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| Wotc_Mark04-09-04, 08:14 PM | This thread is for posting your home brewed XPH - Powers - Feats - Skills MJ :cool: ================================= 3.0 Psionics Threads - Powers (http://boards1.wizards.com/showthread.php?s=&threadid=44967) - Feats (http://boards1.wizards.com/showthread.php?s=&threadid=44864) |
| Vecna04-10-04, 09:44 AM | Obviously this isn't home brewed, but being my favorite feat, I hope someone will bring it back as official 3.5 version of the old one! Mark, are you there? ;) Persistent Power [Metapsionic] Prerequisite: Extend Power. Benefit: A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; a character can’t use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that the character must concentrate on some powers to use their effects; concentration on such a power is a standard action that does not provoke an attack of opportunity. A persistent power costs a number of power points equal to its standard cost +12. |
| Racinante04-11-04, 03:54 AM | Improved Delay Power [Metapsionic] Pre-Requisites: Delay Power Benefit: As the feat Delay Power except the manifester may delay the use of the power for a maximum of one day and can trigger the use as a free action. An improved delayed power costs a number of power points equal to its standard cost +4. Greater Delay Power [Metapsionic] Pre-Requisites: Delay Power, Improved Delay Power Benefit: As the feat Improved Delay Power except the manifester may stop and resume the power at will. The total duration can not exceed the duration of the original power (which may be augmented or have other metapsionic affects applied). An improved delayed power costs a number of power points equal to its standard cost +8. Psionic focus must be maintained to use this feat. If focus is expended after applying this to a power, that power ends. Persistant Power [Metapsionic] Pre-Requisites: Improved Delay Power, Extend Power Benefit: As the feat Extend Power except the effect lasts for 24 hours or four times the power's duration, whichever is greater and can be turned on or off at will as a free action. A persistant power costs a number of power points equal to its standard cost +12. Psionic focus must be maintained to use this feat. If focus is expended after applying this to a power, that power ends. or alternately... Control Power [Metapsionic] Pre-Requisites: Delay Power, Extend Power, and one other metapsionic feat You must maintain focus when using this feat. Benefit: Choose one of the following when using this feat: Cost Benefit ------ -------------------------------------------------- +4PP Delay a spell for up to one day or increase the duration of a spell to the next duration category. +6PP Delay a spell for up to one day, stop and resume spell at will up to spell's normal duration or increase the duration of a spell two duration categories. +10PP Delay a spell for up to one day, stop and resume spell at will for up to twice the spell's normal duration or increase the duration of a spell three duration categories. +14PP Delay a spell for up to one month, the spell can be stopped and resumed at will with a total duration increase of three duration categories, or increase a spell four duration categories. Duration categories 1) 1 rnd / lvl 2) 1 min / lvl 3) 10 min / lvl 4) 1 hr / lvl 5) 2 hrs / lvl 6) 5 hrs / lvl 7) 12 hrs / lvl 6) 1 day / lvl 7) 1 wk / lvl 8) 1 mth / lvl 9) 1 yr / lvl Notes: 1) Other restrictions on Extend Power, Delay Power still apply. |
| Nifft04-11-04, 03:14 PM | Swift Meditation [Psionic] You can focus your mind with astonishing speed. Prerequisite: Psionic Meditation, Wis 15, Concentration 11 ranks. Benefit: When you pay 6 power points, you may become psionically focused as a Swift action. Reflexive Premeditation [Psionic] Your mind can attain focus in reaction to future events. Prerequisite: Combat Reflexes, Swift Meditation, Wis 17, Concentration 15 ranks. Benefit: When you pay 12 power points, you may become psionically focused as an Immediate action (even when it is not your turn). -- N |
| Zym04-11-04, 03:34 PM | In the current trend of revised Persistant Power feats: Enduring Power [Metapsionic] Prerequisite: Extend Power. Benefit: A enduring power has a potential duration of up to 24 hours. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. A enduring power costs a number of power points equal to its standard cost plus the amount as indicated on the below table. Endure/Cost 1 Round -> 1 Minute/ +6 PP 1 Minute ->10 Minutes/+8 PP 10 Minutes –> 1 Hour/ +10 PP 1 Hour –> 1 Day/+12 PP To use this feat you must Expend your Psionic Focus. |
| strenoth04-11-04, 03:37 PM | Power point limits are per action, not rounds.. I think? let em double check... yep! "You can't spend more power points on a power than your manifester level". So the last sentance in both your feats should be cut out. Heck, i'm not even sure they should have PP costs, or not so high. Psionic Meditation does not have any PP cost associated with it. |
| Zym04-11-04, 03:54 PM | Also a quick recap of a somewhat old 3.0 custom power (the 3.0 new power lists are drifting away unstickied). I was rather fond of the idea, though never got to use: Gird Power (Metapsionic) Prerequisites: Delay Power Benefit: Psionics ready their mind in a variety of ways. With metapsionic alterations, these awakened areas of the conscious mind become enhanced storage centers capable of keeping a manifested power in circuit and available at a whim. To use this feat you must expend your Psionic Focus. You may break down the duration of a power over the course of a day. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat. The power’s effect may be divided over the following time periods based on its initial duration: 1 Round - NA 1 Minute - 2 instances of 2 Rounds/+4 PP 10 Minutes – 3 instances of 10 Rounds (1 Minute)/+8 PP 1 Hour – 5 instances of 30 Rounds (3 Minutes)/+12 PP 1 Day – NA For duration’s of per level, use the above formula but multiply the number of rounds by the Manifestor level. So a power, with a duration of 10 minutes a level, manifested by a 8th level character, and metapsioniced by Gird Power, grants 3 instances of 80 rounds (8 minutes). A Girded power costs a number of power points equal to its standard cost plus the amount of the girding. Special: Calling a girded power back into effect is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one swift action per turn. The initial instance of the power is subject to its normal manifestation time. You may also Subdue a girded power before its current instance would expire. Doing so is a swift action, but any remaining time for that particular instance is lost. A power that is currently Girded may not be normally manifested again until it is no longer under Metapsionic influence. |
| Gruffmug04-14-04, 12:48 AM | A few new feats a saw on other threads that should be here. Muting Strike [Psionic] A psionically powered strike to the throat to silence enemies. Prerequisits: Expend Psionic Focus; Wis 13+; Psionic Fist Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is mute for 1 round (until just before your next action). Because it is psionically empowered this effects even beings immune to critical hits. By dark touch Antimagic Mind (Psionic) Your powers strike deeper at magic users and monsters. Prerequisite: Psicraft 5 ranks Benefit: You get a +2 bonus on manifester level checks made to overcome a creature's spell resistance. This bonus stacks with the bonuses conferred by Power Penetration and Greater Power Penetration. Moreover, whenever a magic creature attempts to dispel a power you manifested, it makes its caster level check against a DC of 13+ its caster level. The benefits of this feat apply only to spell resistance. The bonus does not apply to power resistance. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). Magic Hole (Psionic) Your being is a magic drain. Prerequisites: Con 15 Benefits: If you are the target of a spell, the caster must spend (lose) a number of spell levels equal to your Wisdom bonus, or the spell fails. These levels are treated as though the spell had been cast, but no benefit is gained from them. You may pay more than the required spell levels. 0-level spells are considered 1/2 of a spell level (and are rounded down). This extra is not affected by a maximum level that a spellcaster can cast. For instance, Lavishta, a Wiz 9, casts fireball against a Psychic Warrior with this feat. The Psychic Warrior has a Wisdom bonus of +2, so Lavishta must sacrifice two levels of spells in order to save her fireball. She sacrifices two Mage Hands and a Magic Missile, which equal two. She could also have sacrificed a Dimension Door, but the extra two spell levels would still be gone. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). Force of Mind (Psionic) Your mind affords you resistance to magic. Prerequisites: Iron Will Benefits: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to spells and spell-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). Defensive Thinking (Psionic) Magic is something your mind can handle better than most. Benefits: You get a +2 bonus on all saving throws to resist magic. The benefit of this feat applies only to spells and spell-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). Eldritch Resistance (Psionic) Your body is guarded against intrusion. Prerequisites: Base Will save bonus +2 Benefits: Against magic attacks that do not employ an energy type to deal damage, such as magic missile, you gain damage reduction 3/-. In addition, when you are hit with ability damage from a magic attack, you take 4 points less than you would normally take. The benefit of this feat applies only to spells and spell-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). Chaotic Mood(Psionic) Your feelings and impusles make it difficult to predict your actions. Prerequisites: Chaotic alignment, Cha 15 Benefits: Creatures and charcters who have an insight bonus on their attack rolls, Armor class, or to skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to bonues from spells and spell-like abilities. This is an exception to the psionics-magic transparency rule. Special: You cannot take or use this feat if you have the ability to cast spells (or use spell-like abilities). by Xod, Archmage |
| Gruffmug04-14-04, 12:59 AM | A few more feats found on this board quote: -------------------------------------------------------------------------------- Originally posted by MalecEmbermoon I feel pretty sure that the designers and/or playtesters thought this to be too powerful for one feat. -------------------------------------------------------------------------------- Oh I quite agree. I was mostly giving counter-arguments on this point for the fun of it. I still would greatly prefer it if the feats required only psionic focus, not expending it. Say: Discipline Focus [Psionic] You can use meditation to focus your powers in a discipline you choose. Benefit: While you are psionically focused, add +1 to the save DC for powers from the discipline you select. If you expend your focus while manifesting a power (such as by using a metapsionic feat on it), the power still benefits from this feat. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new discipline. Greater Discipline Focus [Psionic] You can use meditation to focus your powers in a discipline you choose. Prerequisites: Discipline Focus Benefit: While you are psionically focused, add +1 to the save DC for powers from the discipline you select. This bonus stacks with the bonus from Discipline Focus. If you expend your focus while manifesting a power (such as by using a metapsionic feat on it), the power still benefits from this feat. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new discipline. Power Penetration [Psionic] Your powers are especially potent, breaking through power resistance more readily than normal. Benefit: While you are psionically focused, you get a +2 bonus on manifester level checks made to overcome a creature’s power resistance. If you expend your focus while manifesting a power (such as by using a metapsionic feat on it), the power still benefits from this feat. Greater Power Penetration [Psionic] Your powers are especially potent, breaking through power resistance much more readily than normal. Prerequisites: Power Penetration. Benefit: While you are psionically focused, you get a +2 bonus on manifester level checks made to overcome a creature’s power resistance. This bonus stacks with the bonus from Power Penetration. If you expend your focus while manifesting a power (such as by using a metapsionic feat on it), the power still benefits from this feat. Implant Telepathic Power [Metapsionic] You can implant long-term charms and compulsions. Benefit: To use this feat, you must expend your psionic focus. You can use this feat only on telepathy powers from the charm or compulsion subdisciplines. An implanted telepathic power has a duration of 1 day/level, instead of the power's normal duration. Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level. __________________ Michael Tree He smelled the smells of commerce and listened to the cursing of sailors, both of which he admired: the former as it reeked of wealth, and the latter because it combined his two other chief preoccupations, these being theology and anatomy. - Roger Zelazny, Lord of Light Last edited by Michael Tree on 04-13-04 at 02:34 PM lost and found attendant :angel: Gruffmug |
| Gruffmug04-14-04, 01:02 AM | Your lost an found attendant hard at work byDr_Draco I would say they can't augment them, since their simply natural abilities. However, some monsters with psi-like abilities could have this feat I just thought of: Augment Psi-Like Ability [General] Your psi-like abilities can become more powerful. Prerequisites: Psionic subtype, psi-like abilities. Benefit: Choose one of your psi-like abilities. That power may now be augmented to equal your manifester level. Normal: Psi-like abilities cannot normally be augmented. Special: You may take this feat multiple times. Each time it is taken, apply it to a different psi-like ability. (However, I don't have the XPH yet, so I don't know for certain whether or not they can be augmented. It's just my personal guess. If they can, then that feat is void. If they can't, then here's a new feat for your monsters to play with .) Dr. D Gruffmug |
| Gruffmug04-14-04, 01:09 AM | Lost and found attendant here, "look what I found" orginally posted by Nifft Further ideas for Hold Focus Feats: Focused Aligned Attack [Psionic] Your attacks can overcome some kinds of damage reduction. Prerequisite: BAB +4, at least one non-Neutral alignment component Benefit: When you take this feat, choose one non-Neutral component of your alignment (for example, a Neutral Good character could only choose Good). To use this feat, you must maintain your psionic focus. When you make a successful melee or ranged attack, your attack is treated as either a good, evil, chaotic or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. Focused Inquisitor [Psionic] You are adept at discerning the truth. Prerequisite: Negotiator, Wis 13 Benefit: To use this feat, you must maintain your psionic focus. While focused, you gain a +6 bonus to all Sense Motive checks (to discern lies or foil a feint, for example). This bonus stacks with that provided by the Negotiator feat. Octopsionic Opportunity Power [Psionic] You can make multiple power-enhanced attacks of opportunity. Prerequisite: Opportunity Power, Quicken Power, Combat Reflexes, Dex13+, BAB 6+ Benefit: To use this feat, you must maintain your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of Touch, if you have at least one hand free. Manifesting this power is an immediate action. You cannot use this feat with a power whose manifesting time is longer than 1 full-round action. Using this feat increases the power point cost of a power by 4. The power's total cost cannot exceed your manifester level. Focused Stand Still [Psionic] You can prevent foes from fleeing, closing, or standing up. Prerequisite: Power Attack, Combat Reflexes Benefit: To use this feat, you must maintain your psionic focus. When you successfully make an attack of opportunity against a foe attempting to stand or to move out of a square you threaten, there is a chance that you will halt his movement. Resolve the attack normally. If you strike your opponent, he must make a Fortitude save vs. DC 10 + your damage inflicted, or he is unable to stand or move out of the threatened square. Focused Penetration [Psionic] Your powers are hard to resist. Benefit: To use this feat, you must maintain your psionic focus. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's power resistance. Special: If you expend your psionic focus, you get a +4 caster level bonus to penetrate power resistance. Greater Focused Penetration [Psionic] Your powers are very hard to resist. Prerequisite: Focused Penetration Benefit: To use this feat, you must maintain your psionic focus. You get a +4 bonus on caster level checks (1d20 + caster level) made to overcome a creature's power resistance. Special: If you expend your psionic focus, you get a +6 caster level bonus to penetrate power resistance. |
| Gruffmug04-14-04, 01:15 AM | Your lost an found attendant hard at work:angel: posted by James McMurray Sanctify Construction [Psionic] [Exalted] Your constructs’ natural weapons are considered good for the purposes of damage reduction. Prerequisite: Manifester level 9th+, Boost Construction, Advanced Construction, Ectomanipulation Benefit: When you manifest Astral Construct powers you may choose to have their natural weapons count as good for the purpose of bypassing damage reduction. Using this feat requires the expnditure of your psionic focus. A Sanctified construct power costs +2 power points. saving great work from falling offthe edge of the world Gruffmug |
| Gruffmug04-14-04, 03:58 AM | telekentic screen power 4 duration 1round a level display vi, me personal cost:7pp effect prevents 40 points of damage to the manfestor. augmentable: for every +2pp increase protection by 10 A new power by gruffmug |
| Gruffmug04-14-04, 06:51 PM | I am trying to return a little of the feel of the old feats from 3.0 I have to versions of the feat floating in my head right now, and any comments to help flesh it out would be a plus. I am unsure aout the prereqs. should it have any? 1) Combat psionic Focus (psionic feat) You are nautrally highly psionicly focused Prereq. wis 14, combat manifestation benifit: When a psionic character preforms an action that would normally expend her psionic focus, that PC may instantly preform a concentration check DC 20 in order to retain her psionic focus. This feat does not allow you to "double expend" your psionic focus. Varient: Some DM's may wish to add an +5 DC mod. to the concentration DC 20 roll for each attempt past the first in a round. 2)Retain focus (psionic feat) You are infused with psionic energy Prereq, psion reserve 1+, psionic body or psionic meditation Benifit: If any action cause you to lose your psionic focus, you can spend 5pp to retain your focus as a free action. You can use this feat to apply more than one metapsionic modiferer on a power. Ex. to use maximize power and Empower on a power you would have to manifest the power normally (under the PP cap) and spend 5 extra pp to retain focus for empower and expend focus on maximize power, or you could spend 10 extra PP to retain focus after using both empower and maximize power. If you don't like something fix it don't complain, solutions at work Gruffmug |
| luispauls04-14-04, 09:34 PM | Instant Knowledge Clairsentience (Wis) Level: Psion/Wilder 1 Display: Au Manifestation Time: 1 action Range: Personal Target: Caster Duration: 1 minute/level (D) Power Points: 1 When you manifest this power, you select any weapon and gain proficiency with it until the duration of the power expires Augmentation: You can pay +2 PP to increase the duration of this power to 10min per manifester level |
| Xeviat-DM04-15-04, 04:39 AM | My feats consist both of alterations to current feats, and a few ideas of my own. I'm currently working on a class I will call the Savant (since that name isn't being used anymore). The role the class will fill is similar to the roll of Jedi, Monks, and other semi-warriors with capabilities above and beyond the norm. The class has a fighter timed progression of bonus feats, but they draw their feats from psionic feats, so many new psionic feats must be created for them. (Note: I would have prefered if there were more "hold focus" feats, so some of my alterations reflect that ideal) Feat Prerequisites Benefit Aligned Attack BAB +6 Attacks gain alignment while focus is held Ghost Attack BAB +6 Attacks can damage incorporeals while focus is held Inquisitor Wis 13, Sense Motive +5 to Sense Motive while focus 5 ranks is held Mental Leap Str 13, Jump 5 ranks +5 to Jump while focus is held Psionic Dodge Dex 13, Dodge Gain Uncanny Dodge while focus is held Psionic Fist Wis 13 +1 to hit on unarmed and natural attacks while focus is held Greater Psionic Fist Wis 13, Psionic Shot, +2 to damage on unarmed and BAB +6 natural attacks while focus is held Psionic Shot Dex 13, PointBlank Shot +1 to hit on ranged attacks while focus is held Greater Psionic Shot Dex 13, PointBlank Shot +2 to damage on ranged attacks Psionic Shot, BAB +6 while focus is held Psionic Weapon Str 13, Power Attack +1 to hit on melee weapon attacks while focus is held Greater Psionic Weapon Str 13, Power Attack, +2 to damage on melee weapon Psionic Weapon attacks while focus is held Trigger Power Psionic Talent, Expend focus to manifest power for Manifester level +8 free who's cost is 1/4th your manifester level Psionic Celerity Speed of Thought, BAB 6 Take -2 penalty to hit to gain additional attack at highest bonus while focus is held Dimension Leap Speed of Thought Expend focus to move your speed as a free action; this movement does not provoke attacks of opportunity |
| Michael Tree04-16-04, 03:54 AM | Originally posted by Nifft Swift Meditation [Psionic] You can focus your mind with astonishing speed. Prerequisite: Psionic Meditation, Wis 15, Concentration 11 ranks. Benefit: When you pay 6 power points, you may become psionically focused as a Swift action. Hi Nifft. It seems it's my fate to comment on your rules. :) A psionic would be better off taking the Expanded Knowledge feat for the 2nd level PsyWarrior power Hustle. For 3 pp and a swift action he can manifest Hustle, which gives him a move action with which he can regain focus using Psionic Meditation. |
| eggplantm04-16-04, 10:06 AM | Psionic Circuit You can craft psionic tattos that hold psionic energy. Prerequisites: Craft psionic tattoos Benefits: Anytime your character has the option to learn a new psionic power, you may instead add an amount of power points to your base equal to the cost of the power level. For example, a psion that is due a power from advancement and can choose powers up to 3rd level could instead add 5 PP to his base. The psychic does this be scribing a special type of psionic tattoo on his skin. Unlike normal psionic tattoos, circuits are permanent and do not count toward the maximum number of psionic tattoos that can be on one person at a time. Creating a psionic circuit costs no money or XP. The character gives up knowledge for power. * This is kind of in line with my idea of how the metamind should work. Full manifester advancement except that he learns no new powers and his maximum psionic power level does not increase. Instead of new powers, he gets power points equal to the sacrificed power's cost added to his base. |
| law04-16-04, 05:37 PM | Heres a new power I came up with. How does it look. Energy Disk Psychokinesis [see text] Level: Kineticist 1 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful disk of energy of the chosen type at your foe. You must make a ranged touch attack to hit your target. The disk deals 1d6 points of damage to the target creature. Cold: A disk of this energy type deals +1 point of damage per die. Electricity: Manifesting a disk of this energy type provides a +3 bonus on your attack if your target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A disk of this energy type deals +1 point of damage per die. Sonic: A disk of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: You can augment this power in one or more of the following ways. 1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, the manifester gains a +1 bonus to the attack roll. 2. For every 4 additional power points you spend, this power can affect an additional creature. Any additional targets cannot be more than 15 feet from another target of the power. 3. If you spend 6 additional power points, you can manifest this power as a swift action. 4. For every 6 additional power points you spend, this powers die damage type increases one step (maximum d12). |
| dragonlensmanjm04-17-04, 12:52 AM | Been thinking about this for a while(since 3.0), finally threw a basic writeup together tonight. Would appreciate any feedback or comments. Wear Construct(I know, the name could use work) Prereqs:Astral Construct power, Boost Construct feat, Manifester level 5 Benefit:By giving up the additional menu choice provided by Boost Construct, you can manifest the construct around your person, providing protection and Strength augmentation. While the construct is in place, you use its Strength, Dexterity, speed, reach, and visual capabilities in place of your own. Any abilities gained off the menus can be used normally, with the exception of those which specify they give a feat. Any powers can only be manifested on self or the construct. Any spells/powers from others can only target the construct, not you. I see this as kind of a psionic power armor, giving you enhanced combat ability and protection at the cost of not being able to directly use your powers against the foes. What do you think? |
| Xeviat-DM04-17-04, 07:34 AM | Dragonlense ... shabadoo, I like that feat. Sounds fair, I'd even through in the feats that the construct could gain. Think of it this way, you've just cut you and your construct's alloted actions in half; normally a shaper could manifest powers and their construct could fight during the same rounds, but not so with this. What do you think of my proposed feat changes, and my new feats? |
| Shas'O04-17-04, 03:00 PM | Psionic Hamper [Psionic] You are Adept at hampering the enemy with a rush of thought. you must expend your psionic Focus feat tp use this ability. on a succesful hit, the enemy you attacked moves at half speed for 1d4 +1 rounds. |
| FriendoftheDork04-17-04, 10:27 PM | Originally posted by Michael Tree Hi Nifft. It seems it's my fate to comment on your rules. :) A psionic would be better off taking the Expanded Knowledge feat for the 2nd level PsyWarrior power Hustle. For 3 pp and a swift action he can manifest Hustle, which gives him a move action with which he can regain focus using Psionic Meditation. What? Was this intended when the Hustle power was made? I'm pretty sure Hustle gives you a move action, and not a move-equvivalent action. Although Psionic Meditation makes your psi focusing a move action, it should really mean a move-equvivalent action, as there is no movement involved. I would think Hustle is meant to give you a move, not a way to get swift focus! Otherwise the power hustle becomes something every psion benefitting from focus will want to have! Has this been discussed elsewhere? This seems to me just exploiting the loophole in the rules. |
| dragonlensmanjm04-18-04, 12:28 AM | Originally posted by Xeviat-DM Dragonlense ... shabadoo, I like that feat. Sounds fair, I'd even through in the feats that the construct could gain. Think of it this way, you've just cut you and your construct's alloted actions in half; normally a shaper could manifest powers and their construct could fight during the same rounds, but not so with this. What do you think of my proposed feat changes, and my new feats? Actually, I thought they were very good. What you might consider as another possibility is something suggested in one of the many posts out there these days. Have one level of bonus while holding focus and another by expending it, such as Mental Leap adding +5 jump while holding, +10 when you expend, etc. |
| Xeviat-DM04-18-04, 04:40 AM | That's a little too much versatility for a single feat in my opinion. Thinking about it now, the "Psionic Skill Focus" feats will be +6 in my campaigns; Speed of thought grants +4 to jump along with the +10 to speed, so a solid +x to jump feat should be quite a bit more than just +4. +6 is where they stand now. |
| Gruffmug04-18-04, 10:35 PM | James McMurray Member Registered: Jul 2003 Location: New Feat: Rapid Construction Rapid Construction Prerequisite: Improved Initiative Benefit: Your Astral Construct power has a manifestation time of one standard action. Normal: Astral Construct requires a full round to manifest. This feat is based off of the alternate conjurer in Unearthed Arcana. If that conjurer (who can trade a familiar for stand action Summon Monster spells) is not being used in the campaign, this feat should probably not be used either. What do people think? I'd like to get feedback and tweak it if necessary before posting it to the new feats thread. The_Fan Member Registered: Oct 2002 Location: New Feat: Power Display I'm disappointed by the lack of a "psionic prestidigitation," so I decided to make it into a feat: Power Display [Psionic] You can make trivial yet impressive displays of your psionic power. Prerequisites: Cha 13+ Benefit: As long as you maintain psionic focus, as a free action you can cause power displays to appear without actually manifesting any powers. These displays tend to fit the individual personality more so than even standard power displays. For instance, a pyrokinetic may wreathe himself in heatless flame, cause a fine ash to appear on nearby objects, surround himself with a scent of brimstone, or create the sound of roaring flames that increase in volume with each blow of his sword. At DM's discretion, this may add a +2 circumstance bonus to certain social skill checks, such as Intimidate or Diplomacy. Lost and Found attendant hard ay work Gruffmug |
