gate is represented by taking a Gate feat; once you gain one of these feats, it gives you access to a variety of psi skills which you can learn normally using skill points. Generally, improving skill means an improvement in both power and competence.

Psi Skill Use

Using a psi skill is the same as casting a spell: it takes a standard action and a skill check, and using a psi ability normally prompts an Attack of Opportunity in combat.

Second Sight (Seer)

visions, aura sight, third eye stuff, precognition

Second sight taps the psi's inner vision and intuition, giving him access to a rich world of additional information. Psis who develop this Gate are often mistaken for diviners.

Second sight relies heavily on Wisdom.

Second Sight Skills

Clairaudience (WIS): Use the rules for clairvoyance, but you hear what is going on instead.

Clairvoyance (WIS): You can see "into" other places. Your vision and point of view is the same as if one of your eyes was physically present at that location. Distance is not a factor, but your familiarity with the location is. Using the familiarity rules for teleport (PHB, p264), "very familiar" gives DC 10, "studied carefully" gives DC 14, "seen casually" gives DC 18, "viewed once" gives DC 22, "description" gives DC 26, and "false destination" gives DC 30 (but if you succeed, you only get somewhere similar to the false description). If you miss the roll by 1, you see into a similar place (as described for teleport). You can attempt to see whatever place a particular person is at (rather than targetting a place); use the familiarity rules based on how well you know the person, and increase the DC by +4.

Impressions (WIS): You can get a general sense of the history of an object, place or person. The default effect (DC 10) allows the psi to touch an object or place and get a vague sense of the emotions surrounding the object/place's most momentous (most emotional) event. To get the same sense from a person increases the DC to 15. If the psi is not touching the target, but is within 5 feet, increase DC by +5; for each doubling of distance increase DC by +5 more. The psi can attempt to get more events or more detail at increased difficulty as shown below. Psis sufficiently skilled to get details usually scan the broader history for what interests them, and then dig deeper on one event.


DC  Task

+5  An image flash of the event, or general sense of what kind of event it was.

+10 A vision of the general content of the event.

+15 Detailed knowledge of the event (who was doing what to whom and why).

+5  Top three major events.

+10 All major events.

+15 All events.

Enlightenment (Wise One)

healing touch, imperviousness to elements, self control, outsider monk stuff

Apportation (Apporter)

telekinesis, teleportation, levitation

Martial Will (Adept)

inner strength, combat enhancements, improved willpower

Astral Projection (Mystic)

oobe, psychic weaponry, possession

Elementalism (Elemental)

connection with one or more of the elements and powers related to that

Empathy (Empath)

charisma center, emotion sensing and manipulation, social "luck", vampirism