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| calronmoonflower03-02-07, 04:46 AM | CHARGED FIST [Psionic, Ki] You can use your ki to charge your unarmed strike with psionic energy. Prerequisite: Improved Unarmed Strike, Stunning Fist Benefit: As a swift action, you may expend one of you uses of you Stunning Fist and you psionic focus to empower all you unarmed attacks with the psychokinetic property until the start of you next turn. When you select this feat, you gain an additional use of your Stunning Fist. DEEP CRYSTAL SLAM [Psionic, Warforged] Shards of deep crystal grow in your hands. Prerequisites: Warforged, Psiforged Body Benefit: You may treat your slam attack as if is made of deep crystal. DIVINE PSIGIST [Psionic, Exalted] Through a pact with celestial powers you can channel divine powers into your mind blade as well as deal extra damage to evil creatures. Prerequisites: Imbued Weapon +1, Cha 13+, any good alignment Benefit: Your imbued weapon becomes a sanctified weapon, deal 1 extra point of damage to evil creatures, or 1d4 points of extra damage to evil outsiders and evil undead. It also overcomes damage reduction as if it was good aligned. You may also add the following abilities to those that you can add your imbued weapon: +1 Blessed; +1 Sacred; +2 Holy; +2 Sacred Burst. DIVINE MIND BLADE [Psionic, Exalted] Through a pact with celestial powers you can channel divine powers into your mind blade as well as deal extra damage to evil creatures. Prerequisites: Mind blade enchantment +1, Cha 13+, any good alignment Benefit: Your mind blade becomes a sanctified weapon, deal 1 extra point of damage to evil creatures, or 1d4 points of extra damage to evil outsiders and evil undead. It also overcomes damage reduction as if it was good aligned. You may also add the following abilities to those that you can add your mind blade: +1 Blessed; +1 Sacred; +2 Holy; +2 Sacred Burst. ELVEN SOULKNIFE [Psionic, Racial] Your mind blade takes the form of exotic elven weapons instead of its standard forms. Prerequisites: Improved Weapon Familiarity, Base Attack Bonus +1, Elf Benefit: Instead of a short sword your mind blade mimics an elven lightbade. Instead of reshaping your mind blade into a long sword you reshape it into an elven thinblade, or in place of a bastard sword it reshapes into an elven courtblade. See page 166 of the Races of the Wild for the stats of these weapons. EXTRA MIND BLADE SHAPE [Psionic] You can shape your mind blade into more shapes than most. Prerequisites: Shape Mind Blade Class Feature Benefit: Choice a melee weapon. When you reshape your mind blade you can shape it into a weapon of that type. You are also proficient with the mind blade form of that weapon. If the chosen weapon is a light weapon you can alternately shape your mind blade into two light weapons, but they both that a -1 penalty to their enhancement bonus. Special: You can take this feat multiple times. Each time you may chose a different melee weapon. FOCUSED MIND ARMOR [Psionic] You have learned to channel your mind armor to specific points of your body for other effects. Prerequisite: Mind Armor Benefit: You can focus your Mind Armor into your arm to grant you a shield bonus instead of an armor bonus. This effect works like a light shield, but has no armor check penalty or arcane spell chance failure and is made or force so it works against incorporeal attacks. Alternately you may focus your mind shield to key points in your body causing your unarmed strike to ignore the chance to miss for incorporeal targets. GREATER PHANTOM STRIKE [Psionic, Monstrous] You can change your incorporeal touch attack with additional damaging potential. Prerequisite: Cha 13, Phantom Strike, Incorporeal Touch Attack, Base attack bonus +5 Benefit: When you use your Phantom Strike feat the damage extra 4d6 points of damage instead of an extra 2d6 points. GREATER PSIONIC BREATH [Psionic, Breath] You can use a burst of mental energy to charge your breath weapon with ectoplasm to deal extra damage. Prerequisites: Con 13, Wis 13, Breath Weapon, Dragonblood Subtype, Psionic Breath, Mind Fire Breath Benefit: To use this feat you must expend your psionic focus. Your breath weapon deals an extra 2d6 points of damage. This extra damage is ectoplasmic in nature and is not affects by energy resistance. IMBUED SYNTHESIS [Psionic] Your imbued weapon can mimic the properties of special material. Prerequisite: Imbued Weapon Enhancement +1 Benefit: Choose a special material. Any weapon that you imbue mimics the hardness, hit points, and special properties of the chosen material, as long at it is imbued. You may change the material your imbued weapon mimics when you change your imbued weapon’s enhancements. IMPROVED IMBUED WEAPON [Psionic] You’ve learned to imbue your weapons with enchantments that are beyond a normal psigist weapon master. Prerequisite: Imbue Weapon Feature Benefit: Add the following abilities to those you can imbue your weapons with: merciful, mauling, power striking, power storing, prismatic energy +1; exit wound, metaline*, prismatic, energy aura, energy burst, skillful, sure striking +2; clouting, manifester, speed +3. IMPROVED MIND BLADE [Psionic] You’ve learned to imbue your mind blade with enchantments that are beyond a normal soul knife. Prerequisite: Mind Blade Class Feature Benefit: Add the following abilities to those you can imbue your mind blade with: merciful, mauling, power striking, power storing, prismatic energy +1; exit wound, metaline*, prismatic, energy aura, energy burst, skillful, sure striking +2; clouting, manifester, speed +3. * The mind blade perfectly mimics the properties of the chosen material; including hardness, hit points, special prosperities, and weaknesses even though it is still made of mental energy. IMPROVED SHAPE MIND BLADE [Psionic] You can split you mind blade better than most soulknives. Prerequisite: Shape Mind Blade Class Feature. Benefit: When you shape your mind blade you may choose to shape it into a one-handed weapon and a light weapon. The one-handed weapon takes a 1 point penalty to the enhancement bonus and the light weapon takes a 2 point penalty. Also it you have the ability to shape your mind blade into more than one light weapon you can choose different weapons for each hand. KINETIC FIST [Psionic] By studying the flow of kinetic energy you have learned to increase your attack range slightly. Prerequisites: Str 13, Psionic Fist, Base Attack Bonus +5 Benefit: When you make an unarmed attack or an attack with a natural weapon you may expend your psionic focus to increase your reach by 5 feet. If you miss you still expend your psionic focus. Also you may only use this feat on your turn so you do not threaten extra squares when it is not your turn. MIND ARMOR [Psionic] Your mind can generate a field of protective energy. Benefit: As long as you are psionicly focused you generate an intangible field of force within your body. As a result you gain a +1 armor