| Gruffmug04-18-04, 11:05 PM | B]Resilance body[/B] (Psionic)[2] Your psionic nauture makes you harder to harm Prerequisites: Psionic Body Benefits: Grants DR1/psionic(magic) for each psionic feat you have learned. This bonus DR is only in effect while holding focus. I was trying to create an interesting feat tree, I figure "Roll with It" grants DR 2/- that DR/magic would be OK. Remember most monsters will have DR/magic by mid levels so, they can bypass it. It would be nice but not all that. Also, it would take 5 feats+ to combine it with both of my retain focus feats. Very few will do that for a DR/magic. Psionic Riposite (Psionic)[1] You are better able to take advantage of others mistakes Prerequisites: Improved Iniative and Combat Reflexes Benefits: This feat grants an AOA to the PC when attacked and the attacker misses. When an attack on the psionic with feat misses the psionic may expend her focus to take an attack of oppertunity against the attacker. You should gain an attack when they miss you, sort of like when you the feat "hold the line" that grants an attack when charged. Also, at best you can use this once a round, without big feat cost. Deflection field (Psionic)[2] Psionic energy makes you harder to hit Prerequisites: Psionic Dodge or Psionic Body Benefits: Grants an +3 deflection donus to the AC of the psionic while he is holding focus. Well I figure, with feats like"Two weapon defense" that tree will grant you +6 AC that it would be ok. Deflection bonuses don't stack? I thought they did. I meant for it to stack granting more AC. Psionic Presence (Psionic)[2] You use to psionic displays to impress others Prerequisites: Concentration 8, Narrow Mind Benefits: You use psionic displays of power to impress others. While holding focus, The psionic glows with power gaining a +3 circumstance bonus to intimidate, Bluff, and diplomacy. Well, "Inquisitor" grants 10 skill points and "Open Minded" grants 5 skill pt. that you can put where ever. This was some where in the middle. Remember, using this feat is HIGHLY visable, and might get you run outa town. I might drop it +2/2/2 though. Inborn Power (Psionic) One of your powers can now be manifested supernatrually Prerequisites: Wild[hidden] Talent or Psionic Talent and one psionic power Benefits: Grants the ability to manifest one of your powers, chosen when the feat is taken, as an [SU] ability. The manifestor level of power when manifested [SU] is 1/4 normal ,minimum 1. This feat can only effect powers of 3 level or less. You still pay the power point cost but for all other purposes it will act as an [SU] power. Please note your manifestor level is 1/4 normal, minimum 1, when using this power. This a throw back of when attack modes were [SU]. They ingored PR, ect.. Basically it makes one power weaker but cuts through defenses like dragon breath. Psionic Infusion (Psionic)[2] You are able to psionic heal yourself or others Prerequisites: Psionic Focus and Mind Over Body Benefits: You can expend psionic power to heal, at a rate of 1 pp to heal 2 hit points, as an standard action. You can also expend 3pp to heal 1 point of ability damage. It was meant as a psionic lay on hands, mainly for Egotist. Not as good as body adjustment but handy in a cluch. I based it loosely on the "Elan" racial ability. Superluminal Senses (Psionic)[1][2] you are able to dodge out of the way of danger Prerequisites: Combat Reflexes and Psionic Dodge Benefits: The psion glimps into the future, getting an ickling of incoming danger. The psionic will receive vauge information on the power level and direction of an immedate threat. The psion will recieve this information as long as he is holding focus. When attacked and flat footed, the psionic may expend her focus to take an move action. This considered an swift action."My spider sense is tingaling!" Yeah, a limited use hustle used when you are flat-footed or in a suprise round. I feel an overwhelming danger to my left, I leap to my right hoping to get out the way. You still need to "Spot" your danger. I see it like a "spider sense", which would be so cool for a psionist. Should I say "you lose your normal move action for the round when you use this feat"? I thought expending focus would be costly e'nuff. Psionic Deflection (Psionic)[1] You are able to defect one incoming melee attack Prerequisites: base attack bonus +3, Expertise, Combat Reflexes Benefits: You can expend your focus to cause one melee attack to miss you. You can do this as an immediate action. Well, I based it loosely on deflect arrows. You expend your focus instead of making a reflex save DC 20. How would you make it more like deflect arrows? with the added cost of Expending focus, which should make it better? Some ideals that that have been floating in my mind. That I posted on a different thread. Hope, ya like them , Gruffmug |
| James McMurray04-18-04, 11:09 PM | Thanks for saving me the work, I was about to come in and post the feat here. :) The only response the feat got was that it might need the addition of Shaper to the prereqs. I don't think its necessary, because any non-shaper wanting to use it is going to have to spend three feats to do so (Expanded Knowledge, Improved Initiative, and Rapid Construction). YMMV |
| Gruffmug04-19-04, 12:30 AM | James, The only response the feat got was that it might need the addition of Shaper to the prereqs. I don't think its necessary, because any non-shaper wanting to use it is going to have to spend three feats to do so Sorry, I was working long hours this week. I would prefer if Boost Construct was the prerequisite instead of Improved Initiative.It would lend to the whole "I am good at Constructs stichk". Or you could go the other angle and have "all" full round psions powers now manifest as a standard action reflection the psion's quickness of mind, a'la Improved Initiative. My two cents |
| Xeviat-DM04-19-04, 05:41 AM | I'm being ignored, but that's okay. I have a power in mind, it's a psionic version of Tensor's Transformation. Basically, it would make your str score equal to your charisma score, your con score equal to your wisdom score, and your dex score equal to your intelligence score. Your BAB would become your manifester level, and you would loose access to manifesting psionic powers, but not using psionic feats. Total mind over body. What level would you place this power at? |
| Gruffmug04-19-04, 08:30 PM | Wasn't there a mind eye power like that, Xeviat-DM, you may just want to convert it. Ahh... here it is. Here is my conversion of it. It is orignally in the Psionic Potpourri Combat Transformation Psychometabolism (Str) or Telepathy (Cha) (Compulsion) [Mind-Affecting] Level: Psion 4 Display: Vi Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 7 You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't manifest powers, even from psionic items (nor can you cast spells, even from magic items). You gain a +2 enhancement bonus to Strength, Dexterity, and Constitution, a +2 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). you gain 10 temporary hit points, that do not stack with any other source of temporary hit points. You lose any ability to manifest powers, including your ability to use command thought, use activated, or power trigger psionic items, just as if the powers were not on your class list. You likewise lose the ability to use spell trigger or spell completion magic items. Augment +1 to increase natural armor by 1 Augment +1 to gain 5 addition temporary hit points. Augment +2 to increase the enhancement bonuses by 2 Augment +4 to retain the ability to manifest powers(divine might) Augment +6 to manifest as a swift action What do you think? |
| MalecEmbermoon04-21-04, 12:51 PM | Gruff, I'd say change that power to Egoist 5/Psion 6/Wilder 6/Psychic Warrior 4, and it would be perfect. Here's a feat idea: Overchannel Buffer [Psionic] Prerequisite: Talented, at least 25 ranks of knowledge (psionics), must have psionic focus Benefit: When overchanneling, your manifester level overage is treated as being one level lower for purposes of taking damage from overchannel. For example, a manifester that uses overchannel to increase his manifester level by four, takes no damage from the overchannel, since his manifester level is considered to have been increased by three; not four. Normal: A manifester takes 1d8 damage for each level of increase to his manifester level, when overchanneling. Special: This feat can be taken multiple times. Each time it is taken, the manifester's level is treated as one additional level lower for purposes of taking damage from overchannel. |
| MalecEmbermoon04-21-04, 01:07 PM | Epic Overchannel [Psionic] Prerequisite: Overchannel, at least 25 ranks of knowledge (psionics), must have psionic focus (only if overchannel requires this - if not, scratch this) Benefit: With a manifester level of at least 22, you may increase your manifester level by four when you overchannel, but you take 4d8 damage in doing so. This pattern continues, so with a manifester level of 29, you can overchannel by 5 levels, and take 5d8 damage in doing so, etc. Normal: Overchannel stops granting a benefit at 15th level. Epic Talented [Psionic] Prerequisite: Talented, at least 24 ranks of knowledge (psionics), must have psionic focus (only if talented requires this - if not, scratch this) Benefit: When overchanneling powers of 4th level (Option - change to 5th level) and lower, you take no damage. Normal: A character with the talented feat takes no damage only when manifesting powers of 3rd level or lower. Special: This feat can be taken multiple times. Each time it is taken, add one power level (Option - change to two power levels) to the level of powers you can overchannel without taking damage. |
| MalecEmbermoon04-21-04, 01:26 PM | Given that taking the improved psicrystal feat allows your psicrystal to gain additional personality fragments, why not say that each personality fragment has the capability of becoming psionically focused (with an additional feat taken to allow each additional personality fragment to become focused)? Name of Feat Here Prerequisites: Improved Psicrystal, (Psicrystal Containment?) Benefit: One additional personality fragment of your psicrystal can become psionically focused. Normal: Your psicrystal can only 'hold' one psionic focus. Special: You may take this feat multiple times. |
| Gruffmug04-21-04, 06:47 PM | Well the orginal version was 6th. I reduced the enhancement bonus by +2 and reduced the nautrual armor by +2. Then, I added 10 temp hitpoints. So, I have a net loss in level of 2. I added the Augments to the power that would logically work. I wanted 4th because priest get a simular spell at 4th(Divine power,I think, or some such). |
| Xeviat-DM04-22-04, 04:39 AM | but that power, a tenser's convert, isnt' what I'm talking about. I'm talking about mind over body, using your mental scores (which probably rock) in place of your physical scores (which probably less than rock). It's a flavor issue. |
| Zym04-22-04, 05:14 AM | Relentless Leaper (Psionic) Running and jumping is second nature to you, as is leaping over foes in combat. Prerequisites: Run, Str 15 Benefit: You only require a 10-foot running start when making a Jump check. Without a running start, multiply the DC by 1.5. You must maintain your Psionic Focus to use this feat Normal: You require a 20-foot running start when making a Jump check. Without a running start, double the listed jump DC. Special: Additionally if you expend your Psionic Focus 1/2 of the total Jump distance isn't counted against your total movment for the round. You can't choose a Jump distance greater than your remaining current Speed. For example a character with a 30' Speed and the Relentless Leaper feat makes a 10 foot move, they could then make upto a 20 foot Jump check. 10 feet of that Jump would not count against their total movement for the round. |
| Lord_Anthrax04-22-04, 03:05 PM | I hate Inertial Armor as a power. Here it is returned as a feat, with a further upgrade option. Inertial Armor[Psionic] Your mind instinctively generates a field of protective energy. Benefit: While you retain a psionic focus, your mind automatically generates a tangible field of force that provides a +4 armor bonus to AC. Unlike mundane armor, Inertial Armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can't bypass it the way they do normal armor. Your inertial armor can be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial Armor does not stack with the armor bonus provided by regular armor. Improved Inertial Armor[Psionic] Your Inertial Armor field is stronger than normal. Prerequisites: Concentration 8 Ranks, Inertial Armor. Benefit: Your Inertial Armor gains a +1 to its armor bonus, and an additional +1 for each 5 ranks of Concentration over 8, to a maximum bonus of +4. Also, I present my version of the return of some old powers. Force Psychokinesis Level: Psychic Warrior 1 Display: Auditory Manifestation Time: 1 swift action Range: Touch Target: 1 weapon Duration: Until discharged or 1 minute/level Saving Throw: No Power Resistance: No Power Points: 1 You imbue a melee or ranged weapon (or ammo for a ranged weapon) with psychokinetic energy. While the duration lasts, the weapon subtly hums and vibrates. On a successful hit, the weapon does an additional point of damage, which discharges the potential. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every extra point you spend, the damage bonus increases by one. Additionally, for an extra 4 points, you can imbue two weapons at once with this power. Sever the Tie Psychokinesis Level: Psion/Wilder 2 Display: Auditory, Material Manifestation Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several undead creatures within a 10-ft.-radius burst Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 You disrupt an undead creature's tie to the Negative Energy Plane, damaging or destroying the creature. Your psychokinetic "scythe" deals 3d8 points of damage to all undead within the area. Undead that are brought to 0 hit points or below by use of the power fall limply and molder into dust (if corporeal), or slowly disperse (if incorporeal). Augment: For every extra point you spend, the damage increases by 1d8. Thrust Psychoportation Level: Psychic Warrior 1 Display: Auditory Manifestation Time: 1 swift action Range: Touch Target: One missile weapon Duration: Until discharged or 1 minute/level Saving Throw: No Power Resistance: No Power Points: 1 You imbue a ranged weapon (or ammo for a ranged weapon) with psychokinetic energy. While the duration lasts, the weapon subtly hums and vibrates. The psychokinetic energy doubles the weapon's range increment. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. Augment: For every 3 extra points you spend, this power will affect another ranged weapon or unit of ammo for that turn. Additionally, for every 5 extra points you spend, you add another doubling to the range(remember that two doublings equals a tripling, three doublings a quadrupling, and so forth.) |
| Zack221604-22-04, 07:22 PM | Autorefocus [Psionic] Prerequisites: Psionic Meditation, one other psionic feat that requires that you expend your psionic focus to gain the benefits of the feat, Concentration 13 ranks, Wis 17 You can regain your psionic focus after expending it Benefit: When you expend your psionic focus to use a psionic feat, you may pay 3 power points. If you do, you may make a concentration check DC 35 to regain your psionic focus as a free action. This feat can only be used when you expend your psionic focus. Special: If this feat is used after you expend your psionic focus in conjunction with a metapsionic feat, the 3 pp is counted against your maximum allowed pp expenditure per power manifestation. And then... (Input nifty name here) Prerequisites: Psychic enervation, cha 17, Autohypnosis 4 You can decrease the chances of psychic enervation Benefit: by expending your psionic focus, you may make an autohypnosis check. For every 5 above 20 in the result, you may decrease the chance of psychic enervation by 5%. |
| Amilius04-22-04, 10:18 PM | This is my first time posting on this board, I like the look of psionics and thought of this feat though i have none of the books yet. Probabily overpower but here it is: Canabalistic Power Surge[Psionic] by converting a poirtion of your life force you can temporarily increase your psionic might. Prerequisites: ?? Benefits: As a standard action you can lose 1d4 hitpoints and gain 1 temperorary power point per 1d4 hit points lost. These power points fade away after 1 hour. Tell me what you think as this is my first time creating a psionic feat. |
| motorfirebox04-23-04, 05:07 AM | Reforge Mindblade Prereq: Mindblade as class ability, see text Benefit: You gain a single new shape for your mindblade. This new shape can mimic any light melee weapon with which you have proficiency. You can still use the mindblade's basic shapes; swiching between shapes is handled in the same manner as reassigning enhancement abilities, and may be done at the same time. If you have the 5th-level soulknife Shape Mindblade ability, you can instead reforge your mindblade to mimic any one-handed melee weapon with which you have proficiency. If you have the 9th-level soulknife Shape Mindblade ability, you can instead reforge your mindblade to mimic any two-handed melee weapon with which you have proficiency, or as two new, different light melee weapons. Special: You can take this feat multiple times. Each time, you can add a single new shape to your mindblade's repertoire. |
| Gruffmug04-23-04, 04:15 PM | Originally posted by Amilius Canabalistic Power Surge[Psionic] by converting a poirtion of your life force you can temporarily increase your psionic might. Prerequisites: ?? Benefits: As a standard action you can lose 1d4 hitpoints and gain 1 temperorary power point per 1d4 hit points lost. These power points fade away after 1 hour. I like it, Add psionic body or body fuel to the prerequistes. And change the damage to 2 hit points for 1 power point. and add that this damage can't come from temporary hitpoints. one of these limiting factors Limiting factors 1) You can recaive up to twice your manifestor level in temporary power point in this manner per day. 2) Damage done by this feat can not be healed magically and must be regained normally. Good Ideal Gruffmug |
| Gruffmug04-23-04, 04:19 PM | Lost and found tech here. I found something New for yall Originally posted by Xeviat-DM Psionic Breath You have honed your resperation system to function self sufficiently while you retain your focus. Prerequisites: Psionic Body, Con +13. Benefits: While retaining your psionic focus, you do not need to breath. This makes you immune to gasious attacks, and makes you immune to drowning and other forms of suffocation. Your community at work Gruffmug |
| Amilius04-23-04, 05:28 PM | Here is my revision of my original feat plus 5 new feats!, well not exactly original new but they're still pretty cool. Canabalistic Power Surge[Psionic] by converting a poirtion of your life force you can temporarily increase your psionic might. Prerequisites:Con 13+, Body Fuel Benefits: As a standard action you can burn 2 hitpoints and gain 1 temporary power point per 2 hit points lost, These hit points cannot be temporary hit points gained through a power or spell. These power points fade away after 1 hour. You cannot gain more power points per day than twice your manifester level. Improved Canabalistic Power Surge[Psionic] by converting a poirtion of your life force you can temporarily increase your psionic might. Prerequisites:Con 13+, Body Fuel, Canabalistic Power Surge, Power Regeneration Benefits: As a standard action you can burn 1 hitpoint and gain 1 temporary power point per hit point lost, These hit points cannot be temporary hit points gained through a power or spell. These power points fade away after 1 hour. You cannot gain more power points per day than three times your manifester level. Power Regeneration[Psionic] Prerequisites:Con 13+, Body Fuel Benefits: As a full round action you can burn 2d4 hitpoints to regain 1 power point, These hit points cannot be temporary hit points gained through a power or spell. You cannot heal more than half of the hit points spent in this way. Improved Power Regeneration[Psionic] Prerequisites:Con 13+, Body Fuel, Power Regeneration Benefits: As a full round action you can burn 1d4 hitpoints to regain 1 power point, These hit points cannot be temporary hit points gained through a power or spell. You cannot heal more than a quarter of the hit points spent in this way. Again tell me what you think because I'm new at creating psionic feats. Edited again |
| Gruffmug04-23-04, 05:50 PM | Power generation is not clear what is it to do again?Canabalistic power and power regeneration seem to be two separate feat trees why are they combined? The tree seems to long. You cannot regain more than half of the hit points spent in this way. You cannot expend temporary hitpoints in this way. what does this mean? Gruffmug |
| Surgo04-24-04, 02:39 AM | Greater always comes after Improved, not the other way around. Also, that feat tree is way too enormous for what it is doing. Make it one or two feats, not SIX! |
| Amilius04-24-04, 11:33 PM | I fixed the feats that so there is only 2 feats for each chain and you need neither chain to get the other. |
| ManTimeForgot04-28-04, 02:41 AM | So would someone explain to me why the kineticist has more energy powers than force powers? Where is wall of force (telekinesis)? Shatter (item smasher)? Maybe an improved shatter since it seems in line with what a telekinetic should be doing (larger scale item destruction)? Didn't get the chance to read through all the powers extensively, thus I have to ask did they include "fine manipulation" telekinesis? That is to say something which will duplicate in function something like what the arcane trickster does and be able to pickpocket, pick lock, maybe disable traps (at the very least trigger them). Hyper acceleration power (accelerate a single small object to high speeds) like a rail gun, probably dealing upwards of 20d6 when max augmented to a single target, should be a touch attack roll with a bonus due to "velocity" and have a long range putting it at maybe 6th or 7th level Telekinetic Force Umbrella Telekinesis Psion 5/Wilder 5 Range: Up to 5 feet Effect: One Force Disk Duration: 1 min/level Saving Throw: None Power Resistence: None Augmentation: Spend 4 psp to increase the size of the Force Umbrella to that of a half-sphere, which will provide full cover in 180 degrees of direction in all 3 dimensions if the character is airborne, or while land based can act as a dome covering the character completely. Making use of this augmentation increases the area of effect of the power to a 5 foot radius in all directions that the force umbrella extends. This power generates a mobile curtain of force which is of sufficient size to provide full cover from the direction of your choosing. As a move action one may redirect the disk to cover a different direction. Thank You all and have a nice day. Signed, The Man Time Forgot |
| Gruffmug04-28-04, 03:14 AM | So would someone explain to me why the kineticist has more energy powers than force powers? Where is wall of force (telekinesis)? Shatter (item smasher)? Maybe an improved shatter since it seems in line with what a telekinetic should be doing (larger scale item destruction)? Didn't get the chance to read through all the powers extensively, thus I have to ask did they include "fine manipulation" telekinesis? That is to say something which will duplicate in function something like what the arcane trickster does and be able to pickpocket, pick lock, maybe disable traps (at the very least trigger them). Hyper acceleration power (accelerate a single small object to high speeds) like a rail gun, probably dealing upwards of 20d6 when max augmented to a single target, should be a touch attack roll with a bonus due to "velocity" and have a long range putting it at maybe 6th or 7th level Err... I don't know. In 3.0 energy powers were the shapers ball of wax. I most say those are good ideals for powers. I am posting a couple new/old telephathic powers. Empathic powers are needed for the TP so a borrowed some old 3.0 spells. Enthrall Enchantment (Charm) [Language-Dependent, Mind-Affecting, Sonic] Level: telepath 2 display: Vi, Me manifesting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Targets: Any number of creatures Duration: Up to 1 hour Saving Throw: Will negates (see text) Spell Resistance: Yes power points: 3 If the character has the attention of a group of creatures, the character can use this spell to hold them spellbound. To cast the spell, the character must speak or sing without interruption for 1 full round. Thereafter, those affected give the character their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Those of a race or religion unfriendly to the character gain a +4 bonus to the saving throw. Creatures with 4 or more HD or with Wisdom scores of 16 or higher remain aware of their surroundings and have an attitude of indifferent. They gain new saving throws if they witness actions that they oppose. The enchantment lasts as long as the character speaks or maintains concentration, to a maximum of 1 hour. Those enthralled by the character's words take no action while the character speaks, and for 1d3 rounds thereafter while they discuss the topic. The speech ends (but the 1d3-round delay still applies) if the character loses concentration or does anything other than speaking or singing. If those not enthralled have unfriendly or hostile attitudes toward the character, they can collectively make a Charisma check to try to end the spell by jeering and heckling. This check is based on the character with the highest Charisma and has a +2 bonus for each other jeerer who can make a Charisma check of 10 or higher. The heckling ends the spell if it beats the character's opposed Charisma check. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked (or subjected to an overtly hostile act), the spell ends and the audience becomes immediately unfriendly toward the character (or hostile, for audience members with 4 or more HD and Wisdom 16 or higher). Augment DC +1 for 2pp or Emotion Enchantment (Compulsion) [Mind-Affecting] Level: telepath 3 Display: Me Manifesting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: 1 target + possible augmentsl Duration: 1 round per level Saving Throw: Will negates Spell Resistance: Yes power points: 5 This spell arouses a single emotion of the character's choice in the subjects. The character can choose any one of the following versions: Despair: The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) dispels emotion (hope). Fear: The enchanted creatures flee from the character whenever they are in sight of the character. Emotion (fear) dispels emotion (rage). Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (friendship) dispels emotion (hate). Hate: The enchanted creatures react more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) dispels emotion (friendship). Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage or with itself. Emotion (rage) dispels emotion (fear). Augment +4pp to effect an addition target Augment +2pp to increase DC +1 |
| Silent Infinity04-28-04, 01:55 PM | For he who brought back Inertial Armor and Sever the Tie, kudos. I am afraid that Inertial Armor is too good of a feat, but it takes guts to put it back there. Everyone seemed to take that feat. I really enjoy Sever the Tie, so it's good that someone would want it back. To the good Lord_Anthrax! |
| Lord_Anthrax04-28-04, 04:19 PM | I thank you. Personally, I never really saw the problem with Inertial Armor as a feat, especially when you put it up against Bracers of Armor and such items. Even with an improved version of the feat, my rewrite drops as soon as you lose your psionic focus. So, run out of PP, or lose your focus at an inopportune moment, you're as vulnerable as the next guy. |
| ManTimeForgot04-29-04, 01:15 AM | Tactile Telekinesis Telekinesis Psion 4/ Wilder 4/ Psiwarrior 3 Duration: 1 min/ level Range: Close (25 ft + 5ft/ level) Effect: Force effect no greater than 100lbs + sensation Saving Throw: Will save (object) Power Resistance: Yes (harmless) Tactile Telekinesis allows the psionic to manipulate objects telekinetically, exerting up to 100 pounds of force and receive sensation based on what is being manipulated telekinetically. While manipulating an object telekinetically the psionic receives tactile sensation of what is being manipulated. One can use this power to probe surfaces as well, by exerting a negligible amount of force on it, and thus gain the ability to make search checks out to the maximum range of the power. While exerting telekinetic force the psionic is capable of experiencing texture, determine dimensions (length, width, and heigth), and determine hardness of an object. This power does not generate any sensor or extension of the body/mind which has any size, thus one can feel one's way inside any object with an opening one can feel (if you can't feel it, then you aren't capable of determining where an opening is, and this power does not operate at the molecular level). When feeling inside an object one can telekinetically manipulate anything that can be felt. The level of telekinetic control is not very finely tuned, thus the psionic takes a -8 penalty on all pick locks, sleight of hand, or disable device checks (traps relying solely on magic, like sepia snake sigil, cannot be disarmed and cannot be triggered by tactile telekinesis) performed using this power. One can open doors from the inside, lift things out of pockets (the penalty is the result of how noticeable it is), or trigger traps with this power without any problems. An unattended object (except for an intelligent item, which may make a save if it so chooses) does not receive a saving throw against this power. The possessor of an attended object may make a will saving throw to prevent the telekinetic control of an object in their possession. If the saving throw fails the wielder of the object must make an opposed strength check against a DC of 4 or be stripped of the item. If the save throw fails and the targeted object is not wielded, then no strength check is made. Augmentation: If the psionic pays an additional 2 power points then the psionic may at their option receive Auditory, Gustatory, and Olfactory sensation from the object that is being manipulated. If the psionic is receiving this extra sensory data, then all search checks made using tactile telekinesis receive a +4 bonus. Fine Manipulation Telekinesis Psion 5/Wilder 5/ Psiwarrior 4 Duration: 1 min/level Range: Close (25 feet +5ft./ level) Effect: Force Effect up to 25 lbs/level + sensation Saving Throw: Will save (object) Power Resistance: Yes As tactile telekinesis, except the force effect may exert additional force (25 pounds/level instead of 100) and the level of telekinetic control is increased. With the increased level of telekinetic control a psionic can perform pick lock, sleight of hand, or disable device checks at no penalty. Furthermore, the psionic receives a +2 insight bonus for the purposes of disarming a trap if a full round is spent feeling the inside of the trap and gaining knowledge of the inner workings of the trap (traps relying solely on magic cannot be disarmed or triggered by fine manipulation telekinesis). The level of telekinetic control is such that it is like the psionic is possessed of a third hand. With the "third hand" the psionic is capable of wielding and attacking with a one handed weapon or using a shield. An attack roll made with the weapon while using the power this way is BAB + manifesting stat modifier + 1 for every 4 character levels - any penalties for fighting with multiple weapons if any. All unattended objects do not receive a saving throw (except intelligent items). The possessor of an attended object may make a will saving throw to prevent the telekinetic manipulation of an object in their possession. If the possessor fails its saving throw, then the targeted object is affected. An unwielded object is telekinetically controlled, and the wielder of an object may attempt an opposed strength check against a DC of the manifester level of the psionic. Augmentation: As tactile telekinesis A friend of mine thinks I should simply combine these into one power and use the powers gained by fine manipulation telekinesis as an augmentation to tactile telekinesis. What do you all think? Is fine manipulation telekinesis really worth a 5th level power? Should Tactile telekinesis be better for a fourth level power? Thank You all and have a nice day. Signed, The Man Time Forgot |
