Manipulator (Character Kit)

Manipulator
Description: The manipulator is an expert at the manipulation of physical
objects—bending bars with the mind, softening metal, and shattering stone. He
commonly uses his skills to steal money or other valuables, in the same way as a thief
but often more effectively. If caught, however, he might face a double penalty—not
just theft, but the use of forbidden powers. Manipulators deal with the ma¬
nipulation of physical objects —a physically exhausting brand of psionics —and there¬
fore must possess a minimum Constitution of 13.
Role: The manipulator may become a thief, using his powers to attempt things
that normal thieves could never manage, or he might join a circus. Manipulators
also make excellent adventurers, for their varied powers can be useful for either
scouting or combat.
Chosen disciplines: Required psychokinesis.
Recommended — psychometabolic, psychoportive.
Sciences/Devotions: Required — Molecular Manipulation, Soften.
Recommended—Ballistic Attack, Body Equilibrium, Catfall, Chameleon Power, Detonate, Dimensional Door, Disintegrate, Ectoplasmic Form, Heightened Senses, Immovability, Levitation, Metamorphosis, Molecular Rearrangement, Project Force,
Reduction, Shadow Form, Telekinesis, Teleport.
Weapon Proficiencies: Any weapons available to psionicists. Easily concealable
weapons are doubly useful if the manipulator intends to become a thief.
Nonweapon Proficiencies: Bonus none.
Recommended—appraising, camouflage 5 , disguise, fast-talking 3 , harness subconscious 4 , looting 3 , meditative focus 4 , sleight of hand 5 , tightrope walking, tumbling.
Equipment: Manipulators often carry with them rudimentary sets of thieves'
tools, more for show than practical use in some people's minds, being a thief is less of a crime than being a psionicist.
Special Benefits: A manipulator may learn rogue nonweapon proficiencies as if
he were a thief (i.e., at normal cost). At 4th level, he gains a 25% ability to open locks
by psionic force. This chance goes up to 29% when the psionicist has attained level
six, 33% at level eight, and so on, gaining 4% per two levels. This reflects the psioni¬
cist's natural expertise for moving things by mental force. An attempt to open a lock
drains 2 PSPs; and the same skill can be used to tug at purse strings, etc. (The DM
must adjudicate such attempts on a case by-case basis).
Due to his great experience and aptitude with manipulative telekinesis, a manipula¬
tor receives a +2 bonus on both Molecular Manipulation and Soften psionic power
scores.
Special Hindrances: Because their particular brand of psionics is so kinetic-
oriented, manipulators find it difficult to master the telepathic and clairsentience
areas of psionics, which use a different part of the mind. They receive a -1 penal¬
ty on all power scores in both of these disciplines.
Races: Manipulators may be of any race, although humans, half-elves, and halflings seem to the most appropriate.
Category:Character Kit
Category:Character Kit Dragon Magazine