bonus to your armor class and another +1 at every 5 psionic class levels that you have, max +5 at level 20. Unlike physical armor, mind armor has no armor check penalty or speed reduction. Because it is composed of force the AC bonus applies to incorporeal touch attacks. You mind armor may be invisible or shed light as a candle at your option. The bonus to AC from Mind Armor does not stack with other armor bonuses provided by regular armor. Note: This is a rewrite of the inertial armor feat from the Psionics Handbook. MIND BLADE TRAINING [Psionic] You have trained in using a mind blade as well as manifesting powers. Prerequisites: Mind Blade, +1d8 Psychic Strike, Manifester Level 1 Benefit: you manifester level (or your highest manifester level if you have more than one) stack with your soul knife level to determine the enhancement bonus (but no enchantment bonus) of your mind blade and the number of dice of damage your psychic strike deals. This cannot increase either to above the normal of a soul knife of your character level. Also your soul knife levels no longer count toward an Xp penalty when multiclassing. MIND FIRE BREATH [Psionic, Breath] You can charge your breath weapon with mental energy so it damages both mind and body. Prerequisites: Con 13, Wis 13, Breath Weapon, Dragonblood Subtype, Psionic Breath Benefit: To use this feat you must expend your psionic focus. Any creature that is damaged by your breath weapon loses the number of power points equal to the number of dice of damage that your breath weapon causes. Creatures without power points take 2 points of wisdom damage instead. A will save with the same DC as your breath weapon halves the damage. This is a mind affecting ability. If your breath weapon doesn’t deal dice of damage this feat was no effect. MULTI-MIND BLADE [Psionic] You can split you mind blade into multiple parts. Prerequisites: Split Mind Blade, Multiweapon Fighting, Dex 13, three or more hands Benefit: You can split your mind blade into more parts, but the penalty increases. If you split you mind blade into 3 or 4 parts it receives another cumulative -1 penalty. If you split it into 5 or 6 parts it receives another cumulative -1 penalty. If these penalties would reduce your mind blades enhancement to less than 0, then you take the remainder on all you attack and damage rolls as a penalty and you lose any enchantments to your mind blade as long as these penalties reduce the enhancement to below 1. PHANTOM STRIKE [Psionic, Monstrous] You can change your incorporeal touch attack with additional damaging potential. Prerequisite: Cha 13 Benefit: When you make an incorporeal touch attack you may expend your psionic focus to have that attack deal an extra 2d6 points of damage if it hits. You must decide to use this feat before you make the attack roll. If you miss your psionic focus is still expended. POWER PREPARATION [Psionic] You have learned to prepare a limited number of powers per day before you use them. Prerequisite: Manifester level 1. Benefit: By spending an hour in mediation you can prepare a number of powers equal to your class’s critical manifesting skill modifier. You decide the number of power points you wish to expend of the power and how you want it augmented and any meta-psionic feat that you want to apply. If you regain your power points with any prepared power still in your mind subtract the cost of that power from the power points you regain. You cannot have more prepared powers than your critical modifier and if that modifier is reduced you may have to choose and lose a power. If you can apply more that 1 meta-psionic feat with 1 expending of your psionic focus you can prepare a power with the number of meta-psionic feats you can use in 1 use of your psionic focus. Special: You can take this feat multiple times. Its effect does not stack. Instead it applies to another psionic class that lets you manifest powers. POWER SHOT [Psionic] You can channel your psionic power into your ranged attacks. Prerequisites: Manifester Level 5, Base Attack Bonus +5 Benefit: As a free action you may expend your psionic focus and pay 1 power point. If you do your gain a +1 bonus on your ranged attacks and deals an extra +1d4 points of damage on your successful attacks for 1 round. For every extra 2 power points you pay the bonus increases by another +1 and the damage increases by another +1d4. The bonus on your attack roll cannot be greater that your base attack bonus. You may not expend more power points in this way than your manifester level. POWER STRIKE [Psionic] You can channel your psionic power into your melee attacks. Prerequisites: Manifester Level 5, Base Attack Bonus +5 Benefit: As a free action you may expend your psionic focus and pay 1 power point. If you do your gain a +1 bonus on your melee attacks and deals an extra +1d4 points of damage on your successful attacks for 1 round. For every extra 2 power points you pay the bonus increases by another +1 and the damage increases by another +1d4. The bonus on your attack roll cannot be greater that your base attack bonus. You may not expend more power points in this way than your manifester level. PRACTICED MIND BLADE [Psionic] Prerequisite: Mind Blade Benefit: You gain enhancements bonus and enhancements to your mind blade are as if your level in the class that allows you to produce a mind blade are five levels higher, but no higher than your character level. Special: You can select this feat multiple times. Its effects do not stack, instead each time you select this feat it applies to another class. PRACTICED OCULAR BLASTER [Psionic] Prerequisite: Ocular Blast +1d6 Benefit: Chose a class that grants you an ocular blast. Your blast deals damage as if your levels in that class were four levels higher. Special: You can select this feat multiple times. Its effects do not stack, but each time it is applied to a new class. PRECOCIOUS MANIFESTER [Psionic] Your mentor has helped you develop the basics of a power beyond the normal limits of a novice manifester such as your self. Prerequisites: Character level 1, manifester level 1, key manifesting score 15+. Benefit: Choose a second level power from a list that your character has access to. You gain an extra 3 power points. Until your manifester level is high enough to manifest 2nd level powers you must succeed on a DC 8 manifester level check to successfully manifest that power; if you fail, the power is improperly manifested and it has no effect. Your manifester level is your normal manifester level, even if this level is insufficient to manifest the power and expend that number of power points under normal circumstances. When you become able to manifest 2nd level powers, you lose the benefit described above but retain the extra power points and power known, which you can use normally. PSYCHIC FIST [Psionic] Your unarmed strikes and/or natural weapons are charged with psychic energy as long as you are psionicly focused. Prerequisites: Str 13, Psionic