| AntiDjinn04-29-04, 02:40 AM | Dismissible Power (Metapsionic) Your powers can be dismissed. Benefit: To use this feat you must expend your psionic focus. The affected power gains the Dismissible descriptor if it didn't already have it. You may dismiss the affected power as a standard action that does not provoke attacks of opportunity. You must still be in range and doing so causes the same display as when you first manifested the power. If the affected power already bears the Dismissible descriptor then it becomes dismissible as a free action that may even be done when it is not your turn. Using this feat increases the power point cost of the power by 2. The power's total cost can not exceed your manifester level. Special: This feat may only be applied to powers with durations other than permanent or instantaneous. Special: If you loose control of the affected power (as through Co-op Concentration or running into Reddopsi) then you loose the option to dismiss the power. Revocable Power (Metapsionic) Your powers may be withdrawn. Prerequisite: Dismissible Power Benefit: To use this feat you must expend your psionic focus. The affected power becomes Revocable; the power may be dismissed as a free action over any distance. You need neither line of sight nor line of effect to exercise this option, and could even do so from another plane. If you are within range and have line of effect to the subject of your power and you exercise your option to revoke it while more than half the duration remains you immediately regain half the base points used to manifest the power (round fractions down, do not count points used for augmentation or metapsionics). Example: Maya the shaper needs to cross a very deep chasm to avoid a party of adventurers who are tracking her. She manifests Revocable Major Creation to make a stone slab to act as a bridge. Moments later her pursuers show up and also attempt to make use of the bridge. With a thought she wills the bridge out of existence; she relishes the return of 4 power points (she is still at close range) almost as much as she does the looks on their faces. Using this feat increases the power point cost of the power by 4. The power's total cost can not exceed your manifester level. Special: This feat may only be applied to powers with durations other than permanent or instantaneous. Special: If you loose control of the affected power (as through Co-op Concentration or running into Reddopsi) then you loose the option to dismiss the power. |
| Surgo04-30-04, 10:23 PM | Familiar Mindblade [psionic] Prerequisites: Soulknife 5 Benefit: You can change the shape of your mind blade into any weapon that you are familiar (proficient) in. If you take the shape of a light weapon, you can choose to make two, but each blade will have an enhancement bonus 1 less than your maximum. Shaping in such a way still takes a full-round action, as normal. Normal: Your mindblade can only take the form of a shortsword, longsword, or bastard sword. |
| Bacris05-02-04, 07:48 PM | Re: Retain focus (psionic feat) You are infused with psionic energy Prereq, psion reserve 1+, psionic body or psionic meditation Benifit: If any action cause you to lose your psionic focus, you can spend 5pp to retain your focus as a free action. You can use this feat to apply more than one metapsionic modiferer on a power. Too powerful as-is. Implement a Concentration DC of 20 + power level, or higher, maybe 25 + power level. Also put a prereq of Manifester Level 5+ or higher and remove Psionic Body or make it "Psionic Body AND Psionic Meditation". Up PP expense to 6 to stay in-line with even numbers. So new feat would be: -------------- Retain Focus (Psionic) You are able to instantly regain your psionic focus when others would lose it. Prerequisite: Psionic Meditation, Manifester Level 5th Any time you would normally have to expend your psionic focus, you may make a Concentration check, DC 25 + power level*, to instantly regain it as an immediate action. Successful usage of this feat would allow you to apply two metapsionic feats. Use of this feat requires the expenditure of 5 power points which are used on a successful or failed Concentration roll. *If the desired effect is not a metapsionic feat, ie a combat-oriented psionic feat, the power level = 3. Special: A character may only use his psionic focus for two effects in any given round. This feat may be used in conjunction with Epic Psionic Focus to use psionic focus on three effects. This feat may not be used in conjunction with the Psicrystal Containment feat. ----------- That would balance it against Epic Psionic Focus. |
| Xeviat-DM05-06-04, 03:09 AM | In my setting, Psionic powers are the use of one's Ki energy, while Psionic feats expand upon your body's natural processes through the use of Ki. Wild Talent's name will be changed ot Ki Affinity, or Ki Proficiancy, or something similar. I want to convert the classic Iaijutsu strike manuver into a Psionic (Ki) feat. I'm not sure if it's already well covered with Psionic Weapon/Greater Psionic Weapon, or if it would be better represented by it's own feat requiring quick draw and improved initiative. What do you think? Last, here's some new feats or modifications on current feats. Psionic Equilibrium [Psionic] You can manipulate gravity’s affect on your body for short periods. Prerequisite: Dex +13, Balance 5 ranks Benefits: While Psionically focused, you may use your move actions to move across surfaces or objects which would normally not suport your weight, such as water or a thin branch. If you run across a surface that causes damage, such as lava or acid, you are still subject to damage as normal. Improved Equilibrium [Psionic] You are able to displace your center of gravity indefinitely. Prerequisite: Wisdom 15+, Up the Walls Benefits: When using the Up the Walls feat, you do not need to end your move actions on solid horizontal ground. This means you may remain on the surface indefinitely. To use this feat, you must maintain psionic focus. Normal: Up the Walls requires you to end your round on horizontal ground, while Run on Air requires you to end your movement on solid ground. Ki Celerity [Psionic] You strike with blinding speed. Prerequisite: Dex +13 Benefits: You must maintain psionic focus to use this feat. While psionically focused, you may perform an extra attack action at your full attack bonus, but all attacks in the round suffer a -2 attack penalty. This extra attack is made with the same weapon as all the others. This feat may stack with two weapon fighting, or feats like Two Weapon Fighting and Rapid Shot. Improved Ki Celerity [Psionic] Your blinding strikes are more precise. Prerequisite: Dex +15, BAB +6, Ki Celerity Benefits: When using the Ki Celerity feat, you do not suffer from the -2 attack penalty. Normal: When using the Ki Celerity feat, you suffer a -2 penalty on all attacks made in that round. Lightning Strike [Psionic] You are able to make impossibly fast strikes at a moment’s notice. Prerequisite: Dex +15, BAB +6, Ki Celerity Benefits: You must expend your psionic focus to use this feat. By expending your focus, you are able to make a single attack, or any action that requires the attack action, as an immediate action. This attack is made at your highest attack bonus. Ki Breath [Psionic] You have honed your respiratory system to function self sufficiently while you retain your focus. Prerequisites: Psionic Body, Con +13. Benefits: While retaining your psionic focus, you do not need to breath. This makes you immune to gaseous attacks, and makes you immune to drowning and other forms of suffocation. You also gain a +2 circumstance bonus to move silently checks while using this feat. Mental Leap [Psionic] You can focus your ki to perform mighty jumps. Prerequisites: Str +13, Jump 5 ranks. Benefits: While psionically focused, you may perform a running jump without making a running start. Normal: Jump DCs are doubled if you do not take a running start. Psionic Dodge [Psionic] You are especially adept at dodging blows. Prerequisites: Dex +13, Dodge Benefits: While psionically focused, you do not loose your dexterity or dodge bonuses to armor class while flatfooted. You still loose these bonuses while helpless. Normal: While flatfooted, you loose your dexterity and dodge bonuses to armor class. Stunning Fist [Psionic] You know how to strike opponents in vulnerable areas, shutting down their ki for limited periods. Prerequisites: Wis +13, Psionic Fist Benefits: To use this feat, you must expend your psionic focus, and you must decide whether to use this feat before making the attack roll. This feat forces a foe damaged by your unarmed attack to make a fortitude saving throw (DC 10 + 1/2 your character level + your wis modifier), in addition to dealing damage normaly. A defender who fails this saving throw is stunned for 1 round. |
| eternus05-06-04, 12:52 PM | No healing options? I wanted to convert my Cleric to psionics since I had to make him while I waited for a good psionics implentation (soooo happy to not be dependant on stats anymore). Here is my contribution ======================= Ectoplasmic Remedy Metacreativity (Creation) Level: Psion/Wilder 1 (or maybe make it Shaper 1) Display: Auditory and material Manifesting Time: 1 round Range: Touch Duration: Instantaneous Power Points: 1 An ectoplasmic bandage covers the wound and mends 1d6 points of damage. When healing regular damage, an equal amount of non-lethal damage is healed as well. Augment: 1. For every 2 additional power points you spend, this power heals an additional 1d6 points of damage. 2. For every 2 additional power points you spend, upgrade the die by one increment, max d12. (2 pts = 1d8, 4 pts = 1d10, 6 pts = 1d12) ======================= Its still under review, but I don't think it unbalances anything, and possibly could even use a boost from 1d6 to 1d8 w/out it being over-powered. Anyone else doing any healing with their Psion? |
| Dorje05-07-04, 01:21 AM | I revamped the old Psycholuminescence power and added two more light powers. Phosphorecent Body: A creature now glows as if he were a firefly. Photokinesis: You create balls of light. Psycholuminescence:: You may cause an object to glow. Phosphorecent Body: Psychometabolism [Light] Level: Egotist 1 Display: Ma Manifestation Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes Make a melee touch attack if neccessary. The target now emits light as a torch. He no longer recieves the benefits of concealment provided darkness, blur, displacement, invisibility, or other effects. This power counts as a level 1 light spell for cancelling out darkness spells. The Incarnate power may be used to make this power permanent. The minimum manifester level is 8 +1 per pp spent and the xp cost is 250 +250 per pp spent. Augment: For 4 pp, the object sheds light bright as full daylight in a 60-foot-radius, and dim light for an additional 60 feet. This power is now treated as a light spell 2 levels higher. For every 2pp spent, this power is now treated as a light spell 1 level higher. Photokinesis: Psychokinesis [Light] Level: Kineticist 1 Display: Vi Manifestation Time: 1 standard action Range: Medium (100ft+10ft/level) Effect: One light Duration: 10 min./level (D) Saving Throw: None (sometimes; see text) Spell Resistance: No You can create one ball of light that illuminates the area as if it were a torch. The ball remains in a fixed position relative to you. You may cause a single ball to fly up to 30 feet per round relative to you as a move-equivalent action. If the ball moves out of ranges, it ceases to exist. If you want to cause the ball to move into the face a a creature, roll as if making a ranged touch attack. if successful, the target is dazzle for 1 round. This power counts as a level 1 light spell for cancelling out darkness spells. Augment: For 4 pp, the ball sheds light bright as full daylight in a 60-foot-radius, and dim light for an additional 60 feet. If you successfully move the ball into the target's eyye, he must make a success Fortitude roll or be blinded for 1 round. If the target is successful, he is only dazzled. This power is now treated as a light spell 2 levels higher. For every 2pp spent, this power is now treated as a light spell 1 level higher. For every 1pp spent, you may create another ball of light. Psycholuminescence: Metacreativity [Light] Level: Shaper 1 Display: Ma Manifestation Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This power causes an object to glow like a torch. This power counts as a level 1 light spell for cancelling out darkness spells. Augmentation: For 4 pp, the object sheds light bright as full daylight in a 60-foot-radius, and dim light for an additional 60 feet. This power is now treated as a light spell 2 levels higher. For 4 pp and 2 xp per pp spent on this power, the duration can become permanent. This power is now treated as a light spell 2 levels higher. For every 2pp spent, this power is now treated as a light spell 1 level higher. |
| Caul05-07-04, 11:46 AM | Power Rapport You become more adept at manifesting certain powers. Prerequisites: Manifester level 3+, Combat Manifestation Benefit: Through practice, you have learned to manifest certain powers almost as if they were second nature. Upon selecting this feat, you may choose a number of powers whose total levels do not exceed twice your primary ability score modifier. From this point on, when manifesting these powers, you may take 10 on concentration checks to avoid disruption of these power(s). Special: This feat can be selected multiple times, each time applying to a different power(s). Power Rote You are so familiar with certain powers that you manifest them without second thought. Prerequisites: Manifester level 5+, Power Rapport Benefit: Through use and intense cognitive restructuring, you have lessened the amount of time it takes to manifest certain powers. Upon selecting this feat, choose a number of powers, that you have selected with the Power Rapport feat, whose total levels do not exceed your primary ability score modifier. From this point on, when manifesting these powers, the manifestation time is reduced by one step. Manifestation time cannot become less than an immedeate action using this feat. Special: This feat can be selected multiple times, each time applying to a different power(s). Innate Power A power has become written into your psyche so that you use it unconsciously. Prerequisites: Manifester level 7+, Power Rote Benefit: You have become so familiar with and used a power so much that it becomes part of your nature. You may select a power, that you have selected with the Power Rote feat, whose total level does not exceed your primary ability score modifier. You now manifest this power as a psi-like ability a number of times per day equal to your primary ability score modifier. It is manifested at your highest manifester level and augmented according to the rules for psi-like abilities. This power is removed from your power list, and cannot be replaced, it's "slot" is kept empty to fuel the power. Special: This feat can be selected multiple times, each time applying to a different power. |
| Dorje05-11-04, 03:13 PM | For those who want Deep Impact even if they have low stregth or those who want both Deep imapct and Fell Shot for their dagger.... The idea is that a charcter that choses weapon Focus for a certain weapon has a deep connection with that weapon. Psionic Weapon Focus You may charge any weapon for which you have chosen Weapon Focus with psionic energy. Prerequisites: Weapon Focus Benefit: To use this feat, you must expend your psionic focus. Your weapon deals an extra 2d6 points of damage. Special: This feat may not be used with Psionic Fist, Psionic Shot, Psionic Weapon and related feats. Greater Psionic Weapon Focus You may charge any weapon for which you have chosen Weapon Focus with psionic energy. Prerequisites: Psionic Weapon Focus, Weapon Focus Benefit: When you use the Psionic Weapon Focus feat, you attack does an extra 4d6 points of damage instead of an extra 2d6 points. Penetrating Weapon Focus You may charge any weapon for which you have chosen Weapon Focus with psionic energy. Prerequisites: Weapon Focus Benefit: To use this feat, you must expend your psionic focus. If attacking with a melee weapon, resolve that attack as a touch attack. If attacking with a ranged weapon, you may relsove that attack as a ranged touch attack |
| Dark Psion05-11-04, 04:05 PM | Sever the Tie Psychokinesis Level: Psion/Wilder 2 Display: Auditory, Material Manifestation Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several undead creatures within a 10-ft.-radius burst Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 You disrupt an undead creature's tie to the Negative Energy Plane, damaging or destroying the creature. Your psychokinetic "scythe" deals 3d8 points of damage to all undead within the area. Undead that are brought to 0 hit points or below by use of the power fall limply and molder into dust (if corporeal), or slowly disperse (if incorporeal). Augment: For every extra point you spend, the damage increases by 1d8. Additional Augmentation: If the Undead are being controled by another creature, you can spend an additional 6 power points to do half-damage to their controler. |
| Dark Psion05-11-04, 08:02 PM | Here are the lost feats from the 3.0Psi HBK and a few new ones as well. ---------------------------------------------------------------- Crystal Clarity [Psionic] You can understand psionics with a greater clarity. Prerequisite: Wis 13, Psicraft 5 ranks Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on a Psicraft check. You must decide wether or not to use this feat prior to making a Psicraft check. If your check fails you still expend your psionic focus. Deceptive Thoughts [Psionic] You can manipulate a psionic item to work for you. Prerequisite: Cha 13, Use Psionic Device 5 ranks Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on an Use Psionic Device check. You must decide wether or not to use this feat prior to making an Use Psionic Device check. If your check fails you still expend your psionic focus. Disarm Mind [Psionic] When you are attacked by another psionic creature possessing psionic focus, you can sacrifice your focus to break theirs. Prerequisite: Narrow Mind feat Benefit: To use this feat, you must expend your psionic focus (see the Concentration skill description, page 37). When you are attacked, in melee combat or by psionic powers, by a creature possessing psionic focus, you can expend your psionic focus to break their psionic focus. The two of you must make opposed Concentration checks, if you win they lose their psionic focus as you expend yours. They gain no benefit from the loss of their focus, even if they were planing to expend their focus to use a meta-psionic feat with the power. As they lose their focus, they lose any benefits it would allowed. Empty Thoughts [Psionic] You can hide your presence. Prerequisite: Wis 13, Hide 5 ranks Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on a Hide check. You must decide wether or not to use this feat prior to making a Hide check. If your check fails you still expend your psionic focus. Encode Stone [Psionic] You can encode a power stone to activate when a specific contingency occurs. These serve as emergency healing stones or as a form of psionic traps. Prerequisite: Imprint Stone feat, Must know the Contingency power Benefit: You can add a Contingency (as per the power) to a power stone you are crafting. This contingency activates the stone, targeting the holder or the immediate area. Using this feat adds an additional 3000 g.p. in cost to crafting the stone. Heighten Power [Metapsionic] When you augment a power, you can manifest it as if it was a higher level power. Prerequisite: Any two Metapsionic feats Benefit: When you augment a power with additional power points, you can expend you psionic focus and manifest the power as if it was a power equal to its power point cost. For example, if you manifest Energy Ray, a 1st level power, and augment it with 4 power points, you can expend your focus to manifest it as if it was a 3rd level power for DC purposes, since it now costs 5 power points. Hide Power [Metapsionic] You can manifest a power and hide its aura from detection. Benefit: To use this feat, you must expend your psionic focus. The power you modify with this feat is cloaked from detection powers and spells. It requires a minimum of three rounds of detection to sense its aura. The power also has no display when manifested. Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. Inner Strength [Psionic] You have a hidden reservoir of psionic power deep within you. Prerequisite: Int 13, Wis 13, Cha 13 Benefit: You possess a hidden pool of psionic power points deep within your soul. It contains a number of points equal to your manifester level plus your primary ability modifier. If you have used up all of your normal power points and have zero points left, you may tap into this reservoir and replenish your power points by its amount. You can only use this ability once per level and must gain an additional manifester level to restore this hidden reservoir. Special: This feat can only be taken at 1st level. Master Dorje [Psionic] You can focus your own power points through a Dorje you crafted yourself and avoid draining the dorje of its charges. Prerequisite: Craft Dorje feat, Manifester level 10th Benefit: You can manifest a power stored in a dorje without spending a charge. Instead you pay for the imbedded power with your own power points. The cost is the normal cost of the power plus 2 additional power points. This ability can only be used on a dorje you crafted yourself. This feat has no effect of a dorje with no remaining charges. Mental Adversary [Psionic] You can expend focus to amplify your mental powers. Prerequisite: Int 13, Manifester level 5th Benefit: To use this feat, you must expend your psionic focus. Whenever you manifest a Mind-affecting power, you can expend focus to add +2 to the DC to resist the power. Metacreative [Psionic] You can supplement your craft skills with your creation-based powers. Prerequisite: Any item creation feat (see text), Any [Creation] type power Benefit: Choose one Item Creation feat you know. When determining the g.p. cost of crafting the item, reduce the cost of the raw materials by 25% by using your creation based powers. Special: You may take this feat multiple times. Each time you must apply it to a different Item Creation feat that you already know. Power Touch [Metapsionic] You may manifest a ranged power as a touch attack and prevent the target from avoiding it. Prerequisite: Any one Metapsionic feat Benefit: To use this feat you must expend your psionic focus. You can manifest any power with a range greater that touch as a touch attack. If the power allowed a Reflex save, this no longer applies, but you must make a sucessfull touch attack. If the power is an area effect, the target is on the outer edge of the effect. Psionic Focus [Psionic] You can preserve your psionic focus. Benefit: Whenever an outside force tries to disrupt your psionic focus, you gain a +4 bonus to the Concentration check to retain it, or gain a Concentration check (Base DC 20) if you would normally not be allowed on to resist the effect. This feat has no effect of when you expend your own psionic focus. Psionic Metabolism [Psionic] You can enhance your control over your body. Prerequisite: Con 13, Autohypnosis 5 ranks Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on an Autohypnosis check. You must decide wether or not to use this feat prior to making an Autohypnosis check. If your check fails you still expend your psionic focus. Psychic Bastion [Psionic] You can expend your focus to block some mind-affecting powers. Prerequisite: Wis 13, Manifester level 5th Benefit: To use this feat, you must expend your psionic focus. When you are affected by a Charm or Compulsion effect, you automatically expend your psionic focus to gain a second Will save to break the effect. This feat occurs as a natural response to the effect and requires no action by you. Psionic Inquisition [Psionic] You can inspire fear in others. Prerequisite: Cha 13 Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on an Intimidate check. You must decide wether or not to use this feat prior to making an Intimidate check. If your check fails you still expend your psionic focus. Psychoanalyst [Psionic] You can enhance your diplomatic skills. Prerequisite: Cha 13 Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on a Diplomacy check. You must decide wether or not to use this feat prior to making a Diplomacy check. If your check fails you still expend your psionic focus. Sentinel [Psionic] You can focus your sensory awareness. Prerequisite: Int 13, Search 5 ranks Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on a Search check. You must decide wether or not to use this feat prior to making a Search check. If your check fails you still expend your psionic focus. |
| Devilfish05-11-04, 09:39 PM | For those of us who grumble about the fact that you basically spend your level in power points every round, here are a few feats and concentration powers to help. Psionic Efficiency [Psionic] Requires: Psionic Endowment, Concentration 8 ranks When you manifest a power, you may expend your psionic focus as a substitute for one power point in the cost of the power. Since this replaces a power point, rather than decreasing the cost of the power, it does not increase the amount you may spend on a single power. You cannot substitute your psionic focus for the entire cost of a power that only costs one power point. Psicrystal Reservoir [Psionic] Requires: Psicrystal Affinity, Manifestation Ability Score 15+ You may store power points in your psicrystal equal to the base PP cost of the second highest level of power you can currently manifest, minimum 1. You must recharge these power points like a Cognizance Crystal, they do not regenerate. To use these Power Points, you must have your Psicrystal with you. This ability stacks with the "Cognizance Psicrystal" ability of the Metamind PRC. Sustain Power [Metapsionic] Requires: Manifester Level 5+ You must expend your psionic focus in order to use this feat. You may manifest a power as if it had a duration of concentration, with the maximum concentration duration equal to 1 round/level. The power's target or target area, scaling, and DC do not change after the initial manifestation. For example, an Energy Stun manifested with Sustain Power would keep blasting the same 5-ft radius area each round as long as it was concentrated upon. A Mind Thrust would force the same target to save vs. the same amount of damage round after round; this kind of use is probably the most powerful way to use Sustain Power. The initial manifestation cost is at +2, and each subsequent round of concentration costs the normal amount, plus scaling and other metamagic, -2. A Sustained Overchanneled power does only 1d6 Overchanneling damage per round of concentration. Psychic Void Telepathy [Mind-Affecting] Level: Telepath 2 Display: Visual, Auditory Manifesting Time: 1 standard action Range: Personal Target: Any creatures in range Area of Effect: 20 foot radius centered on you Duration: Concentration (Max 2 rounds +1 round/2 lvls) Saving Throw: Will Negates Power Resistance: Yes Power Points: 3 All creatures that you choose within the area of effect must make a Will save each round on your action or be shaken for that round. You must choose which creatures you want to try to effect at the beginning of your turn, before they make their saves. If you fail to affect any of your targets, you take 1d6 damage. This forces you to make a concentration check to keep concentrating on the power. A person manifesting this power becomes enshrouded in a rushing vortex of pyrotechnic color-streaked darkness and negative energy, slowly drawing in and consuming the enemy's thoughts and feelings. Energy Star Psychokinesis [See text] Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: 1 creature Duration: Concentration (Max 1 round/level) Saving Throw: Reflex Half Power Resistance: Yes Power Points: 5 (Inspired by the Flaming Sphere spell.) You create a tiny, brilliant, ultra-concentrated point of energy. It appears as a dark, shadowy hole if you choose the cold energy type, a burning flare like the flame of a welding torch if you choose fire energy type, a spark if you choose the electric energy type, or a tiny white nucleus radiating a rumbling distortion in the air if you choose the sonic energy type. It can move up to 40 feet in any direction, including vertically, in one round, and can strike a creature (hits automatically) for 3d6 damage. Cold: +1 damage per die, Fort save instead of Reflex. Electricity: +2 to save DC/Manifester level check to overcome power resistance Fire: +1 damage per die Sonic: -1 damage per die but ignores hardness. Power's subtype is the same as the energy type chosen. Augment: For every additional 2 power points you spend, the damage increases by 1d6 and the save DC increases by 1. |
