TEXT: - 1 -
  Gamemasters of d20 Modern campaigns may wish to use the 
  psychic abilities described in this book in their campaigns. 
  This is easy to do by making psychic feats and skills available 
  to the player characters and making the psychic class into an 
  advanced class for d20 Modern In this case, limit advancement 
  as a psychic to no more than 10 levels (meaning that psychics 
  tend to be less powerful overall) and set the requirements 
  for the advanced class based on how rare it should be in the 
  campaign. An example is provided below.
  Psychic abilities fit well into modern psychic investigator 
  or thriller campaigns, and can substitute for the psionic 
  PSYCHIC’S HANDBOOK 
  WEB ENHANCEMENT
  DESIGN: STEVE KENSON EDITING: CHRIS PRAMAS  LAYOUT: HAL MANGOLD
  INTRODUCTION
  This web enhancement for the Psychic’s Handbook, part of Green Ronin’s Master Class series, presents a revised version of 
  the psychic advanced class for d20 Modern and a new psychic race, the Illan. 
  THE MODERN PSYCHIC
  abilities described in the d20 Modern core rulebook. 
  They’re also suitable for near-future “psyberpunk” 
  campaigns or outer-space science-fiction campaigns, 
  possibly featuring aliens as psychic creatures and psychic 
  abilities as part of the future of human evolution. Apart 
  from the class adjustments given below, the psychic 
  feats and skills in this book fit just fine into a d20 Modern 
  campaign se�ing without any changes. See Chapter 
  Four of the Psychic’s Handbook for additional information 
  on adapting or changing the psychic skill rules to suit a 
  particular se�ing or type of campaign.
  TABLE 1-8: THE PSYCHIC
   
   
  Base A�ack 
  Fort 
  Ref 
  Will 
   
  Defense Reputation
   
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special 
  Bonus 
  Bonus
   
  1 
  +0 
  +0 
  +0 
  +2 
   
  +1 
  +0
   
  2 
  +1 
  +0 
  +0 
  +3 
  Bonus psychic feat 
  +1 
  +0
   
  3 
  +2 
  +1 
  +1 
  +3 
   
  +2 
  +0
   
  4 
  +3 
  +1 
  +1 
  +4 
  Bonus psychic feat 
  +2 
  +0
   
  5 
  +3 
  +1 
  +1 
  +4 
   
  +3 
  +1
   
  6 
  +4 
  +2 
  +2 
  +5 
  Bonus psychic feat 
  +3 
  +1
   
  7 
  +5 
  +2 
  +2 
  +5 
   
  +4 
  +1
   
  8 
  +6/+1 
  +2 
  +2 
  +6 
  Bonus psychic feat 
  +4 
  +1
   
  9 
  +6/+1 
  +3 
  +3 
  +6 
   
  +5 
  +2
   
  10 
  +7/+2 
  +3 
  +3 
  +7 
  Bonus psychic feat 
  +5 
  +2
  THE PSYCHIC ADVANCED CLASS
  The psychic develops and masters innate powers of the mind.
  REQUIREMENTS
  To qualify to become a psychic, a character must fulfill the 
  following requirements.
  Skills: Concentration 6 ranks.
  Feats: Psychic Ability.
  CLASS INFORMATION
  The following information pertains to the Psychic class.
  HIT DIE
  The Psychic gains 1d6 Hit Points per level. The character’s 
  Constitution modifier applies.
  ACTION POINTS
  The Psychic gains a number of action points equal to 6 + 
  one-half his character level, rounded down, every time he 
  a�ains a new level in this class.
  CLASS SKILLS
  The psychic’s class skills are as follows.
  