Fist, Base Attack Bonus +5 Benefit: While psionicly focused you gain a +1 insight bonus to attack and damage rolls for all your unarmed attacks and attacks with your natural weapons. Also while you are psionicly focused, all your unarmed attacks and natural weapons count as magic for overcoming damage resistance and for the chance to strike incorporeal targets. PSYCHIC SHOT [Psionic] Your ranged attacks are imbued with small amounts of psychic power. Prerequisites: Dex 13, Point Blank Shot, Psionic Shot, Base Attack Bonus +5 Benefit: While psionicly focused you gain a +1 insight bonus to attack and damage rolls with all your ranged attacks. Also while psionicly focused, all your ranged attacks count as magic for overcoming damage resistance and for the chance to strike incorporeal targets. PSYCHIC SURGE [Psionic] You can augment your mind blade with surges of psychic power. Prerequisites: Mind Blade, +1d8 Psychic Strike Benefit: On a successful melee attack with your mind blade you may send a pulse of psychic power through the blade dealing an extra 2d6 points of damage. This damage is psychic in nature so energy resistance, damage reduction, and regeneration do not apply. This is a mind affecting ability and you may use this ability the number of times per day equal to 1 + the number of doe of damage your psychic strike causes. PSYCHIC WEAPON [Psionic] Your melee weapons are charged with psychic energy as long as you are psionicly focused. Prerequisites: Str 13, Psionic Weapon, Base Attack Bonus +5 Benefit: While psionicly focused you gain a +1 insight bonus to attack and damage rolls with all your melee weapon attacks. Also while psionicly focused, all your melee weapon attacks count as magic for overcoming damage resistance and for the chance to strike incorporeal targets. PSIONIC BREATH [Psionic, Breath] You can use a burst of mental energy to charge your breath weapon with ectoplasm to deal extra damage. Prerequisites: Con 13, Wis 13, Breath Weapon, Dragonblood Subtype Benefit: To use this feat you must expend your psionic focus. Your breath weapon deals an extra 1d6 points of damage. This extra damage is ectoplasmic in nature and is not affects by energy resistance. PSIONIC METABOLISM [Psionic] When properly focused, your mind heals you wounds very quickly. Prerequisites: Con 13, Psionic Body Benefit: Every hour that you stay psionicly focused without interruption, you convert 1 point of normal damage into 1 point of sudual damage. If you lose or expend your psionic focus, even for less than 1 round, you cannot benefit from this with effect until you regain your psionic focus and another hour passes. Note: This is a rewrite of the psionic metabolism feat from the Psionics Handbook. PSYCHIC STUNNING FIST [Psionic] You have learned to use your Ki to channel psychic energies into your unarmed attack. Prerequisites: Wis 13, Stunning Fist Benefit: When you use your Stunning Fist or any feat that requires a use of Stunning Fist, as a free action that does not provoke attack of opportunity, you may spend 2 power points to cause 2d6 points of damage on your next successful unarmed attack. This charge lasts for 1 minute or until you make successful unarmed attack. This works in the same manner as a deep crystal weapon, so if you can charge your unarmed attacks in the same manner as a deep crystal weapon this feat grants nor further benefit. REACH OF THE MIND [Psionic, Monstrous] You can extend of range of your touch attack by infusing it with psionic power. Prerequisites: Phantom Strike, Cha 13, Incorporeal Touch Attack, Attack bonus +5 Benefit: When you make an incorporeal touch attack you may expend your psionic focus to increase the range of that range of that attack. The attacks range increases by 5 feet for every point of Cha bonus you possess, or 5 feet per 4 hit dice, whichever is less. You may only use this feat on your turn, so you do not threaten a greater range of with it is not your turn. SECOND SIGHT [Psionic] You have a super natural ability to sense danger. Prerequisites: Alertness, Wis 14 Benefit: As long as you are psionicly focused use your wisdom modifier on initiative checks as a dodge bonus to your armor class instead of your dexterity modifier. Your armor and encumbrance still limit the max dodge bonus gained in this way. Special: This feat is available as both an exalted feat and a psionic feat. You can gain it as both if you really want to. SHAPE MIND ARROW [Psionic] You can change the properties of your mind arrows. Prerequisites: Shape Mind Blade, Mind Arrow Class Features Benefit: As a standard action you may change the nature of your mind arrows so they mimic a blunt1 (1d8X2, 60ft., bludgeoning), serpentstounge2 (1d8x3, 110 ft., piercing and slashing), or swiftwing3 (1d6X3, 110 ft., piercing) arrow, or a heavy crossbow bolt (1d10 19-20X2, 120 ft., piercing). 1 Does non-lethal damage. 2 Ignores hardness under 5. 3 Half (-1) range increment penalties. Special: A mind arrow can select this feat as a bonus feat. SOUL BLADE WIELDER [Psionic, Incarnum] You may imbue your mind blade with your soul energy. Prerequisites: Mind Blade, Con 13 Benefit: You may invest essentia into your mind blade(s) as if it was a soul meld. If you invest 1 point of essentia your mind blade overcomes damage reduction as it was of your alignment. For every point of essentia invested past the first your mind blade(s) deal an +2 points of damage to creatures who’s alignment is opposite of your on at least axis. If you split your mind blade into two parts you must invest essentia into each separately. You gain 1 points of essentia. SYNAPTIC FEEDBACK [Psionic] You sometimes can turn your opponents mind back on its self with your mind blade Prerequisite: Mind Blade, Psychic Strike +1d8 Benefit: When you score a successful critical with your mind blade you deal psychic strike damage, even if your mind blade isn’t charged. SYNTHETIC MIND BLADE [Psionic] Your mind blade can mimic the properties of special material. Prerequisite: Mind Blade Enhancement +1 Benefit: Choose a special material. Though still made of mental energy your mind blade mimics the hardness, hit points, and special properties of the chosen material. You may change the material your mind blade mimics when you change your mind blade’s enhancements. TRAINED MANIFESTER [Psionic] You have had extensive training a mentor in understanding your minds potential and its inner workings. Prerequisites: Character level 1, Erudite Level 1, Int 13+. Benefit: When ever you learn a new power as an erudite, you learn an additional power at least 1 level lower than the highest level you can manifest. Unless you have the Precocious Manifester feat you cannot benefit from feat at 1st or 2nd level in that class. In addition you can a +2 bonus on all Knowledge (Psionics) checks. Special: If you gain a level in a prestige class that increases your erudite manifester level, then this feat applies to that increase. VILE MIND BLADE [Psionic, Vile] Because of a deal with malign powers you can add more enchantments to your mind blade and it deals vile damage as well. Prerequisites: Mind blade enchantment +1, Cha 13+, any evil alignment Benefit: Your mind blade does a 1 extra point of vile damage upon each successful hit and over comes damage reduction as if it evil aligned. Also you can add the following enchantments to your mind blade: +1 Profane; +1 Comsuptive; +2 Profane Burst +2 Unholy; +3 Comsuptive Burst. Special: Vile damage can only be healed by magic cast within the area of a Consecrate or a Hallow spell. PSIONIC HERITAGE FEATS Some psychics draw their power from an unusual ancestry. Normally you can only use one type of ancestry feat, but these feats listed here can be taken with other ancestry feats, unless they say different. All these listed feats are psionic feats. THE DESCENDENTS OF ATLANTIS It is rumored that long ago a civilization rose to great heights of scientific and mental heights that they remade themselves in their own image. Whether from the wrath of angry deities, their own power, or a natural cataclysm this civilization came to and end. A few survived the end of their civilization and spread their legacy out among the human population and even infused other races with their power through psionic rituals. ATLANTIAN KNOWLEDGE [Psionic, Heritage] You have unlocked the Atlantian people’s gift for learning and can even tap into their ancestral memories. Prerequisites: Descendent of Atlantis Benefit: All knowledge skills are class skills for you. Also the number of times per day equal to your Int modifier you may tap into the ancestral memories gaining you an insight bonus on one knowledge check equal to the number of Descendent of Atlantis feats that you possess. ATLANTIAN METABOLISM [Psionic, Heritage] When you manifest a power the surge of energy also heals your body. Prerequisites: Descendent of Atlantis, Manifester Level 1 Benefit: Whenever you manifest a power you heal the number of hit points equal to that powers level and you heal another hit point for every 2 power points you spend augmenting that power. This effect cannot increase your current hit points above your maximum hit points. ATLANTIAN PERFECTION [Epic, Psionic, Heritage] Prerequisites: Any Four other Atlantian Feats, Character Level 21+ Benefit: Choose an ability score. That score is increased by 2. Special: You mat choose Atlantian Perfection up to 6 times. The effects do not stack, instead each time it applies to another ability score. ATLANTIAN POWER [Psionic, Heritage] You can focus your mind to temporary enhance your psionic power. Prerequisites: Descendent of Atlantis, Manifester Level 1 Benefit: As a move action that provokes an attack of opportunity you may focus your mind to help manifest a power. If you manifest a power as a standard action before the end of your turn your manifester level is increased by one for that power, but you cannot manifest that power defensively. ATLANTIAN REJUVENATION [Psionic, Heritage] You can meditate for a time to restore your body instead of sleeping and eating. Prerequisite: Descendent of Atlantis Benefit: You may mediate for 4 hours instead of sleeping for 8 like an elf. Also when you use this ability you do not need to eat or drink for 24 hours. Instead your body produces all the sustenance that it needs for that time. ATLANTIAN RESILIENCE [Psionic, Heritage] You may expend some of your mental energy to temporary increases your physical resistance. Prerequisite: Descendent of Atlantis Benefit: As an immediate action you may spend 2 power points to gain a +4 bonus on all your saves until the end of your next turn. Also you gain 1 hit point for each descendent of Atlantis feat you possess including this one. Whenever you take a new descendent of Atlantis you gain another hit point. EYES OF ATLANTIS [Psionic, Heritage] You gain some of the enhanced vision of your Atlantian ancestors. Prerequisite: Descendent of Atlantis Benefit: Either you gain darkvision out to 60 feet or you gain lowlight vision. Special: You can take this feat twice, once to either gain darkvision or to gain lowlight vision. DESCENDENT OF ATLANTIS [Psionic, Heritage] You have inherited some of the power of the lost people of Atlantis. Prerequisites: Power Point Reserved of 1 or More, 1st Level Benefit: You gain Bluff, Diplomacy, and Intimidate to your class skills and you can use these skills untrained. For every other descendent of Atlantis feat you possess (excluding this one) you gain a +1 insight bonus on these skills and gain a bonus power point. Special: Unlike most feats this feat must be chosen at 1st level. GREATER PSYCHOKINETIC BLAST [Epic, Psionic, Heritage] You psychokinetic blast becomes quicker, more powerful, and efficient. Prerequisite: Three Other Descendent of Atlantis Feats and Psychokinetic Blast, Character Level 21+ Benefit: You may choose for your psychokinetic blast to explode full damage to all creatures within a 5 foot radius instead of targeting a single target. IMPROVED WINGS OF ATLANTIS [Epic, Psionic, Heritage] Prerequisite: Three Other Descendent of Atlantis Feats and Wings of Atlantis, Character Level 21+ Benefit: You may call upon or dismiss your wings from your Wings of Atlantis as a free action and maintain them as long as you wish with no power point expenditure. POWER OF ATLANTIS [Psionic, Heritage] You have unlocked some of the powers commonly used by the Atlantian people. Prerequisites: Descendent of Atlantis, Manifester Level 1st Benefit: Add Touch of Heath and Far Hand to your powers known as a 1st level powers. As add Cloud Mind to your powers known as a 2nd level power. PSYCHOKINETIC BLAST [Psionic, Heritage] You have gained the ability to channel your psionic power into a blast of raw energy. Prerequisite: Descendent of Atlantis Benefit: As a standard action you may expend one power point to produce a ball of psychokinetically charged ectoplasm and launch it as a ranged touch attack against an opponent within 120 feet. This attack deals 1d6 points of damage with no energy type, so energy resistance does not apply. This attack allows a reflex saving throw with a DC of 11 plus your Constitution modifier for half damage. For every power point you expend beyond the first this ability deals an extra 1d6 points of damage and for every extra 2d6 the DC increases by 1. A psychokinetic blast is a force effect. You may choose not to launch the attack when you use this feat to instead launch it latter as an attack action, but can only hold the charge for the number of rounds equal to your Constitution modifier, after which the energy dissipates harmlessly. You may expend the power points in this way equal to you manifester level or ½ you HD, which ever is higher. Special: You are immune to your own psychokinetic blast. PSYCHOKINETIC ENERGY BLAST [Psionic, Heritage] You have learned to charge the ectoplasm of your psychokinetic blast with an energy type for an enhanced affect. Prerequisite: Descendent of Atlantis, Psychokinetic Blast Benefit: When use your Psychokinetic Blast you may add one of the following energy types to the damage and other changes apply. Cold: A psychokinetic blast of this type deals +1 points of damage per die. The saving throw to reduce damage from a psychokinetic cold blast is a Fortitude save instead of a Reflex save. Electricity: Producing a psychokinetic electricity blast provides a +2 bonus to the DC. Fire: A psychokinetic fire blast deals +1 points of damage per die. Sonic: A psychokinetic blast of this type deals -1 hit points of damage per die and ignores hardness. PSYCHE BLADE [Psionic, Heritage] Your mind blade is formed from energy deep within your psyche. Prerequisite: Descendent of Atlantis, Mind Blade Benefit: Your mind blade counts as your alignment for overcoming damage reduction and is made of force (so it can strike incorporeal and ethereal targets). In addition your psychic strike deals +2 points of damage per die. WINGS OF ATLANTIS [Psionic, Heritage] You can use some of psychic power to temporary gain wings like those of your Atlantian ancestors. Prerequisite: Three Other Descendent of Atlantis Feats, 12 HD Benefit: As a swift action you may expend 1 power point to gain a flying speed of 60 feet with good maneuverability for 1 round as a supernatural ability. For every power point you expend this effect lasts for another round. You may also fly with a medium load or while wearing medium armor but your flight speed is reduced to 40 feet and you maneuverability is reduced to average. You may expend the power points in this way equal to you manifester level or ½ you HD, which ever is higher. The Eyes Have It This work deals with a feat appropriate for a high psionics campaign. Even then you should get you dungeon masters permission to take this feat as it is much more powerful than a normal feat. Those that possess a third eye are often outcasts for the “deformity” and seen as evil of corrupt. For those that are born into a psionic society that know of the power of the third eye, they are often put under great pressure to become powerful psions. Sometimes forced into this whether they want to be or not. Despite its appearance the third eye is not a visual organ, rather it’s a psionic sensory organ. THIRD EYE [Psionic] You have a third eye which represents the mind. Prerequisite: Character level 1st Benefit: Your favored class changes to any psionic. That is you highest psionic class does not count against you for determining any xp penalty for multiclassing. In addition your third eye occupies as your magic item space for goggles or other similar magic items. Also you gain additional benefits based on you psionic class levels, if you have any racial hit die and are naturally psionic add those hit die to this number as well. These benefits only apply with your third eye is open and exposed. 1st Detect Psionics (Su): You may use detect psionics as the power at will, with the manifester level equal to you psionic class levels. 3rd Empathic Insight (Su): You gain a slight ability to sense the emotions of others. Because of this you gain a +1 insight bonus on all bluff, diplomacy, intimidate, and sense motive checks. At 9 psionic class levels and again at 18 psionic class levels the insight bonus increases by another 1. 6th Clairsentient Power (Su): Whenever you manifest a clairsentient power the manifester level is increased by one. 9th Aura Sight (Su): You may use aura sight as the power at will, with the manifester level equal to your psionic class levels. 12th Deeper Focus (Su): After you gain 12 psionic class levels your third eye, in a way gains, somewhat of a mind and will of its own. As a result you may psionically focus you third eye with a DC 30 concentration check as a 1-round action. You expend this focus in place of your own. 15th Eye of Power (Su): You can store power points in your eye as if it was a recognizance crystal. You may store the power points equal to your wisdom score minus ten. If your wisdom score is lowered you do not lose extra power points stored in your eye. 18th True Seeing, Psionic (Su): You are constantly under the effects of true seeing, psionic as the power with the manifester level equal to your psionic class levels. EPIC PSIONIC FEATS BRILLIANT MIND BLADE [Epic, Psionic] Prerequisite: +5 or higher mind blade enhancement. Benefit: While you maintain your psionic focus your mind blade gains the brilliant energy property. Your may turn this ability on and off as a free action. Note: This is a rewrite of the Brilliant Mind Blade feat from Epic Insights. EMBODIMENT OF FLAME [Epic, Psionic] Prerequisites: Cha 18, Psionic Body, On Fire Benefit: When you activate your On Fire feat you gain the fire resistance equal to your character level and it lasts for the number of rounds equal to your Charisma score instead of your Charisma modifier. You may end the effects of you On Fire feat as a free action. Note: On Fire is a feat from Untapped Potenial EMPOWER MIND BLADE [Epic, Psionic] Your mind blade grows even more powerful. Prerequisite: +5 or higher mind blade enhancement Benefit: Add 1 to either your minds blades enhancement or enchantment bonus. EPIC BLADEWIND [Epic, Psionic] You can quickly fragment your mind blade and strike at several opponents at once. Prerequisites: Bladewind, +5 or higher mind blade enhancement Benefit: As a standard action you may fragment your mind blade into several identical parts and make one attack foe every 5 points of your base attack bonus (including your epic attack bonus; round fractions down). You cannot attack any one opponent more than once as a part of this action. These attacks (as well as all other attacks made until the start of your next turn) suffer a -4 penalty. When you use the epic bladewind feat, you also lose any bonus or extra attacks granted by other feats or abilities (such as cleave feat or the Haste spell). You cannot take a 5-foot step between these attacks and your mind blade immediately reverts to its previous form after the Epic Bladewind attack. EPIC MIND ARMOR [Epic, Psionic] Prerequisites: Mind Armor Benefit: The maximum level for determining the benefit for your Mind Armor feat is removed. EPIC MIND BLADE [Epic, Psionic] You can add even more powerful enchantments to your mind blade. Prerequisite: +5 or higher mind blade enchantment. Benefit: You can add the following enchantments your mind blade: +5 Coup De Grace; +5 Vopral; +6 Prismatic Energy Blast; +6 Psychokinetic Blast; +6 Greater Suppression; +6 Triple Throw. Also your mind blade’s non-epic powers gain a bonus to the DC, if required, equal to your Cha bonus (min 1). Special: You can take this feat multiple times. You gain no extra enchantments that you can add to your mind blade. The DC bonus stacks. Also if you have the Divine Mind Blade feat you can also add the following ability to your mind blade: +8 holy power. If you have the Vile Mind Blade feat you may add this enchantment