| Bacris05-11-04, 10:10 PM | Metacreative is too powerful, it makes higher power items way too cheap in cost. It was errataed to be -1 to manifester level to bring Psionic Items cost in line with Magic Items. The two are now at the same level with the current progression of power levels. Pick up a revised Psionics Handbook and you'll see the way BRC meant for Metacreative to be worded. Master Dorje should require expenditure of focus and an increase in ML or removal entirely. Master Wand is Epic, iirc, which is part of the reason Master Dorje was removed. Either that, or function the same way as using a power in a power stone without using it up. The addendum of only using manifester-created Dorjes makes it only useful if the psion has used Psychic Reformation. So ML 5 - take Master Dorje ML 6 - take Metacreative Now make a bunch of Metacreative Dorjes of situational powers - at 25% off - Psychic Reformation and get those two feats back and also get back all the powers you have in Dorjes... At ML 10 use your bonus feat to get Master Dorje and all those aforementioned Dorjes increase your power list significantly... If you put Master Dorje off til 12th level or 15th level, the room for abuse isn't as high, since you could just as easily encode a power stone for utility spells and Psychic Reformation them away. |
| GeneralHenry05-12-04, 04:57 PM | couple coments for Devilfish Psionic Efficiency Looks good. I'd say make a greater version also. Greater Psionic Efficiency [Psionic] Requires: Greater Psionic Endowment, Psionic Efficiency, Concentration 16 ranks When you manifest a power, you may expend your psionic focus as a substitute for two power point in the cost of the power. Since this replaces a power point, rather than decreasing the cost of the power, it does not increase the amount you may spend on a single power. You cannot substitute your psionic focus for the entire cost of a power that only costs one power point. Psicrystal Reservoir [Psionic] Looks ok, it has free scaling but it only works for lower level powers. At first the clunky mechanics of tieing to higher power level rather than manifester level bugged me, but it would be to good for psiwars without that. Sucks for wilders, but thats ok they get around the pp issue with wild surge Sustain Power a bit weak if anything. It costs you 2 pp + focus the first round, by the secound round you're still down by your focus. So you only gain efficiency on round 3 and beyond Psychic Void were did you get the idea for this one? So just a couple mechnical points. Range is 20 ft, effect makes it centered on you. That and 2 + 1/2 level is clunky, just make it a round per level. I'd also say beef it up a little by forcing concentration checks for any one you targeted if they try to cast a spell or manifest a power. (concentration dc = save dc as per standard rules) As it is it's weak for a general power hence very weak for a telepath power. it needs augmentations, at least 2 pp for +1 DC perhaps some augmentations to frighten or panic, or just an augmentation 2 pp to up the duration of the shaken effect for a round which would allow cumulative fear. Thus it would first shake then frighten then panic those of weak will. from srd: Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead. Energy Star I'd say make it more like flaming sphere, here's the srd of it with * on key differences Flaming Sphere Evocation [Fire] Level: Drd 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) *1 Effect: 5-ft.-diameter sphere *2 Duration: 1 round/level *3 Saving Throw: Reflex negates Spell Resistance: Yes A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round *4. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 *5 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would . The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. *6 Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron. so first range should be medium, psions have too many close range powers. second no target, rather a 5' sphere as an effect or in your case a tiny energy star. Third it's duration is 1 round per level, your duration is concentration. I say stick with concentration it has a more psionic feel and balences it better. Fourth yours moves faster, 30' should be good enough, but it's not over balenced at 40' fifth it should not over damage flaming sphere by that much, your fire star does 3d6 +3 vs their 2d6 knock it down to 2d6 and you still out do them by 2 sixth add in that line, it does a good job limiting the range as for your augmentation 2 pp per d6 balences well --Henry of DOOM |
| Devilfish05-12-04, 07:11 PM | Thanks for the feedback-- yeah you're probably right on all points, though I think the damage advantage of Energy Star over Flaming Sphere is justified since it's 3rd level, as opposed to 2nd. Tying Psicrystal Reservoir to 2nd highest level power was just meant to ensure that it may never have an even number of PPs. I'm not sure why that's never allowed, maybe they just never want you to get an even 2 powers out of a Cognizance Crystal. You can get even numbered costs by scaling though, so it seems a little wierd. Would it work to make it Manifester level -1, minimum 1? I figure the free scaling should be ok-- if Improved Toughness can do it, so can I. Plus, I dislike feats that have eternally locked level-dependant benefits. They get better the longer you wait to take them... that's frustrating. I like 2+1/2 level better than 1/level because it makes the power useful sooner but not as strong in the long run. You're right though-- too messy. So let's see... that would make it: Psionic Efficiency [Psionic] Requires: Psionic Endowment, Concentration 8 ranks When you manifest a power, you may expend your psionic focus as a substitute for one power point in the cost of the power. Since this replaces a power point, rather than decreasing the cost of the power, it does not increase the amount you may spend on a single power. You cannot substitute your psionic focus for the entire cost of a power that only costs one power point. Greater Psionic Efficiency [Psionic] Requires: Greater Psionic Endowment, Psionic Efficiency, Concentration 16 ranks When you manifest a power, you may expend your psionic focus as a substitute for two power point in the cost of the power. Since this replaces a power point, rather than decreasing the cost of the power, it does not increase the amount you may spend on a single power. You cannot substitute your psionic focus for the entire cost of a power that only costs one power point. Psicrystal Reservoir [Psionic] Requires: Psicrystal Affinity, Manifestation Ability Score 15+ You may store power points in your psicrystal equal to your manifester level -1, minimum 1. You must recharge these power points like a Cognizance Crystal; they do not regenerate. To use these Power Points, you must have your Psicrystal with you. This ability stacks with the "Cognizance Psicrystal" ability of the Metamind PRC. Sustain Power [Metapsionic] Requires: Manifester Level 5+ You must expend your psionic focus in order to use this feat. You may manifest a power as if it had a duration of concentration, with the maximum concentration duration equal to 1 round/level. The power's target or target area, scaling, and DC do not change after the initial manifestation. For example, an Energy Stun manifested with Sustain Power would keep blasting the same 5-ft radius area each round as long as it was concentrated upon. A Mind Thrust would force the same target to save vs. the same amount of damage round after round; this kind of use is probably the most powerful way to use Sustain Power. The initial manifestation cost is unchanged, and each subsequent round of concentration costs the normal amount, plus scaling and other metamagic, -2. A Sustained Overchanneled power does only 1d6 Overchanneling damage per round of concentration. Psychic Void Telepathy [Mind-Affecting] Level: Telepath 2 Display: Visual, Auditory Manifesting Time: 1 standard action Range: 20 feet Target: Any creatures in range Area of Effect: 20 foot radius centered on you Duration: Concentration (Max 1 round/level) Saving Throw: Will Negates Power Resistance: Yes Power Points: 3 All creatures that you choose within the area of effect must make a Will save each round on your action or be shaken for that round. Enemies attempting to cast spells or manifest pwoers inside the Psychic Void must make a Concentration check (skill check DC equal to save DC) or waste the spell or power. You must choose which creatures you want to try to effect at the beginning of your turn, before they make their saves/checks. If you fail to affect any of your targets, neither shaking them nor preventing them from casting/manifesting successfully, you take 1d6 damage. This forces you to make a concentration check to keep concentrating on the power. A person manifesting this power becomes enshrouded in a rushing vortex of pyrotechnic color-streaked darkness and negative energy, slowly drawing in and consuming the enemy's thoughts and feelings. Augment: For every 2 additional PP you spend, the per-round DC is increased by 1. For every 3 additional PPs you spend (separate from those spent to increase DC) the duration of the Shaken effect increases by one round. Fear effects are cumulative. Special: If you make a DC 20 tumble check to spin around wildly, land upside-down on your head, and keep going the save DC is doubled and enemies who fail must chant your name as a free action. Nah, just kidding. Energy Star Psychokinesis [See text] Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Creates a tiny star of energy Duration: Concentration (Max 1 round/level) Saving Throw: Reflex Half Power Resistance: Yes Power Points: 5 (Inspired by the Flaming Sphere spell.) You create a tiny, brilliant, ultra-concentrated point of energy. It appears as a dark, shadowy hole if you choose the cold energy type, a burning flare like the flame of a welding torch if you choose fire energy type, a spark if you choose the electric energy type, or a tiny white nucleus radiating a rumbling distortion in the air if you choose the sonic energy type. It can move up to 40 feet in any direction, including vertically, in one round, and can strike a creature (hits automatically) for 3d6 damage. If the enrgy star travels outside of its maximum range, it winks out of existance. Cold: +1 damage per die, Fort save instead of Reflex. Electricity: +2 to save DC/Manifester level check to overcome power resistance Fire: +1 damage per die Sonic: -1 damage per die but ignores hardness. Power's subtype is the same as the energy type chosen. Augment: For every additional 2 power points you spend, the damage increases by 1d6 and the save DC increases by 1. Better, you think? |
| GeneralHenry05-12-04, 09:00 PM | yep they look good. I actually liked your earlier version of Psicrystal Reservoir. Extra pp are better for psiwars than they are for psions, a psiwar could use one for his highest level powers in the curent version. In the old version they got a less powerful version. the compareable feat is psionic talent wich ups your pool. Psicrystal Reservoir gives more pp, but limits their use, which isn't as much as an issue for psiwars since they're all about buff powers Psionic talent is better for psions since they generally only care about how many full strength powers they can pull off tieing it to highest level power helps to make it balenced for both classes it also limits wilders some what, but thats ok they get wild surge which on average until you get to 20th level gives free pps on a side note I totally missed that energy star is 3rd level, in that case 3d6 (my 2nd level version augmented by two is equal to your third level version) as for 3 pp to augment psi void, sounds right. That doubles the effect and doubles the cost --Henry of DOOM |
| Psi-Druid05-14-04, 01:52 AM | Link Minds (Telepathy) ------------------------ Level: telepath 9 Display: Me Manifestation time: 1 minute Range: touch Targets: 2 willing non-undead creatures Duration: instantaneous Power Points: 17, 4000 XP -------------------------------------------------------------------------------- You forge a empathic and telepathic link between 2 non-undead creatures (manifester can be one of these creatures), which must have an Intelligence score of 10 or higher. The link can be established only with a willing subject, who therefore receives no saving throw and gains no benefit from power resistance. Linked creatures gain Shape Powers ability (as psicrystal) and can communicate telepathically through the link even if they do not share a common language. Also they can feel emotions of each other. Once the link is formed, it works over any distance except that telepathic link doesn't work from one plane to another. If one creature is immune/resistant to charms, compulsions, illusions or any mind-affecting effect (except morale effects) another creature also becomes immune/resistant to them. If one of the linked creatures failed its save against charm, compulsion, illusion or mind-affecting effect another creature can immediately make saving throw against same DC. If succesful - effect is negated. If failed - first creature (only) is affected. If one creature is somehow transformed to undead none of two creatures cannot use the link but it still exists. But linked creatures pay some price for this: if one of them die, other dies immediately without save. If one of them is resurrected the other resurrects as well though. Also if one of the linked creatures recieve hit points damage another must make Will save (DC 20) or recieve -4 penalty to effective Dexterity and Concentration checks for 1 round. Note: any creature can have only one such link. |
| Ravashack05-16-04, 04:59 AM | Improved Mind Blade shape (Ex): You take less time shaping your mindblade. Prerequisites: Shape Mind Blade, Psionic Meditation, Dexterity 17. Benefit: Shaping your mind blade is only a move action instead of a full round action. Swift Mind Blade Shape (Ex): You can shape your Mind Blade in the blink of an eye. Prerequisites: Improved Mind Blade shape, Wisdom 15. Benefit: To use this feat, you must expend your psionic focus. You may use a swift action to shape your mind blade. Fluid Enhancement (Su): You may alter your mind blade's abilities to a greater degree. Prerequisites: +5 Mindblade Benefit: You may choose to add the enhancement bonuses from your Mind Blade Enhancement ability to the mind blade's enhancement bonus, or vice versa. |
| Gruffmug05-16-04, 05:23 PM | Fuse Psicrystal psionic Prerequsites: improved Psicrystal, Manifester lvl. 3rd when you take this feat, you are able to fuse your psycrytal with either you animal companion or your familiar. the crature is alike in every way exept for a growth of crystaline joints and shoulder and that the eyes have turned what ever color your psicrytal was. the fused being now has all abilities of the former companions except for the differences. the fused being loses self-propultion and flight all bounuses stack from the fused beings the fused being takes on the personality of the psicrystal that was fused. Posted by Azual Your lost and found tech Gruffmug |
| Psi-Druid05-17-04, 02:02 AM | Untouchable ------------------------------------ Psychometabolism / Telepathy Level: telepath 8 Display: Vi Manifestation time: 1 standard action Range: Personal Targets: You Duration: 1 round/level Power Points: 15 ------------------------------------ Any creature that touched you (or attack with natural weapons) must save against following effects (roll d4). Treat them as 8-level powers: [list=1] nothing Brain Lock (Will negates, Mind-affecting): creature stands mentally paralyzed, unable to take any actions for 1 round. The brain locked subject is not stunned (so attackers get no special advantage). He can defend himself against physical attacks (Dexterity bonus to AC still applies), but otherwise can't move, and can't use psionic powers. A brain locked flyer cannot flap its wings and falls. A swimmer can't swim and may drown. Synaptic Shock (Fortitude partial): overloads synapses in the target's body, causing 2 points of temporary Constitution damage. If the target succeeds at a Fortitude save, it takes no Constitution damage and instead takes 1d6 points of subdual damage. Mindwipe (Fortitude Negates): you partially wipe your victim's mind of past experiences, bestowing 1 temporary negative level. [/list=1] Augment: * for every 2 PP spent save DC is increased by +1 * +1: Synaptic Shock deals +1d6 points of subdual damage on successful save * +2: duration of Brain Lock effect increased by +1 round (maximum 3 rounds) * +2: power's duration = 1 minute / level * +6: Synaptic shock effect drains 1d2 point of Constitution instead. Maximum 4 points per one power's manifestation. After draining 4 points it work as normal. |
| Gruffmug05-21-04, 02:52 PM | Psi-Druid, You should include melee weapons in untouchable, after all it is 8th level, or give it a 5ft radius centered on self. As you radiate a mind numbing field that weakens those that come to close. I like It an offensive sanctuary power. Gruffmug |
| Xary Darkwind05-23-04, 01:45 PM | Mind Archery Prerequisites: Ability to create and shape Mind Blade; Martial Weapon Competence (long or short bow); Dex 13 Benefit: You can shape the inner power of your mind in a bow of psychic energy. You can create only a mind bow adeguated to your size and in which you are competente, but you cannot crate composite long or short bow. If you use the mind bow as a melee wapon, it dissipates without dealing damage. The mind bow act a normal bow of its type (long or short) for the range increment, damage dealt, hardness and hit point. You can use any arrow (normal, alchemical, magical/psionic or mind arrow) with a mind bow. If you expend your focus, you can also create an arrow of raw inner energy. A mind arrow is identically in all way (except visually) to a normal arrow. Every time you expend your focus, you create 10 arrows that you store in your mind, but you can store only 10 arrows per power point you have in your reserve at time. So Xerxes the soulknife can store only 20 arrows (or bolt or bullet if he can create them) at time because he has only 2 power point. If, for example, he lose one power point, he can only store 10 arrow and the other dissipates. He cannot store mind arrow and mind bullet or mind bolt at the same time. Whether or not the attack hits, a fired arrow then dissipates. You can use only the mind arrow (and no other arrow, even if fired by a mind bow) in conjuncton with the psychic strike or other special abilities (such as Knife to the Soul). You cannot use the arrow for melee attack. Draw a mind arrow is not an action, thus you can make as many ranged attack as you can with a full attack. You can reshape the mind bow in a mind blade and vice versa as a full action. Mind Crossbowman Prerequisites: Ability to create and shape Mind Blade; Martial Weapon Competence with at least one exotic crossbow; Dex 13 [Prerequisites: the same of Soul Archer, but you instead create mind crossbow and mind bolt. You cannot create mind crossbow in which you aren't competente. Mind Slinger Prerequisites: Ability to create and shape Mind Blade; Dex 13 Prerequisites: the same of Soul Archer, but you instead create mind sling and mind bullet. If you are competente in warsling or skyprock you can create mind warsling and mind skiprock. Mind Vault Prerequisites: Soul Archer or Soul Crossbowman or Soul Slinger; Psionic Talent Prerequisites: You can store 20 mind ammunitions, and you can store different type of ammunitions at the same time. For example Xerxes had 4PP can store 80 mind arrow or 40 min arrow and 40 mind bullet or any other combinations of ammunitions to a total of his PPx20. Normal You can store only 10 mind ammunitions per PP at times, and non more tha one type of ammunitions per times. |
| Xary Darkwind05-23-04, 01:55 PM | Silvery Mind Blade Prerequisites Ability to create and shape Mind Blade; Wis 13 Benefit: Your mind blade act as a alchemical silver weapon for overcame Damage Reduction and for all other popoise, like hardness and HP. Adamantine Mind Blade Prerequisites Silvery Mind Blade Benefit: Your mind blade act as a adamantine alchemical silver mind blade for overcame Damage Reduction. Also, the mind blad have the hardness and hit point of an Adamantine Blade of the appropriate type |
| Adrez Nesnsid05-23-04, 03:44 PM | Dual-focus [Psionic] Prerequisites: Int 13, Autohypnosis 4 ranks, Concentration 4 ranks, Narrow Mind Benefit: You can maintain two psionic focuses at once. The concentration DC to gain a second psionic focus is 25. Whenever you are maintaining a second psionic focus, and a situation arises in which you would have to make a concentration check in order to avoid being distracted from a spell or power, you must make a concentration check at DC 20, or lose your second Psionic focus. Note: Both focuses can be expended at once with a successful Concentration check (DC 14). If combined with the Epic Psionic Focus feat, and both focuses are expended at once, EACH focus can be used for two different psionic (or metapsionic) feats requiring a psionic focus. Better Improved Manifestation [Epic, Psionic] Prerequisites: Psionic Talent, Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class Benefits: Whenever you take the "Improved Manifestation" epic feat, add 2+the number of times you have taken the Psionic talent feat to the number of powerpoints gained. This feat also increases the character's power point reserve by two. Automatic Augmentation [Epic, Psionic] Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class, Overchannel feat or wild surge class ability Benefit: Whenever the character manifests an augmentable power, the power is automatically treated as if the character had spent two additional power points to augment the power (beyond any power points that they may or may not actually choose to spend on augmenting the power), however the power does not cost the psion any additional power points. Notes: A character must be psionically focused to use this feat. A character may gain this feat multiple times, each time that they gain this feats the number of power points which they are automatically treated as having spent on augmentation increases by two. Lesser Power Knowledge [Psionic] Prerequisites: Ability to learn psionic powers of 4th level or higher. Benefit: You can learn two additional powers of at least three levels lower (each) than the highest level of psionic power that you can manifest. Both powers must be selected from your class list or from the list for your discipline. Special: You can take this feat more than once Greater Power Knowledge [Epic, Psionic] Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class. Benefit: You can learn three additional powers of at least three levels lower (each) than the highest level of psionic power that you can manifest. Both powers must be selected from your class list or from the list for your discipline. Special: You can take this feat more than once Retrieve Skills [Epic, Psionic] Prerequisites: Character Level 21st, Open minded, Psionic meditation, Psionic Talent (Or Improved Manifestation). Benefits: You gain six bonus skill points. Every day, when you regain your power points you can redistribute the skill points to new skills. Using these bonus skill points costs three power points (per day). You gain bonus one power point. Special: You can only make use of these bonus skill points while you are psionically focused. On any particular day you can decide to not use the six extra skill points (and thus not have your power point reserve reduced by three for the day). You can gain this feat multiple times, each time beyond first granting 4 more redistributable skill points. |
| Psi-Druid05-24-04, 01:30 AM | edited version: Untouchable ------------------------------------ Psychometabolism / Telepathy Level: telepath 8 Display: Vi Manifestation time: 1 standard action Range: 5ft. Area: 5ft radius emanation centered on you Duration: 1 round/level Power Points: 15 ------------------------------------ You radiate a mind numbing field that weakens those that come to close. Any creature within 5ft radius centered on you recieve -3 penalty on Concentration checks and must save against following effects (roll d4) every round. Treat them as 8-level powers: [list=1] nothing Brain Lock (Will negates, Mind-affecting): creature stands mentally paralyzed, unable to take any actions for 1 round. The brain locked subject is not stunned (so attackers get no special advantage). He can defend himself against physical attacks (Dexterity bonus to AC still applies), but otherwise can't move, and can't use psionic powers. A brain locked flyer cannot flap its wings and falls. A swimmer can't swim and may drown. Synaptic Shock (Fortitude partial): overloads synapses in the target's body, causing 2 points of temporary Constitution damage. If the target succeeds at a Fortitude save, it takes no Constitution damage and instead takes 1d6 points of subdual damage. Mindwipe (Fortitude Negates): you partially wipe your victim's mind of past experiences, bestowing 1 temporary negative level. [/list=1] Augment: * for every 2 PP spent save DC is increased by +1 * +1: Synaptic Shock effect deals +1d6 points of subdual damage on successful save * +2: duration of Brain Lock effect increased by +1 round (maximum 3 rounds) * +2: power's duration = 1 minute / level * +5: Synaptic shock effect drains 1d2 point of Constitution instead. Maximum 4 points per one power's manifestation. After draining 4 points it work as normal. |
| Adrez Nesnsid05-24-04, 06:58 AM | Secondary Focal Ability Score [Psionic] Prerequisites: Psionicly Talented (x3), 14+ in original primary ability, 12+ in chosen secondary primary ability (See text) Benefit: The Character gains access to a second primary ability score for one of their psionic classes. Which Ability score this is is determined by which psionic class they choose to apply this feat to: -Psion(Seer): Wisdom -Psion(Kinetecist): CHOOSE Charisma or Constitution (See Text) -Psion(Egoist): CHOOSE Wisdom or Constitution (See text) -Psion(Telepath): Charisma -Psion(Shaper): Wisdom -Psion(Nomad): CHOOSE Charisma or Dexterity -Soulknife: CHOOSE Charisma or Wisdom -Wilder: Intelligence -Psychic Warrior: Intelligence The character gains additional bonus power points based on this new ability score, in addition to their bonus power points from their original primary ability. Also they can manifest powers of a particular level from their chosen class, if their score in EITHER of their primary abilities for that class is greater than or equal to the power’s level+10. PLUS they apply whichever ability modifier is higher from among the class’s primary abilities to the DC of the saving throws for their powers from that class. Note that the choice of constitution as a secondary primary ability is contingent on the character having a functional brain-stem, and, in the absence thereof, the character’s secondary primarty ability defaults to charisma for a kinetecist or wisdom for an egoist. Likewise, the choice of Dexterity for a second primary ability is contingent on the presence of a functional cerebellum and/or cerebral motor strip, and, in the absence thereof, a nomad’s second primary ability defaults to charisma. Dialate Time[Psionic] The Character can slightly alter the flow of time to allow themselves to strike first, or to avoid being struck. Prerequisites: Int 13+, Dex 9+, Cha 9+ Cha or Wis 11+, Improved Initiative, Lightning reflexes, Discipline Focus (Psychoportation), Base Reflex Save bonus +2 Benefit: As a free action, the character can expend their psionic focus (and a few power points) to gain a bonus on an intiative check. When an encounter begins, a charcater with this feat can expend up to three power points and gain a bonus to the encounter’s intitiative check, equal to one plus four thirds (round down) of the number of power points that they expended. They may also expend power points and their psionic focus to gain a similar bonus on reflex saves. Additionally, as long as the character remains psionically focused, they gain a +1 bonus to all initiative checks and reflex saves. Special: A character may gain this feat multiple times, with each time adding three to the number of power points that the character may spend on increasing their initiative bonus or reflex asve bonus. The benefits of this feat stack with the benefits of the Lightning Reflexes and Improved Initiative feats. A character must either expend their psionic focus, or be psionically focused in order to use this feat (see above) Psionic Leap of the Clouds [Psionic] Prerequisites: Jump 6 ranks, mental leap, Wis (or Int or Cha, see below) 14+ Benefit: As long as you remain psionically focused, your maximum jumping distance is not limited by your height, and you may choose to apply your wisdom modifier to jump checks in place of your strength modifier; a psion or wilder may opt to instead substitute their intelligence or charisma modifier, respectively. The character also gains a +2 bonus to all jump checks made while psionically focused (Which does not stack with mental leap) Notes: A character must be psionically focused to use this feat. A Psion or Wilder can substitute an intelligence or charisma requirement (respectively) for this feat’s wisdom requirement. Defying Gravity Prerequisites: Mental Leap, Leap of the Clouds, Discipline Focus (Psychoportation), 2+ Reserve Power Points, Wis (or int or cha (see above)) 14+, Dex 11+, Jump 7 ranks Benefit: When the character expends their psionic focus while jumping, they can make a special check to multiply the distance of their jump. After they make their jump check (adding in the bonus for the mantal leap feat), they make a special “Defy Gravity” roll, which is equal to 1d20+two thirds of the character’s rank in the “Jump” skill+ Wisdom Modifier (or whichever modifier is used for the “Psionic Leap of the Clouds” feat). If the result is equal to eleven or higher, the distance covered by the jump check is multiplied by two; this multiplier increases by one for every five points above eleven that the result is. In addition, they can add further distance to their jump by spending power points, each three power points will add two feet to a running long jump, andan appropriately adjusted amount to other types of jumps. Notes: Inspired by the “Defy Gravity” skill from the “Matrix D20” conversion. (Matrix D20 (http://boards1.wizards.com/showthread.php?s=&threadid=146181&perpage=30&pagenumber=1)) |
