PSYCHIC EXPERIMENT "Needles again? I'm really beginning to hate needles..." Primitive goblinoids are often used for experiments, mostly because they are easy to find, and most came as a result of experimentation anyway.
BECOMING A PSYCHIC EXPERIMENT You have to be a poor, unfortunate forest dwelling goblinoid primitive living your life normally (i.e. killing anything non-goblinoid). Then you have to be kidnapped by a sadistic madman hellbent on making you part of his army of private supermen. Sometimes he even succeeds.
ENTRY REQUIREMENTS Race: Varag or Forestkith
Feats: Must have one of the following Feats: Chaotic Mind, Closed Mind, Force of Will, Hostile Mind, Mental Resistance, Psionic Hole
Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 8 ranks
Base Saving Throws: Must have a Base Fortitude or Reflex Save of +5
Special: Must have been kidnapped by a psychopathic madman and endured a "life enhancing brain operation".
Class Skills The Psychic Experiment's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each Level : 4 + int
Hit Dice: d8
BAB Fort Ref Will Abilities
1. +0 +2 +0 +2 Enhanced Brain
2. +1 +3 +0 +3 Addicted to the Rageohol
3. +2 +3 +1 +3 Enhanced Fleeing Skills
4. +3 +4 +1 +4 Enhanced Brain
5. +3 +4 +1 +4 Addicted to the Rageohol
6. +4 +5 +2 +5 Enhanced Fleeing Skills
7. +5 +5 +2 +5 Enhanced Brain
8. +6 +6 +2 +6 Addicted to the Rageohol
9. +6 +6 +3 +6 Enhanced Fleeing Skills
10.+7 +7 +3 +7 Nega-Psychic
Weapon Proficiencies: A Psychic Experiment gains no new weapon or armor proficiencies.
Enhanced Brain (Ex): Due to the operations you have suffered, you ability to resist psionics has been enhanced. At 1st level you gain new abilities based on which Feat you used to qualify for the class (and this may not be changed later, you only get the class abilities for that feat):
Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Stunned for 1 round.
Closed Mind: Your Bonus to resist powers increases to +4.
Force of Will: You gain a +2 Bonus to your Willpower Save when using this Feat.
Hostile Mind: If your opponent fails his Saving Throw he now takes 3d6 damage.
Mental Resistance: Your DR from this Feat now affects Ability Drain or Burn.
Psionic Hole: If your opponent loses his Psionic Focus due to this Feat, his Concentration DC check to get it back increases to 25 for the rest of the encounter. In addition he must expend 1 power point when making the Concentration check.
At 4th level your anti psionic powers increase again:
Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or be Paralyzed for 1d4 rounds.
Closed Mind: Your Bonus to resist powers increases to +6.
Force of Will: You gain a +4 Bonus to your Willpower Save when using this Feat.
Hostile Mind: If your opponent fails his Saving Throw he now takes 4d6 damage.
Mental Resistance: Your DR from this Feat now increases to DR 5/-.
Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier.
At 7th level
Chaotic Mind: Anyone attempting to access your mind (i.e. spells like Detect Thoughts or powers like Read Thoughts), must make a Willpower Save (DC is 10 plus half Hit Dice plus Wisdom Bonus) or suffer 1d6 Intelligence, Wisdom, and Charisma Drain.
Closed Mind: Your Bonus to resist powers increases to +8, and applies to magic as well as psionics.
Force of Will: You gain a +6 Bonus to your Willpower Save when using this Feat.
Hostile Mind: If your opponent fails his Saving Throw he now takes 5d6 damage.
Mental Resistance: Your DR from this Feat now increases to DR 8/-.
Psionic Hole: Your opponent must now expend power points equal to double your Wisdom Modifier to regain his Psionic Focus as well.
Addicted to the Rageohol (Ex): By 2nd level you've gotten pretty darn tired of listening to the jokes about your big head. And lo it becomes your weapon o' vengeance. At 2nd level you can go into a fit if rage as a Free Action, even if it isn't your turn. This fit of rage has all the usual disadvantages of Barbarian Rage (See PHB page 25), but instead of stat bonuses you gain a Headbutt attack as a Primary Natural Weapon. This attack does 2d6 plus double your Strength modifier. If you succeed in confirming a critical hit with this attack your opponent must make a Fortitude Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be Stunned 1 round. The fit of rage lasts for the duration of the encounter, and may be used once per day. Usually after the first display no on else is willing to ____ you off the rest of the day.
At 5th level you can enter a fit of rage twice per day. Your headbutt now does 3d6 plus double Strength modifier, and your opponent must Save or be Stunned with any successful hit, not just a critical. When he succeeds with a critical the opponent must make the Fortitude Save or be Stunned 1d4 rounds.
At 8th level you can enter a fit of rage 3 times per day. Your headbutt now does 4d6 plus double Strength modifier. Also, if you use it against a psionic opponent, they lose 1d6 power points with each successful hit.
Enhanced Fleeing Skills (Ex): Running away is an unfortunate fact of life for you as the people who hate and fear you tend to have more friends with pitchforks than you do. At 3rd level you can move through difficult terrain or over obstacles that don't completely block movement at your full speed.