as well: +8 unholy power. EPIC SPIRITUAL FORCE [Epic, Host] Prerequisites: Spiritual Force, Any Three Other Host Feats, Mind Blade Class Feature Benefit: You may expend your psionic you add the extra damage to your mind blade attacks equal to twice your Charisma bonus (if any) for the number of rounds equal to twice your Charisma modifier. This extra damage stacks with the extra damage from the Spiritual Force feat. GREATER SHAPE MIND BLADE [Epic, Psionic] Your ability to shape your mind blade grows even greater. Prerequisite: +5 or higher mind blade enhancement. Benefit: You can reshape your mind blade into two one-handed weapons, but both take a 2 point penalty to the enchantment bonus. IMPROVED MANIFESTER CAPACITY [Epic, Psionic] You have learned to manifest higher level powers than others of you class normally can. Prerequisite: The ability to manifest power at the normal maximum of one psionic class, yet below level 9. Benefit: You gain the ability to manifest and learn powers one level higher than you currently can in one psionic class, as long as you have the necessary manifester level to manifest a power of that level. You also gain enough power points to manifest a power of that level one time. Special: You can gain this ability multiple times. Its effects stack and it can be applied to separate classes. Note: This feat does not give new powers known. It merely allows you learn powers with the Epic Expanded Knowledge or maybe the Power Knowledge and similar feats. IMPROVED PSYCHIC STRIKE [Epic, Psionic] Your ability to deal damage with your psychic strike improves. Prerequisite: Psychic Strike +5d8 Benefit: add 1d8 to your psychic strike damage. Special: You can gain this feat multiple times, its effects stack. OVERPOWERED MIND BLADE [Epic, Psionic] Prerequisites: +6 or higher mind blade enhancement. Benefit: Your mind blade deals damage as if it is one size larger than it is. PSIONIC BATTLE FOCUS [Epic, Psionic] You can use self hypnosis to maximize you combat potential. Prerequisites: Auto-Hypnosis 24 ranks Benefit: Once per day as a swift action you can attempt to use your battle focus. By making a DC 40 auto-hypnosis check, you gain a +1 bonus to all your attack and damage rolls, 1d4 temporary hit points, and 1 temporary power point to spend on any power with a range of personal as a free action. These bonuses last for the number of rounds equal to your auto-hypnosis check divided by 10 rounded down. When this time is up the power(s) you manifested ends if it has not already. You can only spend power points granted by this feat on the power you manifest as a free action. If you do not use this power point in this manner it is lost. For every 10 that you exceed the DC, you gain another +1 bonus to attack and damage rolls, another 1d4 temporary hit points, and another extra temporary power point. You may spend all you power points from this feat on a single power or on several. Special: You may select this feat multiple times. The effects do not stack, but each time you select it again you gain one more use of this ability per day. RAPID PSIONIC MEDITATION [Epic, Psionic] You can focus your mind with a mere thought. Prerequisites: Wis 15, Concentration 24 ranks, Psionic Mediation Benefit: Once per round, at the start of your turn, you may attempt to become psionically focused as a swift action by making a DC 50 concentration check. Becoming psionically focused in this manner does not provoke an attack of opportunity. PSYCHIC CRUSHER [Epic, Psionic] Prerequisites: +6 or higher mind blade enhancement, Psychic Power, Overpowered Mind Blade Benefit: Whenever you score a critical hit with your mind blade, your opponent must make a Will save with a DC of 10 + ½ your character level + you Charisma modifier or be paralyzed for 1 round. This is a mind effecting affect. PSYCHIC POWER [Epic, Psionic] All your attacks are empowered by your psychic power. Prerequisites: Knowledge (Psionics) 24 Ranks, The Ability to Manifest Powers of the Normal maximum of at Least One Psionic Class Benefit: Whatever weapon you weld deals an extra 1d6 points of damage upon each successful hit as if it had the Augmented Psychokinetic property. Your may turn this ability on and off as a free action. WALL WALKER [Epic, Psionic] You gain the ability to run up wall longer and can even run across ceilings. Prerequisites: Wis 18, Up the Walls Benefit: When you use your Up the Walls feat you may remain on a vertical surface for the number of rounds equal to your wisdom bonus. Also you may move up side down across a horizontal as you can a wall. STORM OF BLADES [Epic, Psionic] Prerequisites: +5 Mind Blade, Bladewind, Multiple Throw Benefit: As a full round action you may throw a mind blade at every target with 30 feet. This is mentioned by PSYCHIC POWER. I originally made it for magic items, but it is adaptable to psionic items Augmented [Synergy]: this ability can be added to any weapon that has an enchantment that deals extra damage on a successful hit. The damage is increased by one step. The increase applies to all extra damage dealt by that that weapon if deals more that one size of die. This ability can be added multiple times to the same weapon, but each time it applies to a different enchantment. This ability cannot be applied to epic abilities. Aura same as base, the increase in caster level may increase the auras power; CL same as base plus 2; Magic Arms and Armor plus base enchantments requirements; Price +2,500 Gp. [edit=4/1/07] Added Power Shot, Power Strike, Practiced Mind Blade, Practiced Ocular Blaster, and rewrote Trained Manifester. [edit=5/12/07] Added several mind blade related feats. Psychokentic Blast is now a force effect. Rewrote Greater Psychokentic Blast Added Embodyment of Fire [edit=6/10/07] Added Synatic Feedback and Psychic Crusher feats. |
| Epicweaver03-02-07, 09:01 AM | POWER PREPARATION [Psionic] You have learned to prepare a limited number of powers per day before you use them. Prerequisite: Manifester level 1. Benefit: By spending an hour in mediation you can prepare a number of powers equal to your class’s critical manifesting skill modifier. You decide the number of power points you wish to expend of the power and how you want it augmented and any meta-psionic feat that you want to apply. If you regain your power points with any prepared power still in your mind subtract the cost of that power from the power points you regain. You cannot have more prepared powers than your critical modifier and if that modifier is reduced you may have to choose and lose a power. If you can apply more that 1 meta-psionic feat with 1 expending of your psionic focus you can prepare a power with the number of meta-psionic feats you can use in 1 use of your psionic focus. Special: You can take this feat multiple times. Its effect does not stack. Instead it applies to another psionic class that lets you manifest powers.The actual system for how this works seems to be written rather