| Zym05-24-04, 05:39 PM | After short discussion with our GM we came to the decision that Battle Jump as is from the UE book was a bit much. So I've hacked out a new psionic based version. A non-psionic version is included as well. The non-psi version needs 2 feats because there is no focus requirement (couldn't really come up with another fair way to balance the two). Battle Leaper [Psionic, General] By jumping or dropping down onto opponents, you make exceptional charging attacks. Prerequisite: Psionic: Run or Mental Leap, Jump 10 ranks / Non-Psionic: Run, Skill Focus (Jump), Jump 10 ranks. Benefit: When jumping upon foes from at least 5 feet above them, you act as if charging. Creature Size...............Jump Medium........................10 feet Large...........................15 feet Huge............................20 feet Gargantuan..................25 feet Colossal.......................30 feet The maximum distance you may be above a foe and execute a Battle Leap is 30 feet. You may not be under the influence of flight, levitate, or the like (even if natural) and still execute a battle leap. If you hit you are treated as one size category larger than normal for purposes of damage, trip attempts or grapples (first attack, attempt or check only). Furthermore you increase any strength bonus you have by 50%, due to the impact of the blow (for calculation of damage only). After concluding your attack, you may make a DC 15 Jump check to take falling damage as if you had fallen 10 feet less than the actual distance. For every 15 points you beat the DC by you ignore an additional 10 feet of falling damage. Failure results in falling prone 5 feet from your opponent. You must maintain your psionic focus to use this feat (ignore this line for non-psionics). Normal: Jumping down on an enemy can be attempted by anyone. It, however is not a charge attack, nor do they gain the increased size benefit. Any feedback is welcome. :cool: |
| Gruffmug05-26-04, 06:37 PM | Torc of psionic discipline This device allows a psionic character to hold an additional psionic focus. When the focus that it is holding is expended, it may be refocused automatically as a move action. The act of refocusing the Torc does not trigger an AOA it is considered an Use-Activated Item. cost 15,000gp creation requires psionic meditation, create universal item Greater torc of psionic discipline This device allows a psionic character to hold an additional psionic focus. When the focus that it is holding is expended, it may be refocused automatically as a move action. The act of refocusing the Torc does not trigger an AOA it is considered an Use-Activated Item. This Item also grants the wearer one psionic feat. The bonus feat is choosen by the creator a the time of creation and does not change afterward. It would be possible to find a Greater torc of psionic discipline of psionic strike for example Cost 30,000gp creation requires psionic meditation, create universal item, and one additional psionic feat(ALIGNED ATTACK, BOOST CONSTRUCT , FELL SHOT, FOCUSED SUNDER, GHOST ATTACK, INQUISITOR, MENTAL LEAP, POWER PENETRATION, PSIONIC CHARGE, PSIONIC DODGE, PSIONIC ENDOWMENT, PSIONIC FIST, PSIONIC SHOT, PSIONIC WEAPON, SPEED OF THOUGHT, UP THE WALLS, or WOUNDING ATTACK) This one a posted on different thread to clean it up. This is the final version, barring anyone pointing out any big errors. Gruffmug Gruffmug |
| Gruffmug05-26-04, 07:19 PM | This power was orginally posted by Greatfrito. It is really cool. I had to share it with the rest of yall Ectoplasmic Coil ========================== Metacreativity (Creation) Level: Shaper 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 5 ------------------------------------------------ You generate an ectoplasmic tendril from your hand. This tendril can be extended or retracted as a free action during the power's duration - it is absorbed into your palm. You may either use the tendril as a whip (see equipment; any feats or powers that could be applied to a whip can be applied to the tendrils created by this power) or use it to gain a +4 bonus on grapple checks. You can choose to grapple an opponent with just this tendril, but you take the normal -20 on the grapple check. The tendril has the same hardness and hit points as a whip, though if destroyed, the tendril simply grows back in the next round. The tendrils have a strength score of 16, and you may choose to use this score in place of your own for the purposes of attack with the tendrils or grapple checks, and for the purpose of lifting or breaking objects. ***Augment: You can augment this power in one or more of the following ways. 1. If you spend 2 additional power points you generate an additional tendril on the same hand as another tendril. If you have multiple tendrils on one hand you must use them all for the same purpose, but their bonuses stack (so two tendrils grants a +8 bonus n grapple checks) and they deal damage as if from multiple whips (so two tendrils deal 2d3 nonlethal damage when used as a weapon). For each additional tendril, treat the bunch as if they had a strength score 2 points higher (so two tendrils have an effective strength of 18). 2. If you spend 4 additional power points you generate a tendril on a hand that does not already gain a tendril. You can have a maximum of two hands with tendrils. If you have multiple hands with tendrils you may use them both seperately, though you take standard penalties for fighting with two weapons. 3. If you spend 4 additional power points the duration of the power increases to 10 min./level. 4. If you spend 4 additional power points the tendrils formed are sharp and bladelike, and deal 1d4 lethal slashing damage instead of damaging like a whip (this also means that they deal damage even when the target's Armor bonus is +1 or higher or their Natural Armor bonus is +3 or higher). Gruffmug |
| PJammaGod05-27-04, 05:29 AM | Hrrm, someone may have already posted a version of this feat, I don't know so I'll post my version anyway. First we had Up The Walls, now presenting Across The Roof Across The Roof [Psionic] You can spend an indefnite period of time on the walls Prerequisite: Wis 13, Up The Walls Benefit: When you are psionically focused, you can remain on the walls indefinetly when using the Up The Walls feat. For each additional round past the first when you finish your round in a vertical surface you must pay a number of PP equal to 2 + the additional number of rounds you have spent on the walls. If you expel psionic focus you must finish your round on a level surface or fall prone to the floor. Special: Any action you can take using the Up The Walls feat can also be taken using the Across The Roof feat. However if you expend psionic focus you must end your action on a level surface or fall prone to the floor. Yeah the name is cheesy but its still a cool feat. And it isn't broken either, you have to maintain psionic focus the entire time and that stops you taking most psionic actions. Lewis, currently on the roof |
| deathbyme66605-27-04, 10:39 AM | Bludgeoning Mind Blade(psionic) your mindblade can become bludgeoning Prerequisite: shape mind blade ability Benefit: you can change your mind blade in to a one or two handed blugeoning weapon that deals 1d8 for a one hand and 1d10 for a two hand normal: you can only use your mind blade as a shortsword, longsword, or bastardsword. Piercing Mind Blade(psionic) your mind blade can become Piercing Prerequisite: shape mind blade ability Benifit:you can change your mind blade in to a one or two handed piercing weapon that deals 1d8 for a one hand and 1d10 for two hand normal: you can only use your mind blade as a shortsword, longsword, or bastardsword. Dangerus Mind Blade(psionic) Your Mind Blade is as sharp as your mind is. Prerequisite: SoulKnife level Five , Int 15 Bonus: you must be psionicly focused to use this feat.Add Your Int bonus as a Insite Bonus to Attack and Damage Roles with your mind Blade. you must be psionicly focused Normal: your mind blade gains no bonus from high int. Additional Enhancement(psionic) your special abilitys for your mind blade are more extensive then others. Prerequisite: Mindblade Enhancement +2, Int 15 Bonus: you can add one additinal weapon special ability to the list of ones you can add to your mind blade. you can choose any weapon special ability with an enhancement Bonuse = to your maxmind blade enhancement -1. to a max of +3. Normal: you can only use weapon special Abilitys on the mind blade weapon special ability list on your mind blade. Special:you may take this feat moltiple times. each time adding another weapon special ability to your avalible list. tell me what you all think any sigestions . |
| Psi-Druid05-28-04, 01:00 AM | Absorb Energy (psionic, epic) ---------- Prerequisites: Psicraft 28 ranks, manifester level 25th, must know at least one energy protection power (such as Energy Adaptation) Benefit: you automatically absorb first 5 points of magic/psionic fire, cold, acid, sonic, electricity and positive/negative energy damage (damage is decreased by 5 points). For every point of absorbed damage you gain 1 PP. This ability works before any other abilities, spells and powers. You can absorb power points from listed energy types even if you are immune to them. Notes: * you cannot use this feat if you have ability to channel positive/negative energy. * you cannot gain power points that would cause you to exceed your normal daily maximum. You radiate visible light that illuminates a 60-foot radius for 1 round instead. Absorb Energy, Improved (psionic, epic) ---------- Prerequisites: Psicraft 28 ranks, manifester level 25th, must know at least one energy protection power (such as Energy Adaptation), Absorb Energy Benefit: you absorb up to 10 points of damage with Absorb Energy. In addition if you are disabled or dying you gain 1 hp per point of absorbed damage instead of power points. |
| Incenjucar05-28-04, 07:57 AM | A psionic/elemental version of OA's "Earthbolt", but notable for bypassing power resistance in most cases, but not being usable on softer terrain like sand or clay. Erupting Fault Psychokinesis (Earth) Level: Psion/wilder 3, Psychic Warrior 4 Display: See Text Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft/2 levels) Area: 5 ft. wide, 5 ft. high path between caster and targeted range; see text Duration: Instantaneous Saving Throw: Reflex half Power Resistance: No; See text Power Points: 5 or 7 You designate a point within range, and send forth a straight line of terrakinetic energy that flows through the ground and erupts outwards, causing the earth to fracture and jut away from the force, dealing 5d6 damage to all caught in its path. When used within solid ground, rather than on the surface, the area of effect is a line, but allows is subject to spell resistance, since the Erupting Fault will pass through a creature rather than below them. This power can only be used on natural stone, rocky soil, or mineral deposits. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. |
| GeneralHenry05-28-04, 06:01 PM | Erupting Fault is too good for a psiwar direct damage power. It's not that psiwars don't get direct damage, but they get crappy direct damage, bad range and non scaling DC. Either remove the dc scaling or up the psiwar level. It's just right for a psion power. |
| Incenjucar05-28-04, 06:11 PM | Gratze`. Fixed. |
| kao200305-29-04, 11:03 PM | Do'h!, hmm...didn't realized i just posted this to the rest of the board...sigh. I'll post it here as a reply...should've realized that earlier. Do'h. my bad. Hey, It just occured to me to try this one out...want to hear what you guys think of it. I tried looking for a duplicate like it on the boards, but couldn't find any, only Mithrilskin...so I figure I'd try Mithril Body, Psionic. It would be like Iron Body, Psionic, but since Iron Body is 8th level, this is a 9th level power. And since iron is not as good as Mithril, I figure Mithril would be twice as good as Iron. So I adapted the power as something to be better than Iron Body, but not too overly powerful...which I guess depends on how you guys interpret it... Here it is: NEW PSIONIC POWER: MITHRIL BODY, PSIONIC Metacreativity (Creation) Level: Psion/wilder 9 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Power Points: 17, xp This spell transforms your body into living mithril, which grants you several powerful resistances and abilities. You gain damage reduction 20/epic. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect mithril golems. Because you are based upon mithril, a metal far better than iron, you gain a +4 enhancement bonus to your Strength score, you take no penalty to Dexterity as well, and your speed is only reduced to 1/4 normal. You have an arcane spell failure chance of 25% and a –4 armor check penalty. You cannot drink (and thus can’t use potions) or play wind instruments. Your unarmed attacks deal damage equal to a club sized for you (2d4 for Small characters or 2d6 for Medium characters), and you are considered armed when making unarmed attacks. Your weight increases by a factor of 5, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires. XP cost: 100 xp |
| Lopez05-30-04, 03:21 PM | Does en1 know like a list of "dead" powers like powers that deal with the dead, undead, angelics, and or ethereal? Cause my Psion is a Savant who is like on the verge of controlin all dead:smirk: |
| Psi-Druid06-02-04, 01:09 AM | MITHRIL BODY, 20/epic - it's deity-like DR. |
| kao200306-06-04, 08:51 PM | Ok. Yeah, DR 20/epic was too good. I went over that with the boof of demigods/gods. yeah, saw that a lowly demigod had 5/epic or something like. And so I figure that a 20/something other than epic is in order...maybe mithri? or a dual material?...I'lll have to look into it further... Thanks for the input about that DR... |
| Psi-Druid06-07-04, 12:33 AM | Shatter Anti-psionic Mind (Psychokinesis) Level: Psion 6, Psychic Warrior 6 Display: Mental Manifesting Time: 1 standard action Range: 30 ft. Area: 30-ft.-radius burst centered on you Duration: Instantaneous and 1 round/level; see text Saving Throw: Will half; see text Power Resistance: No Power Points: 11 ------------------------------------ You shatter their primitive defences against psionics. Every creature (friend and foe) except you in range must make a Will save with a -2 penalty for every anti-psionic feat (see below) which is not already inert it posses or recieve 1d8 raw psionic energy damage (Will half). Also if creature failed its save anti-psionic feat becomes inert for a 1 round/level. This power itself is unaffected by anti-psionic feats. Anti-psionics feats: Antipsionic Magic, Chaotic Mind, Closed Mind, Force of Will, Hostile Mind, Mental Resistance, Psionic Hole. Wilder's Volatile Mind special ability counts as anti-psionic feat for the purpose of this power. Augment: * +2: duration = 1 minute/level * +6: manifesting time = swift action * For every 2 additional power points you spend, this power's save DC increases by 1, and the power's range and area are both increases by 10 ft. |
| De Batavier06-08-04, 10:35 AM | Blade to ammunition You can shape your blade into ammunition preq: Shape Mind Blade ability Benefit: When using his Shape Mind Blade ability the Soulknife can choose to form ammuniton. He creates one arrow, bolt, bullet, shuriken etc with this ability. The ammunition acts the same as a Thrown mind blade, except it uses the range increment of the weapon it is fired with, or the ammution (shuriken) Improved Blade to Ammunition You can shape your blade in multiple ammunition preq: Multiple throw ability Benefit: You can now form as much ammunition as you need for a full attack. This includes extra attacks based on other feats or abilities. The ammunition acts the same as a Thrown mind blade, except it uses the range increment of the weapon it is fired with, or the ammution (shuriken) |
| dnddreamer06-10-04, 09:03 AM | Has anybody group all these new feats and powers into a downloadable PDF or a single webpage for easy access? |
| De Batavier06-13-04, 02:17 PM | Brain safe Psychometabolism Level psion/wilder 4, PW 3 Display mental Man time: 1 immidiate action range: personal target you duration: 1 round Power points: Psion/wilder 7 PW 5 This power is used by psions that acompany Illithid Slayers. It protects their brains. This power makes you immune against all attacks that directly effect your brain. It also gives a +2 on saves against mind affecting powers Augement: 1) you can spend one extra pp to increase the bonus to save by one 2) You can spend one extra pp to increase duration by one round The first draft of this power was posted on the Psionic Foundation (link in sig). After some good feedback the above power is the endresult. Feedback that i didn't put in the power is that instead of being impossible to extract a brain the Illithid should get a save. |
| Dave100106-13-04, 09:20 PM | I thought this should be around in 3.5, so here I proudly present my interpretation of Death Field Psychometabolism Level: Egoist 6 Display: Auditory Manifesting Time: 1 standard action Range: 20 ft. Area: 20-ft. radius centered on you Duration: Instantaneous Saving Throw: Fort negates Power Resistance: Yes Power Points: 11 You psionically trigger cellular death for all living creatures, including yourself, within a 20-ft. radius. You determine how many hit points to sacrifice at the time of the manifestation. You lose that many hit points (no save). All other living creatures must make a Fortitude save or lose the same number of hit points. A successful save means no hit points are lost. This loss of hit points is not actual damage, so DR and other similar damage-reducing affects do not apply. Constructs, elementals, and undead are not affected by this power. You cannot sacrifice more hit points than you currently have. Augment: For every 2 additional power points you spend, this power's save DC increases by 1. |
| Psi-Druid06-14-04, 01:36 AM | This is my variant of Psicrystal Affinity feat. Implanted Psicrystal Affinity (psionic) You have created a psicrystal. ---------- Prerequisites: Manifester level 1st. Benefit: This feat allows you to gain a psicrystal but it is implanted into your brain (it becomes smaller if needed). It cannot be affected be any means and cannot perform any physical activity. It alive while his owner is alive, and they are always return to live together. Psicrystal abilities are based on the owner's highest manifester level: Implanted Psicrystal Special Abilities Owner Level Int Adj. Special 1–2 +0 Linguist, Negotiator, Personality, Senses (owner's + sight 40 ft.), Telepathic Link, Undetectable Mind 3–4 +1 5–6 +2 Telepathy 30 ft. 7–8 +3 Sight 60 ft. 9–10 +4 11–12 +5 13–14 +6 Sight 80 ft., Telepathy 65 ft. 15–16 +7 Personality Projection 17–18 +8 19–20 +9 Sight 100 ft., Telepathy 100 ft. Linguist (Ex): A psicrystal can understand and read all languages known by its owner plus 1 additional language per every 2 points of Intelligence above 10. Negotiator (Ex): its owner gains the Negotiator feat. Personality (Ex): every psicrystal has a personality. Choose personality as normal. Senses (Ex): a psicrystal can see, hear and feel environment using his owner's abilities. Also it can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's special sight range is listed in the table. Telepathic Link (Ex): psicrystal and his owner can communicate telepathically. Undetectable Mind (Su): psicrystal cannot be detected by divination spells or clairsentience powers. Telepathy (Su): if the owner is 5th level or higher, the psicrystal and his owner can communicate telepathically with any creature that has Intelligence score. Communication still limited by creature's Intelligence. Personality Projection (Su): psicrystal can form "projection" of its personality up to 100 ft. away from itself at will. Effect is similar to Major Image spell (it is considered psionic in nature) but no concentration is needed. Save DC is based on the psicrystal's Intelligence. Notes: 1. this feat gives you virtual access to Psicrystal Affinity feat. 2. when your psycristal is psionically focused you are considered psionically focused too. 3. Also when you take this feat you become immune to Mind Seed, Mind Switch, Personality Parasite, Schism, and similar effects that replace personality or implants a new one (including Improved Psicrystal feat). 4. If your manifester level is 21 or more, all supernatural abilities granted by this feat can be used within null-psionics field, as if they were epic psionic powers (manifester level = your manifester level). Implanted Psicrystal ---------- Hit Dice: as owner's HD Initiative: see below Abilities: Str --, Dex --, Con --, Int 10, Wis 10, Cha 10. Skills: Appraise +4, Decipher Script +4, Diplomacy +6, Listen +4, Sense Motive +6, Spot +4 Feats: Negotiator Alignment: as owner Initiative: implanted psicrystal's round begins immediately after owner's. |
| Bifford06-15-04, 05:37 PM | Commandeer Astral Construct Telepathy Level: Psion/wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 ft + 10ft/manifester level) Target: One astral construct Duration: Instantaneous Saving Throw: Will negates (see text) Power Resistance: Yes Power Points: 3 When a manifester forms an astral construct through the use of the astral construct power, he attaches to it a budded portion of his own psyche to it, giving it its limited ability to attack, choose opponents and follow orders. When you manifest this power on the astral construct of another manifester, you break the psychic link between them and take the construct's psyche for your own. The previous owner of the construct may make a Will save to avoid losing it. If he fails, the construct falls under your complete control, as if you yourself had manifested it. This power does not alter the physical qualities of the construct, nor its manifester level nor its current duration. Augmentation: For every 2 additional power points you spend, the DC of the power increases by +1. |
| Psi-Druid06-16-04, 01:05 AM | Wings of Valmar (Psychometabolism) ---------- Level: Egoist 8, (Psi-Druid 7) Display: Auditory, Mental, Olfactory, Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour / level (D) Power Points: egoist 15, (psi-druid 13) ---------- You grow black demonic wings. These allow you to fly at a speed of 90 ft. (perfect maneuverability). Characters within 90 feet of you hear what they believe are the sounds of howling winds and eerie chanting. When using this power for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). Also while the power lasts you recieve additional abilities: Frightful Presense: the ability takes effect automatically whenever you attacks, charges, flies overhead, or manifests a power of 7+ level with Visual display. Foes within a radius of 90 feet are subject to the effect if they have fewer HD than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 your HD + your Cha modifier) remains immune to your frightful presence for 12 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Immunities: you becomes immune to fear and death effects. Note: if you worship deity or any other entity (even if it is a demon) it would be a blasphemy to manifest this power. |
| De Batavier06-17-04, 07:22 AM | Mobile brain Psychometabolisme Level psion/wilder 2/PW 2 Display mental man time 1 immidiate action range personal target you duration: 1 round Power point cost: 3 Your brain has some mobility and can try to escape extraction This power grants your brain a reflex safe against extraction by an Illithid. The save DC is 10 + Illithids classlevels + 4 (= 1/2 racial hd). The brain uses the normal reflex save of it's owner Augement: For every 2 extra pps spent you gain a +1 to this save. |
| Bifford06-18-04, 08:31 AM | ECTO MANIPULATION (my variant) You can change the special abilities of your existing astral constructs. Benefit: You can swap out the special abilities of an existing astral construct that you control for others from the various special abilities menu. The new configuration must be valid for the level of your astral construct. Doing this is a move action and costs no power points. |
| De Batavier06-19-04, 05:38 PM | first posted on the Psionics Foundation Crystallising focus(Pionic) Using it's focus you can heal a part of your psicrystal Preq:psicrystal containment Benefit: You can expand the focus contained by the psicrystal to heal/repair it for 1 point of damage. This can be done 1 + your class primary ability modifier times a day This feat was made with the assumption that the 3.5 psicrystal doesn't have regeneration of it's matrix, that IIRC the 3.0 crystal had. |
| Suldarr'essalar06-23-04, 08:32 AM | Deflect Strike psychokinesis Level: psion/wilder 2, psychic warrior 2 Manifesting Time: swift action Range: personal Target: you Duration: 1 round, or until "dischared" Saving throw: None Power Points: 3 You create a invisible sphere of force around you. You gain +20 deflection bonus to AC against one attack (including range touch attacks). augument: For every additional 8pp the force deflects another attack. |
| De Batavier06-24-04, 06:40 PM | A rewrite of the old 3.0 Trigger power Feat, posted first by me in response to a post on the psionics boards Trigger power [psionic] You can try to manifest one of your powers for free preq: psionic talent , man. level 5, reserve power points Benefit: When you expand your focus you can try to manifest one of your 1st, 2nd or 3rd level for free. You have to choose one power when taking this feat. Besides expanding focus you also must make an intelligence check DC = for level 1 powers 13. for level 2 powers 15 and for level 3 powers 17. And have the base cost of the power in pp reserve. When you make the checkyou don't have to pay the base cost of the power, augmentation or other cost must be paid as normal. but the base cost does count for maximum pps spend on the power So if you are level six manifester and trigger a power with a cost of 1 pp you still can only spend an additional 5 pps When you don't make the check you manifest the power and pay the base cost Special You can take this feat multiple times, each time you designate an other power. Edit: added special. Made some changes after valid comments on the original thread. Higher DC, clearer wording. Reduced the higher DC a little so that is the same as in the old 3.0 feat. Edit: Discussion on this feat, with valid points about it being unbalanced, here (http://boards1.wizards.com/showthread.php?s=&threadid=264543) |
| Kraedin06-25-04, 07:53 PM | Improved Augmentation [Psionic] Benefit: Your augmented powers increase in effective level. For every two power points you spend beyond the power’s normal cost for augmentation, the level of the power increases by 1 for the purposes of interaction with other powers (or spells) and for saving throw DCs. You can spend additional power points when manifesting non-augmentable powers to gain the benefits of this feat. Special: If the power is one whose save DC already increases with augmentation, such as energy ball, use the save DC granted by the augmentation or the save DC granted by this feat, whichever is greater. Author's Note: I made this feat for two reasons. First, globe of invulnerability is rather hard for most psions to get around, as their primary offensive powers tend to be low level. Second, I really like to use suggestion, and psionic suggestion doesn’t give a way to increase the save DC, limiting it’s usefulness as higher levels. |