At 6th level you can move at full speed while making Hide or Move Silently Checks or at half move while Climbing without taking a penalty to the Skill Check.
At 9th level your movement does not provoke attacks of opportunity, and your opponent gains no bonuses to attack you when you are prone.
Nega-Psychic (Su): At 10th level your brain interferes with psychic powers quite phenomenally, especially when it's at close range. You've also gained a bit more self control. You can now use your headbutt attack at will without having to enter a fit of rage (i.e. you have the benefits of the Rageohol without the bitter side effects). Plus if you successfully critical with a Headbutt, your psionic opponents must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Modifier) whenever he attempts to Manifest a power within the next 3 rounds, or he must spend an extra 10 power points to Manifest it.
PLAYING A PSYCHIC EXPERIMENT Some jerk popped you out of your hut one night after dosing you with ether, popped your brain out of your skull, did something to it, and then sewed it back in. Now you have bolts in your neck and some forehead scarring. or maybe your brain is actually visible, or your head has swelled tremendously. Which means meaningful romantic relationships will be difficult to come by. And consequently you're a little bit ticked off.
Combat: Psychic Experiments generally tend to flee larger numbers of foes, or ones that may be more powerful. They just want to live and forget what has happened to them. But against Psionics they can be quite powerful.
Advancement: Advancement is a harsh concept for most Psychic Experiments. If they're under the thumb of their maker, they advance in any manner he chooses. If they aren't, they're probably an outcast just about everywhere, and they advance by just trying to survive.
Resources: Psychic Experiments sometimes are on good terms with their creators, and if so they may call on them for aid. But usually they're fleeing for their lives from them, and just about everyone else.
PSYCHIC EXPERIMENTS IN THE WORLD "you're seeing the freak? The guy with bolts in his neck? Why?" Interaction with the world is limited to fleeing your "master", and mobs of people who for some reason won't accept you just want to live your life in peace and get sloshed on hallucinatory berries on the weekend like every other person does.
Daily Life: Life consists of fleeing people who want to kill you, making horribly misunderstood passes at women which creates mobs of people who want to kill you, and occasionally getting fed up with it all long enough to do someone serious damage.
Notables: Grot (CN Varag Scout 6/Psychic Experiment 1) led a normal (and to his view satisfying) life until he was kidnapped and worked on by some crazy black skinned elf lady who made his head grow big. Now he really hates elves. And of course anyone mentioning the head thing...
Organizations: Psychic Experiments are often kidnapped by organizations, but they don't usually belong to them.
NPC Reaction You're an obvious Frankenstein's monster. Worse yet you actually hit on "normal" women. The crowd can be a tad unforgiving about it sometimes.
PSYCHIC EXPERIMENTS IN THE GAME Psychic Experiments are pretty good in psionic campaigns, but they'll be of little use if there aren't many psis around for them to bash.
Adaptation: This is presented as a semi-serious class, but it would work in a horror campaign too.
Encounters: PC's generally encounter you fleeing a bunch of people hellbent on your death. Or maybe they find you hiding out somewhere in the woods, or just going crazy after the 100th person that day has commented on the size of your forehead.
Sample Encounter EL 12: The PC's wonder into town to see a large crowd watching a weird furry goblin headbutting a drunken bar patron to his knees.
GrotCN Varag Scout 6/Psychic Experiment 1
Init +9,
Senses: Listen +4, Spot +4, Scent, Dark Vision
Languages Goblin
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AC 26, touch 14, flat-footed 22 (+4 Dex, +3 Natural, +9 Armor)
hp 59 (10 HD)
Fort +7,
Ref +12,
Will +5
Uncanny Dodge, Evasion, Battle Fortitude +1
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Speed 70 ft. (14 squares)
Melee +3 Short Sword +14/+9 (1d6+8/17-20)
Base Atk +6,
Grp +11
Atk Options Skirmish (+2d6, +1 AC),
Combat Gear 1 Potion of Cure Serious Wounds
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Abilities Str 20, Dex 18, Con 15, Int 8, Wis 10, Cha 8
SQ Can always Take 10 on a Move Silently check, Trapfinding, Trackless Step, Flawless Stride, Fast Movement
Feats Hostile Mind, Improved Initiative, Improved Skirmish, Telling Blow, Run (B), Spring Attack (B), Track (B)
Skills Climb +7, Concentration +5, Hide +12, Jump +11, Knowledge (Nature) +1, Listen +4, Move Silently +20, Search +1, Spot +4, Survival +8, Tumble +7 (+11 Track by Scent)
Possessions +3 Keen Short Sword, +5 Chain Shirt, Survival Pouch, Amulet of Catapsi, Boots of Sidestepping, 1 Potion of Cure Serious Wounds, 390 GP
EPIC PSYCHIC EXPERIMENTS Hit Die: d8
Skills Points at Each Level : 4 + int
Bonus Feats: The Epic Psychic Experiment gains a Bonus Feat every 2 levels higher than 20th