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  - PSYCHIC’S HANDBOOK WEB ENHANCEMENT -
  Bluff (Cha), Concentration (Con), Cra� (Int), Diplomacy 
  (Cha), Gather Information (Cha), Intimidate (Cha), 
  Knowledge (Int), Listen (Wis), Perform (Cha), Profession 
  (Wis), Read/Write Language (none), Search (Int), Sense 
  Motive (Wis), Speak Language (none), and Spot (Wis). 
  Additionally, all psychic skills are class skills. See Chapter 
  Two for more information on psychic skills.
  Skill Points at Each Level: 6 + Int modifier.
  BONUS PSYCHIC FEATS
  At 2nd level and every other level therea�er (4th, 6th, 8th, 
  and 10th), the Psychic gains a bonus feat, which must be a 
  psychic, psychic talent, or metapsychic feat. These are in 
  addition to the Psychic’s normal feats based on character 
  level. See Chapter Three of the Psychic’s Handbook for 
  details on these feats.
  Note that the psychic advanced class does not get the 
  Psychic Ability feat for free; instead it is a prerequisite for 
  acquiring the class.
  The Psychic’s Handbook Web Enhancement is 
  copyright 2004 Green Ronin Publishing, LLC. 
  Master Class, Green Ronin, and their associated 
  logos are Trademarks of Green Ronin Publishing, 
  LLC. The Modern Psychic and the Illan are Open 
  Game Content. 
  ‘d20 System’ and the ‘d20 System’ logo are 
  trademarks of Wizards of the Coast, Inc. and are 
  used according to the terms of the d20 System 
  License version 5.0.  A copy of this License can be 
  found at www.wizards.com/d20.
  - ILLAN -
  The Illan (both singular and plural) are a race virtually 
  indistinguishable from humans, save for their innate 
  psychic abilities. These gi�s tend to separate the Illan 
  from ordinary humans, making them suspected and 
  feared, but also respected.
  PERSONALITY
  Illan are empathic and studious by nature. They have a 
  deep love for learning, making them fine scholars, scribes, 
  and sages. They’re innately curious, always interested 
  in learning and discovering new things. Illan tend to be 
  good with social relations, although they are sometimes 
  troubled by misperceptions about their race.
  PHYSICAL DESCRIPTION
  Illan look outwardly exactly like humans. In fact, Illan are 
  fertile with humans, but their children are always either 
  human or Illan. There are no “half-Illan,” although some 
  Illan of “pure” bloodline look down upon so-called “half-
  breeds.” Illan psychic gi�s only show up in roughly a 
  quarter of their children with humans. Humans with Illan 
  relatives are sometimes treated with quiet pity for their 
  psychic “blindness.” On the other hand, Illan children 
  of humans may suffer difficulty growing up in human 
  communities, particularly before they learn to control their 
  psychic talents (and censor the things they learn from them).
  There is no physical means of telling an Illan from a 
  human, although psychically their mental “signature” is 
  unique.
  RELATIONS
  Illan a�itudes o�en seem contradictory. They are 
  empathic and understanding, but o�en standoffish and 
  somewhat cold toward strangers. Their psychic abilities 
  and the prejudice they suffer make Illan cautious when 
  dealing with others, but once they get to know you, 
  regardless of race, they are true allies. Illan tend to 
  judge others on their a�itudes and actions rather than 
  preconceptions about race or culture.
  ALIGNMENT
  Like humans, there are Illan of all alignments. Some 
  are good, others evil, many neutral. Illan tend slightly 
  toward neutrality and good. They’re willing to bend or 
  overlook unjust laws, particularly if said laws relate to 
  institutionalized prejudice against them and others like 
  them (such as sorcerers or psions).
  LANDS
  The Illan live among humans in human lands. Some Illan 
  families keep to themselves, and they have their own 
  small communities, particularly in larger nations and 
  cities. Otherwise, Illan are found most places humans are. 
  In some cases they are discrete about their true nature, 
  quietly passing themselves off as humans so as not to 
  provoke any trouble with their neighbors.
  RELIGION
  Illan follow human religions, with an emphasis on deities 
  of scholarship, knowledge, wisdom, and empathy or 
  healing. Many Illan claim their psychic gi�s give them a 
  greater insight into the religious experience and they tend 
  to be a pious people as a whole. Illan clerics are their most 
  common spellcasters, effectively combining their divine 
  and psychic gi�s.
  LANGUAGE
  Illan speak the Common tongue of humans. They also 
  communicate with each other using Mental Contact, typically 
  by touch or over short distances, although Illan closely related 
  by blood or marriage (or well-trained) can do so over greater 
  distances. Their ability to “mindspeak” helps Illan keep a low 
  profile among human communities when necessary.
  NAMES
  Illan follow the same naming conventions as humans of 
  their home community.
  
  - 3 -
  - PSYCHIC’S HANDBOOK WEB ENHANCEMENT -
  ADVENTURERS
  Illan become adventurers for many of the same reasons as 
  humans: seeking fame and fortune, knowledge, or excitement. 
  Some Illan try to leave their unusual heritage behind, while 
  others are fiercely proud and hope to serve as good examples 
  to their people and other races. Ancient treasures suggesting 
  the Illan were once a more numerous race than they are today 
  intrigue Illan adventurers of a scholarly bent. They seek to 
  piece together information about their people’s ancient past.
  RACIAL TRAITS
  • 
  Medium: As Medium creatures, Illan have no 
  special bonuses or penalties due to their size.
  • 
  Illan base land speed is 30 feet.
  • 
  Natural Psychic: All Illan are psychically gi�ed. 
  They have the benefits of the Psychic Ability and 
  Telepathy feats for free at 1st level, in addition to the 
  normal feats granted by their class and level.
  • 
  Psychic Talent: Illan have 4 extra skill points at 1st 
  level, usable only to acquire psychic skills, and 1 
  bonus skill point per additional level, also usable 
  only to acquire psychic skills.
  • 
  Untrained Skills: Illan can use the following 
  psychic skills untrained: Empathy, Mental Contact, 
  Psychic Sense, and Psychic Shield.
  • 
  +2 racial bonus on Mental Contact and Psychic 
  Shield checks.
  • 
  Automatic Languages: Common. Bonus Languages: 
  Any (other than secret languages).
  • 
  Favored Class: Psychic. A multiclass Illan’s 
  psychic class does not count when determining 
  whether he takes an experience point penalty for 
  multiclassing.
  USING THE ILLAN
  The Illan make an effective “stealth” race for adding 
  abilities from the Psychic’s Handbook to your campaign 
  world. The reason others have never heard of them or 
  their abilities before is because the Illan like to keep a 
  low profile. The Illan may be the only psychic race in 
  the campaign, or simply one of several. In fact, if you 
  play in a campaign where psychic abilities are the only 
  supernatural powers, then the Illan may be the only ones 
  to possess them. This makes them even more powerful 
  and potentially feared.
  In a d20 Modern campaign se�ing, the Illan may be 
  extradimensional visitors to Earth, or a secret race of 
  psychics living among ordinary people. Perhaps they are 
  involved in psychic conspiracies or “mind wars” going 
  on behind the scenes in an “ESPionage” campaign with 
  psychic elements.
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
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  The Psychic’s Handbook Web Enhancement, Copyright 2004, Green Ronin Publishing; 
  Author Steve Kenson
  The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson
  
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