| Kraedin06-25-04, 08:35 PM | Translocate Psychoportation (Teleportation) Level: Nomad 6 Display: Auditory and visual Manifesting Time: 1 standard action Range: Touch Target: 1 creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 11 The subject is “pushed” onto the Astral Plane. The subject’s equipment is left behind. If this power is manifested on the Astral Plane, the subject is teleported to a random location on the Astral Plane instead. The subject's equipment is still left behind. Volitation Psychoportation Level: Psion/wilder 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 24 hours (D) You hover 1 foot of the ground and exert no downward force. However, you can only hover across a surface that could support your full weight. Your movement is not hampered by difficult terrain, and you cannot set off traps triggered by ground pressure. Your movement speed and ability is unaffected by this limited form of flight. You gain a +4 bonus on Balance checks and checks made to avoid being tripped. Note: Obviously, this is based on the Mind's Eye power of the same name. Narcoleptic Telepathy [Compulsion, Mind-Affecting] Level: Telepath 1 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 humanoid Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 1 The subject falls asleep. This sleep is perfectly normal, and anything that would normally awaken the subject will still do so. Augment: If you spend 6 additional power points, you can target any creature that normally sleeps. For every two additional power points you spend on this power, the save DC increases by 1. Author's Note: This was intended to be a kind of psionic version of sleep. In exchange for losing the hit die cap (something I try to avoid for psionic powers), the sleep is less deep. Read Body Language Clairsentience Level: Psion/wilder 1 Display: Mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 1 You can process non-verbal communication cues vastly more effectively than normal, granting you a +10 competence bonus on Sense Motive checks. Author's Note: This is just conceal thoughts in reverse. Cardiac Translocation Psychoportation (Teleportation] Level: Nomad 9 Display: Auditory and mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: 17 You kill the subject by teleporting his heart out of his body into your hand. On a successful saving throw, the heart is not teleported, but the target is dealt 1d6 points of Strength, Dexterity, and Constitution damage. Augment: For every additional 4 power points you spend, the target is deal an additional 1d6 points of Strength, Dexterity, and Constitution damage and the save DC increases by 2. Author's Note: This was based on an idea from the Book of Vile Darkness that I though was cool. Cerebral Translocation Psychoportation (Teleportation) Level: Nomad 9 Display: Auditory and mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: 17 You kill the subject by teleporting his brain out of his body into your hand. On a successful saving throw, the brain is not teleported, but the target is dealt 1d6 points of Intelligence, Wisdom, and Charisma damage. Augment: For every additional 4 power points you spend, the target is deal an additional 1d6 points of Intelligence, Wisdom, and Charisma damage and the save DC increases by 2. Author's Note: A similar power to cardiac translocation created by an extremly lazy, yet very powerful, mind flayer. Mental Burst Telepathy [Mind-affecting] Level: Telepath 5 Display: Auditory and mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: 1 living creature Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 9 You direct a massive assault through the subject’s mind, eroding his mental faculties. The subject is dealt 5d4 Intelligence, Wisdom, or Charisma damage (your choice). The subject’s ability score cannot be damaged below 1 by this power. Augment: For every additional 2 power points you spend, you deal another 1d4 points of ability damage and the saving throw DC increases by 1. Author's Note: This is intended to be a psionic feeblemind. It's less powerful (it doesn't last forever, is much easier to repair, and doesn't always reduce the score to 1) but the save is for half damage rather than negation, so it is more reliable. Mind Leak Telepathy [Mind-affecting] Level: Telepath 4 Display: Visual and mental Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft-radius emanation Duration: Concentration, up to 1 round/level Saving Throw: Will half Power Resistance: Yes Power Points: 7 You generate a field of energies that corrode the minds of those caught within. All living creatures within the area are dealt 1d4 points of Intelligence damage per round. Memory Wipe Telepathy [Mind-affecting] Level: Telepath 9 Display: Mental and visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: Will partial Power Resistance: Yes Power Points: 11 You launch a vicious psychic assault on the victim, sapping its ability to access its memories. This corruption of memory inflicts 1 negative level on the victim. A target who fails his save instead loses all class levels (and associated benefits) and becomes a 1st-level commoner. Only psychic chirurgery or similiarly powerful magic can restore the character. Augment: Every additional 2 power points you spend on this power increases the save DC by 1. Author's Note: A kind of wierd (but amusing, in my opinion) save-or-die power. Weakening Pulse Psychokinesis [Electricity] Level: Psion/wilder 1 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 creature Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 A brief burst of crackling electricity ripples across the skin of the subject, interfering with the subject’s muscle control. This inflicts a -6 penalty to Strength, but the subject recovers quickly. Every round after the first, the severity of the Strength penalty decreases by 2. Augment: For every 2 additional power points you spend, the severity of the penalty increases by 2. Kinetic Spear Psychokinesis [Force] Level: Kineticist 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 1 You impale your target with a spear of force that deals 1d6 points of piercing damage if you succeed at a ranged touch attack. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). Author's Note: I wanted to be able to create a kineticist who dealt primarily with force effects and telekinesis, so created this (and the following two powers). They are just force-effect rip-offs of energy ray, energy ball, and energy missile. Kinetic Whirlwind Psychokinesis [Force] Level: Kineticist 4 Display: Auditory Manifesting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft-radius spread Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 7 You manifest a swirling vortex of psychokinetic shards which deal 7d6 slashing damage to anything in the area. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Kinetic Pulse Psychokinesis [Force] Level: Kineticist 2 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart. Duration: Instantaneous Saving Throw: Fortitude half (object) Power Resistance: Yes (object) Power Points: 3 You strike at the targets with a focused kinetic pulse, which deals 3d6 bludgeoning damage to each. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Break Object Psychokinesis [Force] Level: Kineticist 2 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 object Duration: Instantaneous Saving Throw: Will partial (object) Power Resistance: Yes (object) Power Points: 3 You attempt to snap and object in half or tear it to tatters. Make an Intelligence check. If it meets or exceeds the break DC of the target, it is destroyed. A successful saving throw imposes a -4 penalty on your Intelligence check. Augment: For every additional power point you spend, you gain a +1 bonus on your Intelligence check. For every two additional power points you spend in this fashion, the saving throw DC increases by 1. Author's Note: A psionic shatter-like effect. |
| Kraedin06-25-04, 10:34 PM | Epic Construction [Epic] You can create astral constructs of epic power. Prerequisites: Ability to manifest astral construct, ability to manifest 9th level powers. Benefit: You can create astral constructs greater than 9th level using the astral construct power. These more powerful astral constructs have the same statistics as a 9th level astral construct, except as follows. For every level the astral construct is higher than 9th, the astral construct gains +4 Strength, +2 natural armor, and +3 Hit Dice. At every third level after 9th, the astral construct gains an additional special ability off menu C. Astral constructs of 13th level and higher are Gargantuan, and have two slam attacks that deal 3d6 damage plus Strength modifier and a Dexterity score of 9. Astral constructs of 17th level or higher are Colossal and have slam attacks that deal 4d6 damage plus Strength modifier and a Dexterity score of 7. |
| Psi-Druid06-28-04, 12:47 AM | Halt Automation (Telepathy) ---------- Level: Psion/Wilder 3, Psychic Warrior 3 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One non-intelligent creature Duration: 1 round/level Saving Throw: None and Will negates; see text Power Resistance: Yes and No; see text Power Points: 5 ------------------------------------ This power renders one non-intelligent creature immobile (unable to take any physical actions) if you beat it power resistance. The effect is broken if the halted creature is attacked or take damage. Also if automation is controled by intelligent creature, that creature can make Will save against this power to negate effect (no PR). Augment: +2: duration = 1 minute/level +6: manifesting time = 1 swift action In addition, for every 2 additional power points you spend to achieve any of these effects, save DC increased by 1, and your manifester level increases by 1 for the purpose of overcoming power resistance only. |
| Psi-Druid07-01-04, 12:47 AM | Attractive Mind (psionic) ---------- Prerequisites: Psionic Endowment, Greater Psionic Endowment, Int 12, Wis 12, Cha 12 Benefit: you add +2 to the save DC and +4 on manifester level checks to overcome power resistance when you manifests Telepathy power. Ultra Talented (psionic) ---------- Prerequisites: Overchannel, Talented, Psicraft 9 ranks Benefit: overchannel can deal subdual damage instead (if you wish so), and damage dice decreases to d6. Also you don't take damage from overchanneling when manifesting 1st level power. If you somehow becomes immune to subdual damage overchannel still deals normal damage. |
| DarthBear07-31-04, 03:42 AM | Everyone seems to want to use those Psionic Weapon type feats more than once a round. How about doing it like this? Extended Psionic Weapon [PSIONIC] You can gain an extra Psionic Weapon attack when you expend your Psionic Focus. Prereq: Wis 15, Concentration 11 Ranks, Psionic Weapon, BaB +6 Benefit: When you make a Psionic Weapon attack by expending your Psionic Focus, you may make one extra attack a Psionic Weapon attack in the process. Thus, if you were a Psychic Warrior wielding a Long Sword, and you expended your Psionic Focus to use the Psionic Weapon Feat, your first attack would do 1d8+2d6 Damage, and your Second attack could also do 1d8+2d6 damage. Special: You can take this feat multiple times. It's effects stack, though you can't take it for non existant attacks. (That is, if you only can make two attacks/round, you may only take this feat a total of two times.) Extended Psionic Fist [PSIONIC] You can gain an extra Psionic Fist attack when you expend your Psionic Focus. Prereq: Wis 15, Concentration 11 Ranks, Psionic Fist, BaB +6 Benefit: When you make a Psionic Fist attack by expending your Psionic Focus, you may make one extra unarmed attack or natural attack a Psionic Fist attack in the process. Thus, if you were a Psychic Warrior, and you expended your Psionic Focus to use the Psionic Fist Feat, your first attack would do 1d3+2d6 Damage, and your Second attack could also do 1d3+2d6 damage. Special: You can take this feat multiple times. It's effects stack, though you can't take it for non-existant attacks. (That is, if you only can make two attacks/round, you may only take this feat a total of two times.) Extended Psionic Shot [PSIONIC] You can gain an extra Psionic Shot attack when you expend your Psionic Focus. Prereq: Wis 15, Concentration 11 Ranks, Psionic Shot, BaB +6 Benefit: When you make a Psionic Shot attack by expending your Psionic Focus, you may make one extra attack a Psionic Shot attack in the process. Thus, if you were a Psychic Warrior wielding a Composite Longbow, and you expended your Psionic Focus to use the Psionic Shot Feat, your first attack would do 1d8+2d6 Damage, and your Second attack could also do 1d8+2d6 damage. Special: You can take this feat multiple times. It's effects stack, though you can't take it for non existant attacks. (That is, if you only can make two attacks/round, you may only take this feat a total of two times.) Maybe add in that for every extra attack you make, you still have to pull off a DC 20 Concentration check, just as if you were tying to become psionically focused, just incase this seems too cheap. I figured making someone blow a feat per attack, even given a Psychic Warriors bevy of Bonus Feats, might balance this one out a bit. |
| selenar08-09-04, 12:46 PM | Psychokinesis Level: Psion/Wilder 3 Display: Mental, Material Manifestation Time: 1 standard action Range: touch Target: creature touched Duration: 10 min/level Saving Throw: Will negate(harmless) Power Resistance: Yes(harmless) Power Points: 5 upon manifesting the power, you choose to become invisible or leaving no trace or making no noise or having no smell. you have to choose only one effect. If you manifest the power while it is always active on a target, only the last manifestation apply. If you make one attack action against a foe, the power ends. Augment: +4 PP you choose another effect of the power. if you want to add another effect it will cost the price of the last effect +2. Exemple: for 9 PP you could be invisible and you make no noise. for 15 PP you have to choose 3 effect of the power. for 23 PP you have all the effect. I want your opinon on this power. I think 10 min/level is too much, 1 min/level should be better balanced. Maybe adding a little XP cost (100 XP). PS: would you authorise the adaptation of the invisibility spell to a power and what kind of augment would you add. |
| Xeviat-DM08-17-04, 05:46 PM | I've got a number of new psionic feats, and a number of changed psionic feats. These are taken straight out of my guide I'm building for my players for my setting, so forgive some of the flavor elements. Psionics is Ki in my world, that should explain it. ALIGNED ATTACK [KI] Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction. Prerequisite: Base attack bonus +6. Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed. To use this feat, you be psionically focused. When you make a successful melee or ranged attack, your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. BLINDSIGHT,5-FT.RADIUS [KI] Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 15. Benefit: While psionically focused, your senses become so acute that you detect the location of opponents who are no more than 5 feet away from you. Invisibility and concealment (even magical darkness) are irrelevant to you (though it still can’t see ethereal creatures). You can ignore the miss chance caused by blur or displacement, and you do not suffer the normal penalties for blindness while this ability is active. While only using your blind-sight, you cannot read or discern color. DEEP IMPACT [KI] You can strike your foe as if making a touch attack. Prerequisite: Wis 13, Psionic Strike, base attack bonus +5. Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. ENHANCED EQUILIBRIUM [KI] You can manipulate gravity’s affect on your body. Prerequisite: Dex +13, Balance 5 ranks Benefits: While Psionically focused, you may balance checks to move across solid or liquid surfaces that otherwise would not support your weight. Add +10 to the DC of a surface if the surface would not normally hold your weight (such as a thin branch, a spider web, or an ally’s outstretched arm), and add +20 to the DC of a surface if the surface is liquid. If the Balance check fails, or if you expend your Psionic focus, you fall through the surface. If you move across a surface that causes damage, such as lava or acid, you are still subject to damage as normal. INQUISITOR [KI] You know when others lie, or when something is out of place. Prerequisite: Wis 13. Benefit: To use this feat, you must be psionically focused. You gain a +6 bonus on all Sense Motive checks. KI ACTIVATION [GENERAL] Your bodies ki is fully activated. Benefit: Your latent ki flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, plus bonus power points equal to 1/2 your HD x your Wisdom modifier, and you can take ki feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. KI BREATH [KI] You can hold your breath indefinitely. Prerequisite: Con +13, Endurance, Psionic Body Benefit: While Psionically focused, you do not need to breath to function normally. Your metabolism produces its own supply of oxygen. Additionally, you need not make Constitution checks to continuously run or to hold your breath. You are immune to effects which require breathing, such as inhaled poisons and some spells. Normal: Your character needs to breath. Holding your breath or running for rounds more than your Constitution modifier requires Constitution checks. KI CELERITY [KI] You are able to make impossibly fast strikes at a moment’s notice. Prerequisite: Wis +15, BAB +6 Benefits: You must expend your psionic focus to use this feat. By expending your focus, you are able to make a single attack, or any action that requires the attack action, as an immediate action. This attack is made at your highest attack bonus. MEDITATIVE [KI] You are able to meditate in place of sleep. Prerequisite: Wis 13, Concentration 5 ranks Benefit: You may meditate for 2 hours in place of 8 hours of sleep. While meditating, you are able to make spot and listen checks normally, but breaking your concentration disturbs your rest and requires you to restart the meditation. You fully replenish your spells and power points from this rest, but you must still abide by the recent casting limit restriction. You may choose to meditate for 8 hours in order to gain the benefits of a full day’s rest. Normal: You must rest for 8 hours in order to regain HP, ability score points, spells, and power points. Elves normally trance for 4 hours in order to gain the same. MENTAL LEAP [KI] You can focus your ki to perform mighty jumps. Prerequisites: Str +13, Jump 5 ranks. Benefits: While psionically focused, the DCs for long and high jumps made with the Jump skill are not doubled if you do not perform a running start, and you gain a +6 bonus on all Jump checks. Normal: Jump DCs are doubled if you do not take a running start. PSIONIC CHARGE [KI] You can charge in a crooked line. Prerequisite: Dex 13, Speed of Thought. Benefit: To use this feat, you must be psionically focused. When you Charge or Run, you can make a number of turns of up to 90 degrees equal to your Dexterity modifier during your movement. All other restrictions on Charges and Runs still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. PSIONIC DODGE [KI] You are especially adept at dodging blows. Prerequisites: Dex +13, Wis +13, Dodge Benefits: While psionically focused, you retain your Dexterity bonus to Armor Class when ever you are caught flatfooted. Normal: You loose your Dexterity bonus to Armor Class when ever you are caught flatfooted. PSIONIC STRIKE [KI] You can charge your attack with additional damage potential. Prerequisite: Wis 13 Benefit: To use this feat, you must expend your psionic focus. Your next attack deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. RETURN SHOT [KI] You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons. Prerequisite: Wis 13, Dex 13, Improved Unarmed Strike, Deflect Arrows, base attack bonus +3. Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action. STUNNING FIST [KI] By charging your hand with ki, you are able to shut down the life processes of your target. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4. Benefit: To use this feat, you must expend your psionic focus. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, drops what ever it is carrying, loses any Dexterity bonus to AC, takes a –2 penalty to AC, and looses its psionic focus. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. |
| Ransu10-11-04, 06:40 AM | You cannot heal more than half of the hit points spent in this way. ... You cannot heal more than a quarter of the hit points spent in this way. Well, IMO, these two points sound weird. Either you can only heal burned points naturally (with rest) or you can heal them with magic/psionics. If you consider body adjustment and the improved regeneration version, I would say you cannot heal burned hp magically/psionically at all. |
| Ransu10-11-04, 06:49 AM | Personal Rage Telepathy [Mind-Affecting] Level: Psion/wilder 3, psychic warrior 2 Display: Visual Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D) Power Points: Psion/wilder 5, psychic warrior 3 You gain a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that you aren’t fatigued at the end of the rage. You lose any ability to manifest powers, including your ability to use command thought, use-activated, or power trigger psionic items, just as if the powers were not on your class list. You likewise lose the ability to use spell trigger or spell completion magic items. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. Augment: For every 9 additional power points you spend, the morale bonuses to Strength and Constitution increase by +2 each, and the morale bonus on Will saves increases by +1. The penalty to AC remains at –2. |
| Ransu10-11-04, 06:55 AM | PREVENOM MIND BLADE [PSIONIC] Prerequisites: Mind blade ability, Psychic strike +1d8. Benefit: Once per day, you can charge your mind blade with the ability to poison the next target you successfully hit in melee. Essentially, this feat works as if you manifested Prevenom weapon on your mind blade, except that you do not have to be able to manifest that power. Instead, you must expend your psionic focus to manifest Prevenom weapon as a psi-like ability (1 standard action). Your manifester level for this psi-like ability is considered to be your character level. Your key ability for this psi-like ability is Charisma. You may not augment this psi-like ability with power points. TRUEVENOM MIND BLADE [PSIONIC] Prerequisites: Mind blade ability, Psychic strike +4d8, Prevenom Mind Blade. Benefit: Your prevenom mind blade feat has evolved. Once per day, you can charge your mind blade with the ability to poison the next target you successfully hit in melee. Essentially, this feat works as if you manifested Truevenom weapon on your mind blade, except that you do not have to be able to manifest that power. Instead, you must expend your psionic focus to manifest Truevenom weapon as a psi-like ability (1 standard action). Your manifester level for this psi-like ability is considered to be your character level. Your key ability for this psi-like ability is Charisma. This feat overlaps (does not stack) with Prevenom mind blade. Edit: changed key ability from Wis to Cha to keep it like normal Ps abilities |
| RavinRay10-14-04, 07:00 PM | Assuming that subpsionics will be updated basically intact, here's a feat I came up with. SUBPSIONIC RECOMPENSE [METAPSIONIC] You can subpsionically recompense reduced powers. Prerequisite: Conjunctive Mind or innately subpsionic. Benefit: To use this feat, you must expend your psionic focus. You can subpsionically manifest Psychokinesis, Psychometabolism or Psychoportation powers without the –1 penalty on manifester levels, save DCs, and manifester level checks. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. Normal: Subpsionically manifested powers from these three disciplines have their manifester levels, save DCs, and manifester level checks reduced by –1. |
| Ransu10-15-04, 06:37 AM | FATE SPINNER [PSIONIC] Your knowledge of probabilities and your ability to modify fate allow you to seek randomness or consistency as you desire. Benefit: You gain two possibilities to alter the course of random events. (1) When you maintain your psionic focus, you may take an immediate action to change any one of your fixed passive traits into a random one. Any game characteristic that can be defined as a fixed value (without bonus), is yours, and has to be used to check whether an action succeeds or fails is eligible for this ability. You change 10 points of fixed value into the result of a d20 roll. The remaining fixed value is added as a modifier. All regular bonuses apply normally. For example, if the fixed value of a trait is 8 and you use this ability on this particular trait, you may treat trait’s value as d20 minus 2. Naturally eligible traits are Armor Class, save Difficulty Class of spells and powers, damage reduction, energy resistances, and Power resistance (not an exhaustive list). You could, for instance, use this feat to turn your Armor Class into d20+ bonuses. This ability only applies for one action/hit/save, such as being hit once, saving once against an effect, etc. This ability may not be applied to fixed values that express levels in classes or in spellcasting/manifesting ability. This ability may not be applied to a fixed bonus to an already random roll, such as the bonus to a dispel check. (2) You may expend your psionic focus as an immediate action to average the result of one particular dice roll pertaining to the success of one standard or free action. You may only average dice rolls that are not active actions done by another creature or object. For example, you may change the result of attack rolls or damage rolls you make against an enemy, but you may not change those dice rolls when made by a friend or a foe. You change dice roll into fixed figures using the following table: Die type Corresponding figure d4 2.5 d6 3.5 d8 4.5 d10 5.5 d12 6.5 d20 10.5 You may change only one dice roll this way, but the roll may involve as many dice as is required for that particular roll. The end result, after adding all averaged die contributions, is rounded down. For example, you could use this ability to take 10 on a standard action skill check, or average 6d6 of damage dice of a power you manifest at an enemy to get 21 points of damage. Whatever the conditions, you may never alter an action using both of these effects. |
| Zack221610-17-04, 11:27 PM | Fate Spinner- I like the idea, especially the first ability, being able to make some constants random. The 2nd ability is ok, for averaging an attack roll or skill check, however in campaigns I run, I generally allow players to average damage when they have to roll a lot of dice. Definately cool though. Hopefully someone can come up with a Tactical feat with psionic prerequisite and psionics related abilities. |
| Lord_Anthrax10-18-04, 07:40 AM | Here's a bunch more stuff I cooked up, a good deal of it Epic: Aligned Mind Blade[Psionic][Epic] Your mind blade becomes infused with an alignment-based enhancement. Prerequisites: Mind blade enhancement bonus +6, Aligned Attack, Epic Psionic Focus. Benefit: Your mind blade has the traits of an Anarchic, Axiomatic, Holy or Unholy weapon as per the DMG, depending on the alignment chosen with the Aligned Attack feat. Autocharge Mind Blade[Psionic][Epic] You can recharge your mind blade with psychic strike at incredible speed. Prerequisites: Concentration 30 ranks, Epic Psionic Focus, Recharge Mind Blade. Benefit: As long as you maintain your psionic focus, you can recharge your mind blade once per round as a free action with a psychic strike. Normal: It takes a move action to recharge a mind blade, or can be done as a free action once per round by using the Recharge Mind Blade feat. Epic Inertial Armor[Psionic][Epic] Your inertial armor's protection continues to grow in strength. Prerequisites: Concentration 28 ranks, Epic Psionic Focus, Improved Inertial Armor. Benefit: Your Inertial Armor's armor bonus continues to increase, now by two for every five ranks in Concentration you have above 23. Thus, at 28 ranks your bonus would be +10, then +12 at 33 ranks, and so forth. There is no maximum limit to this bonus. You must remain psionically focused to benefit from this protection. Epic Psionic Fist[Psionic][Epic] You can imbue your unarmed strike with tremendous psionic power. Prerequisites: Epic Psionic Focus, Greater Psionic Fist, Base attack bonus +16. Benefit: If you expend your psionic focus, you can do +6d6 damage with your unarmed strike. If you miss with your attack, the charge is wasted. Epic Psionic Shot[Psionic][Epic] You can imbue your ranged attack with tremendous psionic power. Prerequisites: Epic Psionic Focus, Greater Psionic Shot, Base attack bonus +16. Benefit: If you expend your psionic focus, you can do +6d6 damage with your ranged attack. If you miss with your attack, the charge is wasted. Epic Psionic Weapon[Psionic][Epic] You can imbue your weapon with tremendous psionic power. Prerequisites: Epic Psionic Focus, Greater Psionic Weapon, Base attack bonus +16. Benefit: If you expend your psionic focus, you can do +6d6 damage with your weapon. If you miss with your attack, the charge is wasted. Heighten Power[Metapsionic] You can increase the level of your manifested power. Benefit: To use this feat, you must expend your psionic focus. You can increase the level of a manifested power by expending 2 PP for each level increase, up to the maximum level of power that you can manifest. This increases the save DC of the power manifested, just as if it were a power of that level. Improved Mind Blade[Psionic] Your ability to shape your mind blade is more versatile. Prerequisites: Concentration 12 ranks, shape mind blade class ability. Benefit: You may now reshape your mind blade into the equivalent of a Greatsword sized for you. Alternatively, you may also manifest your mind blade as a pair of Long Swords. The enhancement bonus is 1 less than it would normally be. Finally, if you choose to manifest your mind blade as a pair of Short Swords, you take no enhancement penalty for doing so. Improved Power Capacity[Psionic][Epic] You can manifest powers that exceed the normal limits of power manifestation. Prerequisites: Heighten Power, ability to manifest powers of the maximum level in at least one psionic class. Benefit: When you select this feat, you gain the ability to manifest powers whose level are one higher than your current maximum allowed power level. For example, if a Psion selected this feat at 21st level, they would be able to manifest a power of 10th level, gaining an increased Save DC just as if the power were of that level. This feat does not allow a manifester to augment a power(either through power point expenditure or metapsionics)beyond the PP limit of their manifester level. Special: This feat can be taken multiple times. Each time it is taken, it increases the maximum level of power manifested by 1(to 11th, then 12th, and so on). If taken by a Psychic Warrior, it grants them access to powers of one level higher than their normal level, but does not actually grant an extra power. The Psychic Warrior must take the Epic Expanded Knowledge feat to gain a power of that new level. Incorporeal Mind Blade[Psionic][Epic] Your mind blade strikes incorporeal targets as surely as corporeal ones. Prerequisites: Mind blade enhancement bonus +6, Epic Psionic Focus, Ghost Attack. Benefit: Your mind blade gains the properties of a Ghost Touch weapon, allowing it to strike incorporeal foes without a miss chance. Multicharge Mind Blade[Psionic][Epic] Your mind blade can regain psychic strike charges at even greater speed. Prerequisites: Concentration 30 ranks, Epic Psionic Focus, Autocharge Mind Blade. Benefit: As long as you retain your psionic focus, you can recharge your mind blade with a psychic strike one time per round. This stacks with the Autocharge Mind Blade feat. Special: You can gain this feat multiple times. Each time you take it, you can recharge your mind blade one additional time per round. Recharge Mind Blade[Psionic] You can hasten the return of your Psychic Strike charge within your mind blade. Prerequisites: Psionic Meditation, Concentration 15 ranks. Benefit: Once per round as a free action, you can expend your psionic focus to recharge your mind blade with a psychic strike. Normal: You must take a move action to recharge your mind blade with a psychic strike. Wounding Mind Blade[Psionic][Epic] Your mind blade inflicts vicious wounds against your foes. Prerequisites: Mind blade enhancement bonus +6, Epic Psionic Focus, Wounding Attack. Benefit: Your mind blade gains the Wounding enhancement, and deals 1 point of Constitution damage in addition to its normal damage each time it strikes. Creatures immune to critical hits do not take this ability damage. The special property Mind Blade feats are derivatives of the old Brilliant Mind Blade feat, which I've altered IMC to require Epic Psionic Focus and Deep Impact, but essentially turns your Mind Blade into a continuously Deep Impacting weapon. By the same token I altered the Brilliant Energy property to work like Deep Impact and be a +5 enhancement(much better than Vorpal, IMO). I've also got some ideas for extending the Bladewind class ability in Epic Levels. More on that later. If you're like me and you prefer the Psionics is Different option, or if you want to give Psions the ability to devastate enemy spellcasters and don't use the Different option, here's this lovely little power: Annul Psychokinesis Level: Psion/Wilder 9 Display: Visual, Auditory Manifestation Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: All psionic effects and psionic items within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates (object) Power Resistance: No Power Points: 17 All psionic effects and psionic items within the radius of the power, except for those that you carry or touch, are annulled. That is, powers and psi-like abilities are reduced to nothing(ending the effect as a Dispel Psionics power does), and each permanent psionic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher. You also have a 17% chance to destroy a Null Psionics Field. If the Field survives the annullment, no items within it are annulled. Even artifacts are subject to annullment, though there is only a 17% chance of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all psionic manifestation abilities. (These abilities cannot be recovered by mortal powers, not even Reality Revision.) Augment: For each additional power point spent, the percent chance to destroy a Null Psionics Field or artifact increases by 1%. |