awkwardly... I'm not familiar with the original feat, so I really don't understand what you're trying to say. TRAINED MANIFESTER [Psionic] You have had extensive training a mentor in understanding your minds potential and its inner workings. Prerequisites: Character level 1, Manifester level 1, key manifesting score 13+. Benefit: When ever you learn a new power in your first psionic class (the one your character started with) you learn an additional power at least 1 level lower than the highest level you can manifest. Unless you have the Precocious Manifester feat you cannot benefit from feat at 1st or 2nd level in that class and possibly later. In addition you can a +2 bonus on all Knowledge (Psionics) checks. Special: If you gain a level in a prestige class that increases your manifester level in another class and you choose your first psionic class to increase, then this power applies to that increase.This feat just seems extremely powerful to the Collegiate Wizard parallel in Complete Arcane. Psions are limited by their powers known, but giving them an option to increase their total powers known by... 25%? is extremely powerful. As a DM, I'd probably disallow use of this one. |
| calronmoonflower03-03-07, 01:50 AM | The actual system for how this works seems to be written rather awkwardly... I'm not familiar with the original feat, so I really don't understand what you're trying to say. You prepare a power a head of time. It's like a power stone in your mind. This feat just seems extremely powerful to the Collegiate Wizard parallel in Complete Arcane. Psions are limited by their powers known, but giving them an option to increase their total powers known by... 25%? is extremely powerful. As a DM, I'd probably disallow use of this one. I tried to limit it abit by making the extra power of a lower level than you get with the magical version, but I agree its very powerful. (Edit)I got an ideal to make Trained Manifester for balanced. Limit it to the Erudite. The unque powers per day of that class would prevent it from being so powerful.(/Edit) |
| calronmoonflower05-12-07, 05:49 PM | As soul knives seem popular I've decided to distill all my soul knife related feats out here. DIVINE MIND BLADE [Psionic, Exalted] Through a pact with celestial powers you can channel divine powers into your mind blade as well as deal extra damage to evil creatures. Prerequisites: Mind blade enchantment +1, Cha 13+, any good alignment Benefit: Your mind blade becomes a sanctified weapon, deal 1 extra point of damage to evil creatures, or 1d4 points of extra damage to evil outsiders and evil undead. It also overcomes damage reduction as if it was good aligned. You may also add the following abilities to those that you can add your mind blade: +1 Blessed; +1 Sacred; +2 Holy; +2 Sacred Burst. ELVEN SOULKNIFE [Psionic, Racial] Your mind blade takes the form of exotic elven weapons instead of its standard forms. Prerequisites: Improved Weapon Familiarity, Base Attack Bonus +1, Elf Benefit: Instead of a short sword your mind blade mimics an elven lightbade. Instead of reshaping your mind blade into a long sword you reshape it into an elven thinblade, or in place of a bastard sword it reshapes into an elven courtblade. See page 166 of the Races of the Wild for the stats of these weapons. EXTRA MIND BLADE SHAPE [Psionic] You can shape your mind blade into more shapes than most. Prerequisites: Shape Mind Blade Class Feature Benefit: Choice a melee weapon. When you reshape your mind blade you can shape it into a weapon of that type. You are also proficient with the mind blade form of that weapon. If the chosen weapon is a light weapon you can alternately shape your mind blade into two light weapons, but they both that a -1 penalty to their enhancement bonus. Special: You can take this feat multiple times. Each time you may chose a different melee weapon. IMPROVED MIND BLADE [Psionic] You’ve learned to imbue your mind blade with enchantments that are beyond a normal soul knife. Prerequisite: Mind Blade Class Feature Benefit: Add the following abilities to those you can imbue your mind blade with: merciful, mauling, power striking, power storing, prismatic energy +1; exit wound, metaline*, prismatic, energy aura, energy burst, skillful, sure striking +2; clouting, manifester, speed +3. * The mind blade perfectly mimics the properties of the chosen material; including hardness, hit points, special prosperities, and weaknesses even though it is still made of mental energy. IMPROVED SHAPE MIND BLADE [Psionic] You can split you mind blade better than most soulknives. Prerequisite: Shape Mind Blade Class Feature. Benefit: When you shape your mind blade you may choose to shape it into a one-handed weapon and a light weapon. The one-handed weapon takes a 1 point penalty to the enhancement bonus and the light weapon takes a 2 point penalty. Also it you have the ability to shape your mind blade into more than one light weapon you can choose different weapons for each hand. MIND BLADE TRAINING [Psionic] You have trained in using a mind blade as well as manifesting powers. Prerequisites: Mind Blade, +1d8 Psychic Strike, Manifester Level 1 Benefit: you manifester level (or your highest manifester level if you have more than one) stack with your soul knife level to determine the enhancement bonus (but no enchantment bonus) of your mind blade and the number of dice of damage your psychic strike deals. This cannot increase either to above the normal of a soul knife of your character level. Also your soul knife levels no longer count toward an Xp penalty when multiclassing. MULTI-MIND BLADE [Psionic] You can split you mind blade into multiple parts. Prerequisites: Split Mind Blade, Multiweapon Fighting, Dex 13, three or more hands Benefit: You can split your mind blade into more parts, but the penalty increases. If you split you mind blade into 3 or 4 parts it receives another cumulative -1 penalty. If you split it into 5 or 6 parts it receives another cumulative -1 penalty. If these penalties would reduce your mind blades enhancement to less than 0, then you take the remainder on all you attack and damage rolls as a penalty and you lose any enchantments to your mind blade as long as these penalties reduce the enhancement to below 1. PRACTICED MIND BLADE [Psionic] Prerequisite: Mind Blade Benefit: You gain enhancements bonus and enhancements to your mind blade are as if your level in the class that allows you to produce a mind blade are five levels higher, but no higher than your character level. Special: You can select this feat multiple times. Its effects do not stack, instead each time you select this feat it applies to another class. PSYCHIC SURGE [Psionic] You can augment your mind blade with surges of psychic power. Prerequisites: Mind Blade, +1d8 Psychic Strike Benefit: On a successful melee attack with your mind blade you may send a pulse of psychic power through the blade dealing an extra 2d6 points of damage. This damage is psychic in nature so energy resistance, damage reduction, and regeneration do not apply. This is a mind affecting ability and you may use this ability the number of times per day equal to 1 + the number of die of damage your psychic strike causes. SHAPE MIND ARROW [Psionic] You can change the properties of your mind arrows. Prerequisites: Shape Mind Blade, Mind Arrow Class Features Benefit: As a standard action you may change the nature of your mind arrows so they mimic a blunt1 (1d8X2, 60ft., bludgeoning), serpentstounge2 (1d8x3, 110 ft., piercing and slashing), or swiftwing3 (1d6X3, 110 ft., piercing) arrow, or a heavy crossbow bolt (1d10 19-20X2, 120 ft., piercing). 