| Psi-Druid12-04-04, 01:56 AM | Guard Crystal (psionic) -------------------------------------------------------------------------- Prerequisites: Implanted Psicrystal Affinity (posted earlier, some notes added) Benefit: your psicrystal has more abilities based on the your manifester level: Owner Level Wis/Cha Adj. Special 1–2 +0 Far senses 3–4 +0 Shared sight 5–6 +1 7–8 +1 Mind shield 9–10 +2 11–12 +2 Purge 13–14 +3 15–16 +3 Control metabolism 17–18 +4 19–20 +4 Psi support Far senses (Ex): psicrystal's range of telepathy, sight, and personality projection ability are doubled. Shared sight (Ex): you can add your psicrystal's sight ability to your senses. This ability is active as long as you spend a standard action each round to maintain it. Mind shield (Ex): you gain bonus to your Will saves equal to 1 per every 10 manifester levels (minimum 1). Purge (Ex): if you fail a save against a mind-affecting effect, your psicrystal immediately grants you another save with a +2 resistance bonus. You recieve only this one extra chance to succeed on your saving throw. Control metabolism (Ex, Su): you gain fast healing 1 as an [Ex] ability. Also you can freely change your minor physical qualities (such as hair color, hair texture, and skin color) and significant physical qualities (such as height, weight, and gender) within the normal ranges for a creature of your kind. This is a [Su] ability. However changes do not go out even in the area where psionics do not work, since this ability has an instantaneous duration. Psi support (Su): when you manifest power your psicrystal automatically augment it by 2 PP + 1 PP per every 5 manifester levels above 20. Total number of PP spent on the power cannot exceed your manifester level. Note: if your manifester level is 21 or more, all supernatural abilities granted by this feat can be used within null-psionics field, as if they were epic psionic powers (manifester level = your manifester level). |
| hovnarr12-04-04, 07:28 AM | I think there are precious few 8-9th level powers worth taking, here are some things I considered. Half-life Psychometabolism Level: Psion/Wilder 9 Display: Olfactory Manifestation Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: No Power Resistance: Yes Power Points: 17 The target's Constitution score is halved. Treat the reduction in Constitution as ability burn damage. Multiple manifestations of this power stack. Each time, the target's current Constitution score is halved once more. Half-life cannot reduce the Constitution score below 1. Creatures without a constitution score are immune to this effect. Psionic Wail of the Banshee Psychokinesis Level: Psion/Wilder 9 Display: Auditory Manifestation Time: 1 standard action Power Points: 17 As the spell Wail of the Banshee, except as noted here. The power below was inspired by the movie Lanmower Man (in the end, the guards are disassembled to peppbles) Disassemble Psychokinesis Level: Psion/Wilder 8 Display: Auditory Manifestation Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One non-living creature Duration: Concentration up to 1 min/level Saving Throw: Fort negates (see text) Power Resistance: No Power Points: 15 This power causes a non-living creature (undead or construct) to disassemble. The effect holding the matter together or animating the target is distorted and finally dissipates. Each round, the target must make a Fortitude save or be disassembled. A disassembled creature cannot act and is not affected by magic, psionic or physical effects. Each round so disassembled, the target takes 50 points of damage. The target can attempt a Fortitude save on each round. On a successful save, the target is not disassembled that round but must continue making saving throws on subsequent rounds if concentration is maintained. A disassembled creature who is reduced to 0 hit points or less is destroyed utterly. Augment: This power can be augmented in the following ways 1: For every 2 PP you spend, this power can affect another target in range. 2: For every 2 PP you spend, the damage per round increases by 10. 3: For every 4 PP you spend, one target of this power may also be a living creature. 4: For every 2 PP you spend in any of these ways, the power's DC increases by 1. |
| Psi-Druid12-09-04, 01:45 AM | Would you allow this in your games? The same is for Spellcraft, but instead of Telepathy they need something else. ---------- additional uses for Psicraft (Int, psionic, trained only) ---------- Dispel Check DC: see text Benefit: as Dispel Psionics (targeted version), but you use Psicraft check in place of normal dispel check, and DC is doubled. Kinesis Check DC: 15 Benefit: as Telekinetic Force, but duration is Concentration, weight limit: 5 lb. + 1 lb. per Psicraft rank, effective power level: 0. You need to make Psicraft check every round. Trick Check DC: 10 Benefit: any effect of Prestidigitation spell. Telepathy ---------- The following abilities don't require skill checks. You gain them as soon as you meet the prerequisites. Telepathy, Minor Prerequisite: Knowledge (psionics) 2 ranks, Psicraft 4 ranks Benefit: grant ability to telepathically communicate with any creature that has Intelligence score and speak a language that you speak. Range: 5 ft. + 5 ft./2 skill ranks. Telepathy, Improved Prerequisite: Knowledge (psionics) 8 ranks, Psicraft 10 ranks Benefit: grant ability to telepathically communicate with any creature that has Intelligence score and a language. Range: 15 ft. + 5 ft./2 skill ranks. Telepathy, Major Prerequisite: Knowledge (psionics) 16 ranks, Psicraft 18 ranks Benefit: grant ability to telepathically communicate with any creature that has Intelligence score. Range: 5 ft./skill rank. |
| Psi-Druid01-02-05, 04:40 PM | Advance Power (epic, metapsionic) ---------- Prerequisite: any 2 metapsionic feats, manifester level 21; Epic Manifestation or Psionic Prodigy and Psicraft 30 ranks. Benefit: To use this feat you must expend your psionic focus. Advanced power counts as epic power for the purposes of null-psionics and anti-magic fields. An advanced power costs a number of power points equal to its standard cost +8. Extended Touch (metapsionic) ---------- Prerequisite: any 1 metapsionic feat or Psionic Prodigy. Benefit: to use this feat you must expend your psionic focus. Your touch remain charged with a psionic power after 1 discharge, so you can make an additional touch attack later. An extended touch power costs a number of power points equal to its standard cost +6. Sphere of Power (epic) ---------- Prerequisite: must know Wish, Miracle, or Reality Revision, key ability score 30+; Epic Spellcasting/Epic Manifestation or Spellcasting Prodigy/Psionic Prodigy. Benefit: choose any 1 domain, except those that grant ability to turn/rebuke, smite, or based on cleric level (unless you have them). You gain it's granted power and can use all spells of that domain at your caster (or manifester) level as a spell-like (or psi-like) ability 1/day each. Notes: * you still need to pay XP cost if a spell has it; * you don't need a deity, or any connection to the source of divine power, since you only emulates power of a chosen domain; * you can select this feat only once. |
| Suldarr'essalar01-02-05, 05:19 PM | Extended Touch (metapsionic) ---------- Prerequisite: any 1 metapsionic feat or Psionic Prodigy. Benefit: to use this feat you must expend your psionic focus. Your touch remain charged with a psionic power after 1 discharge, so you can make an additional touch attack later. An extended touch power costs a number of power points equal to its standard cost +4.I was thinking of something like that, but it's IMO too powerfull. Let's take a pw 13 for exapmle manifesting dissolving touch power. He has 2 attacks, each is a touch attack, each deals 7k6 points of damage, then pw manifests hustle, and regains his psionic focus (that's 14k6 points of damage in one round at level 13 for 13 pp). I'd give it +6, or +8, but the idea is good. I like it :D |
| Psi-Druid01-02-05, 07:35 PM | changed to +6, I hope that would be enough :) thanks :) |
| Scion of Coldshard01-02-05, 07:43 PM | dissolving touch already lasts for a round of attacks, so it wouldnt help much there. |
| Psi-Druid01-02-05, 08:09 PM | Twin Power also has +6 pp cost, so +6 for Extended Touch would be ok. Extended and twinned at epic levels... :) |
| Psi-Druid01-02-05, 08:10 PM | double post |
| Methvezem01-06-05, 09:20 AM | Hi everyone, I ask to you expert in all psionic matters to give me your impressions on this power. It is needed to create a universal item. Power Syphon Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 7 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Area: One or more psionic creatures within a 15-ft.-radius sphere Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 13 Your brow erupts with an arc of crackling dark energy that connects with all applicable foe within the affected area, draining them of 1d6 power points and adding half of those points (rounded down) to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while subjects of the drain remain in range. If all subjects are drained to 0 power points, this power ends. Concentrating to maintain power siphon is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. |
| AntiDjinn04-05-05, 09:31 PM | Wrathful Reflection [Metapsionic] Alternate title: Return with interest. Prerequisite: Able to manifest Redopsi Benefit: When you successfully reflect a power with Redopsi you may apply augmentation or metapsionics to the effect as an immediate action. Your manifester level must be high enough to cover the full cost of the power plus augmentation and metapsionics although you only pay the added cost. This feat does not increase the cost of the power or require expenditure of your psionic focus, although you must expend your focus if another feat used in conjuction with it does. You may strip away augmentation points in the reflected power to use additional metapsionics, but not vice-versa. Example: Drakkari, a 16th level kineticist is hit with a Mind Thrust manifest with 13 power points and is reflecting that attack with Redopsi. He may choose to spend up to 3 of his own points to reflect the power augmented to the 16 point level, raising both the DC and the damage above that of the initial attack. Example: Drakkari is hit with Mindwipe manifest with 14 points (7 points base, +4 for +2 DC, + 3 for +1 negative level) and is reflecting this with Redopsi. He knows the feat Twin Power so he elects to strip away 4 points of augmentation and add the Twin Power feat. Doing so costs him 6 points and he must expend his focus. The reflected power effect will be a Twinned Mindwipe with +1 additional negative level on a failed save, without the +2 DC modification. |
| (Psi)SeveredHead04-06-05, 10:30 AM | Hi everyone, I ask to you expert in all psionic matters to give me your impressions on this power. It is needed to create a universal item. Power Syphon Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 7 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Area: One or more psionic creatures within a 15-ft.-radius sphere Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 13 Your brow erupts with an arc of crackling dark energy that connects with all applicable foe within the affected area, draining them of 1d6 power points and adding half of those points (rounded down) to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while subjects of the drain remain in range. If all subjects are drained to 0 power points, this power ends. Concentrating to maintain power siphon is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. Powers that give you power points are really ... tricky. I would suggest putting a cap on the number of targets in the AoE to prevent some abuses. (Eg 1 per 2 or 3 levels.) |
| DisposableHero_04-06-05, 10:51 AM | don't know if anything like this has been tried before but I don't have the time right now to check Multi-Construct You can construct multiple astral constructs at a time. Requirements: Astral Construct Power, Boost Construct Benefit: When manifesting an augmented version of the astral construct power, you may choose to produce 1d3 constructs each one level lower than you would normally produce, or 1d4+1 constructs each two levels lower than you would normall produce. Special: You may not augment astral construct more than 8 times to produce multiple 9th level constructs. this lines up astral construct with the ability of monster summon spells to produce multiple lower level creatures. |
| AntiDjinn04-06-05, 11:37 AM | Psychic Kin [Psionic] You have a psionic link with a twin or other blood relative. Prerequisites: Character level 1st. Link can only be with a blood relative. Both characters must take this feat. Benefit: You and your sibbling (most often a twin) or other relative who also took this feat share a special psychic bond. You always know the general distance and direction to your psychic kin and his general state of health unless blocked by antipsionic areas or effects that would block telepathy or scrying. At a range of 100 yards either of you may expend focus to cause the other to become focused so long as he is conscious and has at least 1 power point. You become Mind Linked when you are in physical contact and can exchange information by touch. If you maintain contact for a full round you may donate power points to the other (although neither may have more than his full pool of points) and each gain a +1 bonus to Will saves as long as contact is maintained. |
| Psi-Druid04-06-05, 04:19 PM | Psionic Attack (psionic) ---------- Prerequisites: Combat Manifestation; Psionic Fist or Psionic Shot or Psionic Weapon; naturally psionic race or Knowledge (psionics) 5 ranks; ability to manifest at least 3rd level powers Benefit: as a standard action you can attack any creature or object within 20 ft., even on yourself (ex. you can target Psionic Restraints on you), in that case you need not to see target and you ignore half it's total hardness, rounded down. You deal only damage granted by Psionic Fist, Psionic Shot or Psionic Weapon feats (or their improved versions), base weapon (if you have any) damage and enhancements do not apply. You can use this feat even if you do not have appropriate weapon in you hand. Psionic Attack treated as either melee, ranged or unarmed attack depending on the feat you have: Psionic Fist – unarmed, Psionic Shot – ranged, Psionic Weapon – melee. Also it treated as psionic weapon for the purposes of overcoming damage reduction. If your manifester level is 21 or more it also treated as epic weapon. Psionic Attack has full, normal effect upon incorporeal targets, creatures on the Ethereal Plane or Plane of Shadow, and creatures within an extradimensional space. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick or portable hole. You must still able to see (or sense by any other means) target to use this ability against it. Notes: you must still expend your psionic focus to use Psionic Fist, Psionic Shot or Psionic Weapon, but need not to expend additional psionic focus to use this feat you can apply all feats to psionic attack as if it was a weapon (ex. Deep Impact, Fell Shot, Unavoidable Strike, Weapon Focus, Wounding Attack, etc.) Psionic Flight (psionic) ---------- Prerequisites: ability to fly using wings; ability to manifest 5th level powers; naturally psionic race or Knowledge (psionics) 5 ranks. Benefit: you can fly at your flying speed and manueverability as a supernatural ability. You can use it even underwater (effectively you gain swim speed equal to you flying speed). Also you can hide and show your wings as a free action (they also appear automatically within the area where psionics does not work). |
| Psi-Druid04-09-05, 05:14 PM | Mental Prowess (Telepathy) ---------- Level: psion/wilder 8 [, psi-druid 8] Display: Mental Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 15 ---------- Select one power or spell for every four manifester levels you have. You automatically succeed at your saving throws against selected powers and spells (including psi-like and supernatural abilities based on these powers) and all effect that they generate. The powers and spells must be of 8th level or lower (do not count heighten effects). The following spells and powers are considered the same (unless they are 9th level): spell and powers named "<spell name>, psionic" (ex. Disintegrate spell and Disintegrate, Psionic power) spell and powers that differs only by the words 'lesser', 'improved', 'greater', 'mass' and similar (ex. Psychic Turmoil and Psychic Turmoil, Greater spells) spell and powers that describes as "This spell/power functions like <name>, except that..." or similar in addition the following spells and powers considered the same (spell – power): Scrying (including greater version) – Remote Viewing, Telekinesis – Telekinetic Force and Telekinetic Thrust, Limited Wish – Bend Reality. If power or spell has more that one level then you must look through power/spell lists of the following classes (in this order): Psion, Wilder, Psychic Warrior, Psi-Druid, Sorcerer, Wizard, Cleric, Druid, Bard, Ranger, Paladin. You can have only one Mental Prowess power in effect at a time. Notes: you need not to know power or spell to protect yourself against it this power cannot be fabricated into a psionic item |
| Katal304-10-05, 02:14 PM | Feats: Aura Transience Field [Psionic] While focused you can utilize the inherent defenses of your soul through force of will, creating a phase space in which no one may intrude. Prerequisite: Wis 13, Psionic Body, Iron Will, Knowledge (Psionics) 12 Ranks Benefits: While Psionically focused, you create a wall of distorted phase space, you gain Damage reduction equal to X/- and a +X Deflection Bonus to your Armor Class, Where X is equal to one third of your total Will saving throw (rounded down). You may Dismiss or Resume this ability as a move equivalent action. These Bonuses do not apply against other Creatures with an Active Aura Transience Field of Equal or Greater Power, or an Opponent with a Deflection bonus to AC which surpasses the bonus provided by this Feat. Psionic Armor Properties: A.T. Generator While psionically focused the wearer of AT Generator Armor gains the benefits of the Aura Transience Field Feat. The Benefit of this effect cannot Exceed +3. Moderate Phychokinesis; ML 9th; Craft Psionic Arms and Armor, Aura Transience Field; Price +3 |
| Eldurin04-11-05, 11:01 AM | Here is something I am sure we have all thought about. Psionic Casting Prerequisites: Eschew materials, Ability to cast 3rd level spells, Ability to Manifest 3rd level powers. As long as you maintain your psionic focus, you are able to cast spells mentally, without having to resort to verbal components or physical gestures. As you cast spells with your mind, armour restrictions no longer limit your ability to cast spells. Losing your concentration check due to taking damage whilst casting a spell with your mind also lets you lose your psionic focus. |
| Psi-Druid05-01-05, 05:12 PM | Mental Superiority (Telepathy) ---------- Level: telepath 2 Display: Mental Manifestation Time: 1 standard action Range: 100 ft. Area: 100 ft.-radius, centered on you Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 ---------- All intelligent foes within area must make a will save each round. Those who failed their saves become shaken (for 1 round) and take -2 penalty on Will saves from your powers and abilities (for the power's duration). Note: this power cannot be fabricated into a psionic item. |
| claytonian05-06-05, 02:29 PM | Assume Elemental form: Psychometabolism Level: Egoist 7 Display: None Manifesting Time: 1 standard action Range: Personal Targets: Personal Duration: 1 round/level Power Points: 13 Choose one elemental plane. For the duration of this power, you have the composition and qualities similar to an elemental from that plane as follows: Earth–Natural Armor increases by 4 Air–You have a gaseous form and your initiative increases by +2 Fire–Your unarmed attacks deal an additional bonus of 1d4 fire, and your speed increases by 20 feet Water–You gain the traits of an ooze, and may fit through cracks and under doors. You are immune to poison, sleep, paralysis, and stunning, and are not subject to critical hits and flanking. You gain darkvision out to 60 feet. You are immune to energy types associated with your chosen element, if any. In addition to the abilities of the various forms, the psionicist can always move freely through the element his body is composed of. You may switch your chosen element once per round, as a move-equivalent action. Augment: For each power point you spend, increase the duration by one round. Stop Pyscoportation Level: Nomad 3 Display: Sound Manifesting time: Immediate Range: 20ft/manifester level Targets: One creature or object Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points:5 You stop a medium or smaller target momentarily in mid-movement. This power allows a psionicist to drain a target of its momentum, causing it to stop moving. The stolen momentum is dissipated harmlessly as thunderous sound. Arrows, missiles, and flying creatures can be halted in mid-air and begin to fall. A running or charging creature must make a Reflex check (DC=your manifester level) or take a running tumble for 1d4 points of damage. The target is stunned and prone for 1 round, and their charge is ended. Augment: For every four power points you spend, increase the size of target one size catagory for every additonal two power points you spend you may target an additional medium or larger target. For every 1 pp you spend you may affect an additonal small or smaller target. For every 2 PP spent augment increase the save DC by +1 |
| Bane's hand05-07-05, 05:20 PM | Serenity Telepathy (Compulsion) [Mind-Affecting] (Lawful) Level: Psion 3 Display: Mental Manifesting Time: One standard action Target: One Creature Range: Medium (100 ft. + 10 ft./level) Duration: 1 round/level Saving Throw: Will Negates Power Resistance: Yes Power Points: 5 With this power you can calm the passions and quench the powerful feelings of the subject. Thus, the right hemisphere loses it’s power and gives dominance to the left one. The target of this power gains a +4 circumstance bonus to concentration checks and a +4 circumstance bonus on saves versus emotion-inducing effects, such as fear and rage. A subject of this power must attempt a will save to resist these effects even if they would be otherwise beneficial to him. When manifested, this power also automatically suppresses (but does not dispel) any morale bonuses granted by spells and powers such as Passion, bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. This power is in complete antithesis to Wilders, who suffer a -2 penalty on will saves versus it. If they fail their save, then they lose their ability to manifest powers, as well as lose the benefits of all wilder class special abilities. When manifested out of combat, this power can take an NPC’s attitude toward the party one step closer to neutral. Augmentation:For every 2 additional power points you spend upon manifesting this power, both the bonuses to saves and concentration and the save DC increase by +1. Passion Telepathy (Compulsion) [Mind-Affecting] (Chaotic) Level: Wilder(Any) 3 Display: Mental Manifesting Time: One standard action Target: One Creature Range: Medium (100 ft. + 10 ft./level) Duration: 1 round/level Saving Throw: Will Negates Power Resistance: Yes Power Points: 5 Using this power, a Wilder may transfer his ability to [feel] to another subject. This surge of feelings may have beneficial of detrimental effects depending on the kind of the Wilder who manifests this power. Subjects of Passion receive a -4 circumstance penalty on concentration checks and a -4 penalty on Will saves versus emotional effects. A subject of this power that fails his save while doing anything that requires concentration and focus(such as a readied action, maintaining a spell with duration of concentration, taking 10 on a check e.t.c.) much succeed on a Concentration check with DC equal to that of the power’s save DC pr lose/fail his action. Creatures that are subjected to this power automatically lose their psionic focus. This power comes to complete antithesis to a psion’s path of discipline and serenity. Psions suffer a -2 penalty versus it and if they fail the save, then for the duration of the power they lose the ability to manifest powers. Furthermore this power has further effects depending on the wilder who manifests it: Loather: Subjects of this power receive a +2 morale bonus on attacks, AC, checks and damage against their closest (or more hated) single enemy. When manifested out of combat, this power can take an NPC’s attitude one step closer to hostile. Loveborn: Subjects of this power abandon any hostile actions they may have been doing. However, if attacked or otherwise threatened, the subject will resume hostilities. Furthermore, they gain a +2 circumstance bonus on heal checks. An NPC’s attitude goes one step closer to Helpful. Rager: An affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage and Ragers that use the power on themselves can still manifest powers. Mourner: An affected creature suffers a -2 penalty on attacks, saves and skill checks and may take only one action per round as it falls in deep melancholy. Optimist: Affected creatures gain a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Augmentation:For every 2 additional power points you spend upon manifesting this power, you may target an additional creature. Additionally the penalties on concentration, will saves and the save DC increase by a cumulative +1. |
| Psi-Druid06-16-05, 07:28 PM | Deconstruction (Psychokinesis) ------ Level: psion/wilder 8, (psi-druid 8) Display: Visual Manifestation Time: 1 standard action Range: Touch Target: creature or object touched Duration: Instantaneous; see text Saving Throw: None Power Resistance: No Power Points: 15 ------ Deconstruction is a relatively simple process for a 8th level power, and spellcasting creatures are more susceptible to it. It works as dispel psionics, but bonus on your dispel check is uncapped. If you wish so for each dispelled effect target take 2 damage and you gain 1 temporary power point (lasts 1 minute). Also target that take at least 10 damage from this power is shaken for 1 round + 1 round for every 4 damage above 10. If target of this power is a caster it lose 1 spell level slot for each dispelled effect. Deconstruction can dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. Additionally, if effect can be dispelled only by caster/manifester of appropriate level your manifester level is treated 4 levels higher than your current manifester level. |