1 Does non-lethal damage. 2 Ignores hardness under 5. 3 Half (-1) range increment penalties. Special: A mind arrow can select this feat as a bonus feat. SOUL BLADE WIELDER [Psionic, Incarnum] You may imbue your mind blade with your soul energy. Prerequisites: Mind Blade, Con 13 Benefit: You may invest essentia into your mind blade(s) as if it was a soul meld. If you invest 1 point of essentia your mind blade overcomes damage reduction as it was of your alignment. For every point of essentia invested past the first your mind blade(s) deal an +2 points of damage to creatures who’s alignment is opposite of your on at least axis. If you split your mind blade into two parts you must invest essentia into each separately. You gain 1 points of essentia. SYNAPTIC FEEDBACK [Psionic] You sometimes can turn your opponents mind back on its self with your mind blade Prerequisite: Mind Blade, Psychic Strike +1d8 Benefit: When you score a successful critical with your mind blade you deal psychic strike damage, even if your mind blade isn’t charged. SYNTHETIC MIND BLADE [Psionic] Your mind blade can mimic the properties of special material. Prerequisite: Mind Blade Enhancement +1 Benefit: Choose a special material. Though still made of mental energy your mind blade mimics the hardness, hit points, and special properties of the chosen material. You may change the material your mind blade mimics when you change your mind blade’s enhancements. VILE MIND BLADE [Psionic, Vile] Because of a deal with malign powers you can add more enchantments to your mind blade and it deals vile damage as well. Prerequisites: Mind blade enchantment +1, Cha 13+, any evil alignment Benefit: Your mind blade does a 1 extra point of vile damage upon each successful hit and over comes damage reduction as if it evil aligned. Also you can add the following enchantments to your mind blade: +1 Profane; +1 Comsuptive; +2 Profane Burst +2 Unholy; +3 Comsuptive Burst. Special: Vile damage can only be healed by magic cast within the area of a Consecrate or a Hallow spell. PSYCHE BLADE [Psionic, Heritage] Your mind blade is formed from energy deep within your psyche. Prerequisite: Descendent of Atlantis, Mind Blade Benefit: Your mind blade counts as your alignment for overcoming damage reduction and is made of force (so it can strike incorporeal and ethereal targets). In addition your psychic strike deals +2 points of damage per die. EPIC SOUL KNIFE FEATS BRILLIANT MIND BLADE [Epic, Psionic] Prerequisite: +5 or higher mind blade enhancement. Benefit: While you maintain your psionic focus your mind blade gains the brilliant energy property. Your may turn this ability on and off as a free action. Note: This is a rewrite of the Brilliant Mind Blade feat from Epic Insights. EMPOWER MIND BLADE [Epic, Psionic] Your mind blade grows even more powerful. Prerequisite: +5 or higher mind blade enhancement Benefit: Add 1 to either your minds blades enhancement or enchantment bonus. EPIC BLADEWIND [Epic, Psionic] You can quickly fragment your mind blade and strike at several opponents at once. Prerequisites: Bladewind, +5 or higher mind blade enhancement Benefit: As a standard action you may fragment your mind blade into several identical parts and make one attack foe every 5 points of your base attack bonus (including your epic attack bonus; round fractions down). You cannot attack any one opponent more than once as a part of this action. These attacks (as well as all other attacks made until the start of your next turn) suffer a -4 penalty. When you use the epic bladewind feat, you also lose any bonus or extra attacks granted by other feats or abilities (such as cleave feat or the Haste spell). You cannot take a 5-foot step between these attacks and your mind blade immediately reverts to its previous form after the Epic Bladewind attack. EPIC MIND BLADE [Epic, Psionic] You can add even more powerful enchantments to your mind blade. Prerequisite: +5 or higher mind blade enchantment. Benefit: You can add the following enchantments your mind blade: +5 Coup De Grace; +5 Vopral; +6 Prismatic Energy Blast; +6 Psychokinetic Blast; +6 Greater Suppression; +6 Triple Throw. Also your mind blade’s non-epic powers gain a bonus to the DC, if required, equal to your Cha bonus (min 1). Special: You can take this feat multiple times. You gain no extra enchantments that you can add to your mind blade. The DC bonus stacks. Also if you have the Divine Mind Blade feat you can also add the following ability to your mind blade: +8 holy power. If you have the Vile Mind Blade feat you may add this enchantment as well: +8 unholy power. EPIC SPIRITUAL FORCE [Epic, Host] Prerequisites: Spiritual Force, Any Three Other Host Feats, Mind Blade Class Feature Benefit: You may expend your psionic you add the extra damage to your mind blade attacks equal to twice your Charisma bonus (if any) for the number of rounds equal to twice your Charisma modifier. This extra damage stacks with the extra damage from the Spiritual Force feat. GREATER SHAPE MIND BLADE [Epic, Psionic] Your ability to shape your mind blade grows even greater. Prerequisite: +5 or higher mind blade enhancement. Benefit: You can reshape your mind blade into two one-handed weapons, but both take a 2 point penalty to the enchantment bonus. IMPROVED PSYCHIC STRIKE [Epic, Psionic] Your ability to deal damage with your psychic strike improves. Prerequisite: Psychic Strike +5d8 Benefit: add 1d8 to your psychic strike damage. Special: You can gain this feat multiple times, its effects stack. OVERPOWERED MIND BLADE [Epic, Psionic] Prerequisites: +6 or higher mind blade enhancement. Benefit: Your mind blade deals damage as if it is one size larger than it is. PSYCHIC CRUSHER [Epic, Psionic] Prerequisites: +6 or higher mind blade enhancement, Psychic Power, Overpowered Mind Blade Benefit: Whenever you score a critical hit with your mind blade, your opponent must make a Will save with a DC of 10 + ½ your character level + you Charisma modifier or be paralyzed for 1 round. This is a mind effecting affect. STORM OF BLADES [Epic, Psionic] Prerequisites: +5 Mind Blade, Bladewind, Multiple Throw Benefit: As a full round action you may throw a mind blade at every target with 30 feet. [edit=6/10/07] Added Synatic Feedback and Psychic Crusher feats here to. |