| Nephlite06-16-05, 08:29 PM | Eternus Ectoplasmic Remedy Metacreativity (Creation) Level: Psion/Wilder 1 (or maybe make it Shaper 1) Display: Auditory and material Manifesting Time: 1 round Range: Touch Duration: Instantaneous Power Points: 1 An ectoplasmic bandage covers the wound and mends 1d6 points of damage. When healing regular damage, an equal amount of non-lethal damage is healed as well. Augment: 1. For every 2 additional power points you spend, this power heals an additional 1d6 points of damage. 2. For every 2 additional power points you spend, upgrade the die by one increment, max d12. (2 pts = 1d8, 4 pts = 1d10, 6 pts = 1d12) I say Egoist power. And Psion/Wilder 2 Ectoplasmic Remedy Metacreativity (Creation) Level: Psion/Wilder 2, Egoist 1 Display: Auditory and material Manifesting Time: 1 round Range: Touch (see text) Duration: Instantaneous Power Points: 1 An ectoplasmic bandage covers the wound and mends 1d6 points of damage. When healing regular damage, an equal amount of non-lethal damage is healed as well. Note: Egoist can use this power to heal themselves as well as others. Augment: 1. For every 2 additional power points you spend, this power heals an additional 1d6 points of damage. 2. For every 2 additional power points you spend, upgrade the die by one increment, max d12. (2 pts = 1d8, 4 pts = 1d10, 6 pts = 1d12) I gave the Egoist the ability to cure themselves as a boost for them. Everyone else must wait a bit ot research. |
| Haldrik06-17-05, 07:28 AM | A Power to Heal We need an augmentable psionic power to heal. 1. Psionics must have an effective means to heal to make an all-psi campaign possible. 2. Healing requires a mage with many psionic points to implement it reliably. Psions and especially Wilders can heal. 3. The ability to heal is too basic, too simple, and too monotonous. It must consolidate into a single psionic power. Attempts to break healing into separate powers (Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Mass Cure Moderate Wounds, Mass Cure Serious Wounds, Mass Cure Critical Wounds, Heal, and Mass Heal) are misguided. Attempts to build what is one augmentable psionic power into an entire class approach absurdity. (These attempts ape the Cleric class. The Cleric is irrelevant to psionics and itself suffers playability problems stemming ultimately from the extreme monotony of healing only.) An augmentable power to heal must exist as one among several diverse powers. 4. The psionic power to heal can restrict to one psionic discipline. The power is desirable. Setting flexible boundaries around it can be interesting. 5. The Nomad's psychoportation discipline lacks luster and seeks desirable powers. 6. In core D&D, healing comes from the energy of the Positive Plane. 7. Traveling between the Material Plane and the Positive Plane and/or linking the planes together astrally pertains to the Nomad's psychoportation discipline. Haldrik’s Liferay (Zoauge ) Psychoportation Level: Nomad 1, Wilder 1 Display: Visual Manifesting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power points: 1 You connect astrally with the Positive Plane and channel its life-giving energy through your hand. On a successful hit, the ray of light heals a living creature 1d6 points. Oppositely it “harms” an undead creature or an outsider from the Negative Plane. Augment: For every additional power point you spend, the ray’s healing increases by 1d6 points. Haldrik’s Deathray (Thanatauge ) Psychoportation Level: Nomad 2, Wilder 2 Display: Visual Manifesting time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power points: 3 You connect astrally with the Negative Plane and channel its death-dealing energy through your hand. On a successful hit, the ray of darkness harms a living creature 3d6 points. Oppositely it “heals” an undead creature or an outsider from the Negative Plane. Augment: For every additional power point you spend, the ray’s harming increases by 1d6 points. The psionic powers resolve several problems. 1. The healing scales adequately into higher levels. 2. The Psion and the Wilder have low hit dice. The ray avoids vulnerability in melee. 3. As a weapon, Deathray (also Lightray) resembles Crystal Shards. Deathray is more menacing than Crystal Shards because of fewer resistances to it. However powers like Dimensional Anchor can disable Deathray by barring access to the Astral and Positive Planes. Deathray is a discipline power that restricts to Nomads only whereas Crystal Shards is open to any Psion. 4. A ray has no saving throw, so the Positive energy is viable against undead. |
| Nephlite06-17-05, 11:26 AM | A Power to Heal We need an augmentable psionic power to heal. 1. Psionics must have an effective means to heal to make an all-psi campaign possible. 2. Healing requires a mage with many psionic points to implement it reliably. Psions and especially Wilders can heal. 3. The ability to heal is too basic, too simple, and too monotonous. It must consolidate into a single psionic power. Attempts to break healing into separate powers (Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Mass Cure Moderate Wounds, Mass Cure Serious Wounds, Mass Cure Critical Wounds, Heal, and Mass Heal) are misguided. Attempts to build what is one augmentable psionic power into an entire class approach absurdity. (These attempts ape the Cleric class. The Cleric is irrelevant to psionics and itself suffers playability problems stemming ultimately from the extreme monotony of healing only.) An augmentable power to heal must exist as one among several diverse powers. 4. The psionic power to heal can restrict to one psionic discipline. The power is desirable. Setting flexible boundaries around it can be interesting. 5. The Nomad's psychoportation discipline lacks luster and seeks desirable powers. 6. In core D&D, healing comes from the energy of the Positive Plane. 7. Traveling between the Material Plane and the Positive Plane and/or linking the planes together astrally pertains to the Nomad's psychoportation discipline. The psionic powers resolve several problems. 1. The healing scales adequately into higher levels. 2. The Psion and the Wilder have low hit dice. The ray avoids vulnerability in melee. 3. As a weapon, Deathray (also Lightray) resembles Crystal Shards. Deathray is more menacing than Crystal Shards because of fewer resistances to it. However powers like Dimensional Anchor can disable Deathray by barring access to the Astral and Positive Planes. Deathray is a discipline power that restricts to Nomads only whereas Crystal Shards is open to any Psion. 4. A ray has no saving throw, so the Positive energy is viable against undead. Big problem Wilders use General Psion list so I don't think you have Nomad 1/Wilder 1 You'd have to put Psion instead. How about Nomad 1, Psion/Wilder 2 And Nomad 2, Psion/Wilder 3 You know, it is on Psion list, but costs less and faster for Nomad (without researching). |
| Haldrik06-17-05, 11:39 AM | Nephlite: How about Nomad 1, Psion/Wilder 2 And Nomad 2, Psion/Wilder 3 Haldrik: If there's no way to give the Wilder special access, then I'll go with the above. :) |
| Taluron06-17-05, 11:41 AM | Big problem Wilders use General Psion list so I don't think you have Nomad 1/Wilder 1 You'd have to put Psion instead. How about Nomad 1, Psion/Wilder 2 And Nomad 2, Psion/Wilder 3 You know, it is on Psion list, but costs less and faster for Nomad (without researching). No: "Powers Known: A wilder begins play knowing one wilder power of your choice." It does not say choose from the psion power list. While there may not currently be any "Wilder but not Psion" powers there is nothing that says that cannot be. |
| AntiDjinn07-14-05, 12:49 PM | Focused Dreamer [Psionic] Your dreaming mind can hold a focus. Prerequisites: Psionic Meditation. Benefit: 2d4 rounds after falling asleep your mind begins to subconsciously attempt to refocus itself, doing so just as it enters the dreaming state. You must have at least 1 power point remaining when you fall asleep. Your dreaming self will continue to attempt the concentration check until it succeeds. Once you have attained your dreaming focus then you are considered focused for purposes of encounters in the dream world or if any psionic assaults should be launched against your dreaming mind. You receive the benefit of your Will save even while sleeping and are not considered helpless or willing for purposes of mind-affecting powers so long as you maintain this focus. Upon awakening your dreaming focus persists for exactly one round during which you can remember your dreams with perfect clairity; this focus may be expended normally including taking 15 on the attempt to gain your normal psionic focus. Special: If you are using Hyperconscious then remove the prereq of Psionic Meditation, but this feat becomes the prereq for the Lucid Dreaming feat. |
| AntiDjinn08-02-05, 11:38 PM | Reverse Suggestion(augmentation) This is an added augmentation for use with the Suggestion power. If approved by your DM no feat is needed to take this effect, but it becomes an option available to any with the Suggestion power. Suggestion gains the following additional augmentation: For +2 power points, that do not increase DC, you may employ a reverse suggestion. You must still converse with your subject as normal, but the charm effect causes the subject to want to do the opposite of what you verbally suggest. Example: Ordis uses a Reverse Suggestion to inform a rival adventurer that a particular band of brigands is very dangerous and heavily armed and have too little treasure to be worth the effort. He implores the subject to stay away at all costs. His rival (failing his Will save) falls for this reverse psychology and makes plans for his party to attack the bandit camp right away. If he comes to any harm Ordis can (correctly) claim that he urged the opposite course of action but his words were not heeded. |
| Thomar_of_Uointer08-03-05, 05:55 PM | Been thinking about this for a while(since 3.0), finally threw a basic writeup together tonight. Would appreciate any feedback or comments. Wear Construct(I know, the name could use work) Prereqs:Astral Construct power, Boost Construct feat, Manifester level 5 Benefit:By giving up the additional menu choice provided by Boost Construct, you can manifest the construct around your person, providing protection and Strength augmentation. While the construct is in place, you use its Strength, Dexterity, speed, reach, and visual capabilities in place of your own. Any abilities gained off the menus can be used normally, with the exception of those which specify they give a feat. Any powers can only be manifested on self or the construct. Any spells/powers from others can only target the construct, not you. I see this as kind of a psionic power armor, giving you enhanced combat ability and protection at the cost of not being able to directly use your powers against the foes. What do you think? How about making a new power instead? "Astral Transformation", much like Tenser's Transformation. Hmm... I'll whip something up. |
| AntiDjinn08-04-05, 12:01 AM | Wearable Astral Constructs was one of the more common powers posted back in the 3.0 "Here's You Chance" threads. There were at least 4 that I remember. Here is mine, updated for 3.5 I moved it down from level 7 to level 5 because of augmentation, but also cut its bonuses. Ectoskeleton Metacreativity (Creation) Level: Shaper 5 Display: Ma, Vi Manifesting Time: 1 round Range: Personal Effect: One astral construct, formed around you. Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 9 You manifest an Astral Construct around yourself that provides you with protection and grants you the use of its strength and physical attacks, but use your Dex and Con. Your weight does not count for purposes of determining how much the construct can carry. The base construct created by this power is an Astral Construct III, but you must always manifest a construct of at least your size class or larger or the power fails. You are able to breathe and perceive normally while wearing an Ectoskeleton and your form can be seen through its translucent shell. At your option you may either be in contact with the ground inside of the construct or elevated within it so you effectively walk on stilts. You cantrol an Ectoskeleton by moving; it does what you do. Use the normal stats for the construct you manifest except Str is +4. You may use the contruct's slam attacks although you use your own BAB and are limited to the number of attacks you could normally make in a round. You receive a +10 Armor Bonus to your AC or use the normal AC of the construct selected, whichever is better (still counting as an Armor Bonus in either case). It is possible for an attack to miss you but hit the AC of you construct in which case it takes damage but you don't. Ectoskeleton also grants resistance to energy (all), Force, and Piercing 3, Slashing 5, and Crushing or Bludgeoning 7. It does not block purely mental attacks, gaze weapons, and direct magical effects. If you manifest a construct with higher defenses they replace rather than stack with the defenses listed here. If it is targeted with Dismiss Ectoplasm use your Will save instead of that of the constuct. Augment: For +2 points the level of the construct created increases by 1. |
| Taluron08-04-05, 02:14 PM | How about making a new power instead? "Astral Transformation", much like Tenser's Transformation. Hmm... I'll whip something up. There already is one, Combat Transformation, at the Mind's Eye http://www.wizards.com/default.asp?x=dnd/psm/20040827e |
| AntiDjinn10-14-05, 05:56 PM | Power by Proxy[metapsionic] Benefit: To use this feat your must expend your psionic focus. You may apply this feat only when manifesting a telepathic or clairsentient power. If the proximal target of this power has an empathic or telepathic link to another the effect of the power is conveyed via this link to one who will be the actual target of the power. The proximal target must be within the normal range of power, but does not otherwise have to qualify as a valid target; you may target a psicrystal with a mind-affecting power by proxy because the effect is conveyed to the crystal's master. The actual target of the power gets a saving throw and power resistance as normal for the power; all requirements must be met and no parameters of the power are altered other than range and need for line of effect. The duration of any powers conveyed via this feat continue to run if the link is broken unless they require concentration in which case the effect ends when the link is severed. Mental links that may be exploited via this feat include the effects of powers such as Mind Link, Fate Link,Affinity field and Metaconcert, the telepathic link established by powers such as Dominate, mental contact powers that are maintained for multiple rounds such as Mind Probe, and the link between psicrystals and familliars and their masters (provided they are within a range over which the link is active). Animal companions and cohorts do not normally have a mental link that that may be used. Mind Switch and True Mindswitch also do not establish a telepathic link between the two subjects. Note that use of this feat does not reveal any telepathic links the subject may have active; you must be aware of such through other means and must have a specific actual target in mind. You may, however, use certain clairsentient powers by proxy to become aware of additional links you could exploit. The cost to use this feat is +3 power points. |
| AntiDjinn10-14-05, 06:07 PM | Improved Power by Proxy [metapsionic] Prerequisite: Power by Proxy Benefit: As Power by Proxy except the effect of the power may follow a chain of independent links to its final target. For example, if you were aware that a subject at hand has a Mind Link to another creature who also has a Mind Link to another who is linked via Domination to yet another, you could affect the last creature in the chain with an Improved Mind Thrust by Proxy targeted at the subject you have in range (who is unharmed by the effect). You also do not need to know the specific identity of any creature within the chain of links except for your final target. The cost to use this feat is +5 power points. |
| AntiDjinn10-14-05, 06:26 PM | Web of Influence[metapsionic] Prerequisite: Improved Power by Proxy Benefit: As Improved Power by Proxy except the power may target one individual per two full manifester levels within the chain of links (any number of individuals may be involved as relays but will be unaffected by the power effect). In addition targets receive the benefit of power resistance and special immunities only if the proximal target also has such. Each target still receives a saving throw as normal. For example, a target who has Conceal Thoughts active would not receive its benefit unless the proximal target also has this power up. Note that attempting to use powers such as Read Thoughts or Mind Probe on multiple indivuals at once will result in the mental equivalent of "crowd noise" but you may choose to focus your attention on a particular individual and may change to another as a standard action. The cost to use this feat is +9 power points. |
| Psi-Druid11-13-05, 10:23 AM | Bladeline (psionic) --------- Prerequisites: Mind Blade class feature, Bladewind class feature, Ghost Attack, Knowledge (psionics) 5 ranks Benefit: each soulknife's attack with a mind blade can attack all creatures in line up to 30 ft. long at once (using the same attack roll against each target). For every 5 ft. beyond reach target gain +2 to AC. |
| zaduma11-13-05, 10:25 AM | Bladeline (psionic) --------- Prerequisites: Mind Blade class feature, Bladewind class feature, Ghost Attack, Knowledge (psionics) 5 ranks Benefit: each soulknife's attack with a mind blade can attack all creatures in line up to 30 ft. long at once (using the same attack roll against each target). 9th level feat here i come. Way OverPowered. |
| Psi-Druid11-13-05, 11:22 AM | 9th level feat here i come. Way OverPowered. since Soulknife isn't that powerful by itself (as many think of it)... but you can, of course, limit it somehow. say in times per day, or increase prerequisites. any suggestions? |
| AlienFromBeyond11-14-05, 04:50 PM | 1. The healing scales adequately into higher levels. I beg to differ. If one spends PP equivalent to a 6th level power, you can heal a whole 13d6 HP, which is 45.5 HP on average. Heal, at the same level as a spell, heals 130 HP. While I know spells scale better and such, that is a huge difference in healing capability. If you want psionic healing, get 3 levels in Sangehirn for the Healing Touch ability. Then you can manifest Body Adjustment on others. That would heal, for the same amount of PP as your power, 84.5 HP on average. Sure it's not at range, but at nearly double healing efficiency, I would throw myself on the line. And hey, isn't that what Vigor is for anyways? ;) |
| Scion of Coldshard11-14-05, 06:04 PM | since Soulknife isn't that powerful by itself (as many think of it)... but you can, of course, limit it somehow. say in times per day, or increase prerequisites. any suggestions? How about the first time it misses the attack stops? Or that the AC of each creature increases by some amount for each space beyond your reach that it is? |
| Zathress11-16-05, 01:18 AM | I was looking over other psionic damaging abilities such as mind thrust, energy cone, energy burst etc. I found the most obvious augmentation missing from Sever the tie Sever the Tie Psychokinesis Level: Psion/Wilder 2 Display: Auditory, Material Manifestation Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several undead creatures within a 10-ft.-radius burst Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 You disrupt an undead creature's tie to the Negative Energy Plane, damaging or destroying the creature. Your psychokinetic "scythe" deals 3d8 points of damage to all undead within the area. Undead that are brought to 0 hit points or below by use of the power fall limply and molder into dust (if corporeal), or slowly disperse (if incorporeal). Augment: For every extra point you spend, the damage increases by 1d8. "Augment: For each extra two dice of damage, this power's save DC increases by 1" |
| AntiDjinn11-16-05, 02:44 AM | Temporal Dissociation Psychoportation Level: Nomad 3 Display: Visual Manifesting Time: 1 standard action Range: Medium Target: one creature or object or 20 foot radius burst. Duration: 1 round/level Saving Throw: See text Power Resistance: See text Power Points: 5 All supernatural effects on the targeted creature or object are shifted into a different timeframe although they remain spatially anchored to the same target. The ongoing effects of all powers and spells run at twice their normal rate so each round under this effect counts as two against the remaining duration for all such. A power or spell effect reduced to less than half a round ends immediately. Spells and powers that affect the subject subsequently are not affected. You can not specify a particular power or spell to be affected, all supernatural effects both harmful and beneficial will be accelerated. When temporal dissociation ends or is dispelled rounds lost by affected effects are not restored although they resume running at their normal rates. If a given effect is being maintained by concentration then the controller of that effect is entitled to a Will save to negate this power for that effect only. If a targeted creature has power resistance then it is checked only for powers and spells it has cast on itself, not for those cast or manifest by another. Affected powers and spells that do continuous damage are still considered continuous although damage steps may be skipped; A Matter Aggitation, for example, may loose the step at which it does d4 and go straight to d6 per round damage, although the total rounds off effect will be halved. Multiple manifestations of this power on the same subject or area are not cumulative, but may be used to affect supernatural effects subsequently cast or attempt to affect those that saved or resisted. Augmentation: +2 points to increase the temporal multiple by 1; +2 points causes the temporal multiple to be 3 for 1, +4 points for X4, +6 for X5, etc. Note: Obviously, this power has no effect on supernatural effects that have a duration of instantaneous or permanent, or those that can be maintained indefinitely by the subject. |
| Psi-Druid11-16-05, 03:52 AM | How about the first time it misses the attack stops? Or that the AC of each creature increases by some amount for each space beyond your reach that it is? say, +2 to AC for every 5 ft. beyond reach? [changed] mmm... Bladeline and Bladewind at the same time... interesting thing... |
| Kalriem01-02-06, 02:20 PM | Power of Thought [PSIONIC] Your mind and soul help one another. Prerequisites: Ki power You may expend your psionic focus instead of using 1 point of Ki. As long as you have at least 1 point of Ki you gain a +2 bonus on Concentration checks to regain your psionic focus. Improved Power of Thought [PSIONIC] Your mind and soul are as one. Prerequisites: Power of Thought You may expend your psionic focus to gain a number of temporary Ki points equal to your Wisdom modifier. These points last a number rounds equal to 1/2 your level. You may also spend 1 point of Ki as an immediate action to gain your psionic focus. Powerful Mind [PSIONIC] You manifest simple powers through force of will. Prerequisites:Overchannel You may expend your psionic focus to manifest a power with power points equal to or less than your primary ability modifier. This power can be augmented and the subject of metapsionic feats, as long as you have sufficient power points. Special: This feat does not allow you to draw on multiple sources when manifesting a power, as normal. Improved Powerful Mind [PSIONIC] You manifest potent powers through simple force of will. Prerequisites: Powerful Mind, Overchannel You may expend your psionic focus to manifest a power with power points equal to or less than your primary ability score.This power can be augmented and the subject of metapsionic feats, as long as you have sufficient power points. Special: This feat does not allow you to draw on multiple sources when manifesting a power, as normal. Defensive Blows [PSIONIC] You see where your opponents are going to strike and move to counteract them. Prerequisites:Concentration 5 ranks, Combat Reflexes As long as you hold your psionic focus you gain a +1 dodge bonus and enemies who miss their melee attacks against you provoke attacks of opportunity. In addition you may expend your psionic focus to gain an unlimited number of attacks of opportunity this round. Psionic Action [PSIONIC] Because of your psionic capability you can perform at speeds impossible to other beings. Prerequisites: Action Surge You may expend your psionic focus and spend 2 action points to gain another full round action. Leaf on the Wind [PSIONIC] You perform to perfection for a short period of time. Prerequisites: Psionic Action, Action Surge, Manifester level 15 You may spend 5 action points and expend your psionic focus to activate this feat. When you do, you may add 1/2 your manifester level as a competence bonus to your AC and all checks and rolls. You may also re-roll any natural 1s. You may do this only once per roll. You also gain an competence bonus to your ability scores equal to the highest level power you can manifest. This feat lasts for a number of rounds equal to your (new) Wisdom modifier. For the duration of the feat, you are still considered to have your psionic focus for the purposes of feats and special abilities, even though you may not expend this focus. True Focus [PSIONIC] Your focus allows you to blot out all distractions. Prerequisites: Concentration 5 ranks, Psionic Meditation As long as you are psionically focused you gain a +2 bonus on all saving throws and skill checks. In addition, whenever you expend your psionic focus you may make a Concentration check as a swift action at a -5 penalty to immediately regain your focus. If you attempt to do this multiple times in one round the penalty is cumulative. Force of Will [PSIONIC] Because of your powerful will you can force yourself to do things others would find impossible. Prerequisites: Wis 15, Concentration 10 ranks, True Focus, Psionic Meditation You may expend your psionic focus as a swift action to add your primary ability modifier to a physical score of your choice (Str, Dex, Con) as an insight bonus. This bonus lasts a number of rounds equal to 1/2 your manifester level (rounded down, minimum 1) Improved Speed of Thought [PSIONIC] You move so quickly you don't seem to travel in the space in between. Prerequisites: Speed of Thought, Dex 15 As long as you hold your psionic focus you may use Dimension Slide as a move action (1/2 your manifester level) Greater Speed of Thought [PSIONIC] You seem to move beyond the bounds of time for a short period. Prerequisites: Concentration 18 ranks, Improved Speed of Thought, Force of Will, Dex 18 You may expend your psionic focus to use this feat. When you do you gain an enhancement bonus to your speed equal to your primary ability score (round down to the nearest 5 foot increment), you add your primary ability modifier as an insight bonus to all manifester checks, attack and damage rolls, your AC, and you gain 1 temporary action point. If you do not use this action point by the end of the duration of this feat, it is lost. This feat lasts a number of rounds equal to your primary ability modifier. After the duration of this feat ends you are exhausted. Mental Assault [PSIONIC] Your powers are devastating to the mind. Prerequisites: Concentration 10 ranks, manifester level 7 The next time you manifest a power, you may expend your psionic focus, when you do, any creature within 5 ft of you must make a will save of 10 + Level of psionic power you're manifesting + primary ability modifier, or become stunned for 1 round. This effect can be controlled so it only affects creatures you wish it to affect. Using this feat increases the power point cost of the power by 2, and 2 for each additional 5 ft farther you want the effect to extend. The power's total cost cannot exceed your manifester level, as normal. Virtually Invisible [PSIONIC] You subtly force others to ignore you. Prerequisites: Concentration 3 ranks, Wisdom 13 While psionically focused, you have a +4 insight bonus to hide/move silently checks. You may also expend your psionic focus to reroll a hide/move silently with an additional insight bonus equal to 1/2 your manifester level. This bonus lasts for only 1 round. For example a 5th level manifester expends his psionic focus to grant him the +4 bonus in addition to 1/2 his manifester level (5/2=2.5 or 2 rounded down) for a total insight bonus of +6 for 1 round. Skillful Focus [PSIONIC] Prerequisites: Psionic Meditation Benefit: You may now expend your psionic focus to take 15 on any skill check. This is just like taking 10, except the number you add to your skill modifier is 15. Normal: You are only able to expend your psionic focus to take 15 on Concentration checks. |
| Nephlite01-27-06, 11:01 AM | Here are mine: 1. Psionic Chill Touch (worked hard to make this) 2. Force Barrage (Changed name) 3. Ray of Gawkiness (Invented this on own) 4. Energy Spheres (3.5 version from 3.0 mind eye articles) 1. Psionic Chill Touch Psychometabolism Level: Psion/Wilder 1 Display : Visual Manifesting Time : 1 standard action Range : Touch Target : creature touched Duration : Instantaneous Saving Throw : Fortitude partial Power Resistance : Yes Power Points : 1 A touch from your hand, which glows with blue energy, is ectoplasmic in nature. Each touch channels ectoplasmic energy that deals 1d6 points of damage. The touched creature also takes 1 points of strength damage unless it makes a successful Fort saving throw. Augment : You can augment this power in one or more of the following ways. 1. Pay 2 pp to change amount of times you can use this touch from once to 1/level. 2. Pay 2 pp to raise die of damage one step, follow rules for increase damage die given in monstrous manual (i.e. d6-d8-2d6-3d6-4d6-5d6 etc) 3. Pay 2 pp to add in an extra point of possible strength damage (max damage 5). 4. Pay 6 pp to manifest as a swift action. -In addition, for every 2 pp spent this power’s save DC increases by +1. 2. Force Barrage [o] Psychokinesis [Force] [i] Level : Kineticist 1 Display : Auditory and visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points : 1 You release a powerful bolt of force energy at your foes. You must make a ranged touch attack to hit your target or targets. The bolt deals 1d4 points of force damage. Augment : You can augment this power in one or more of the following ways. 1. For every 2 additional power points you spend, this power fires an additional bolt. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you make your attack rolls, check for spell resistance, or roll damage. 2. For every additional power point you spend, this power’s range increases by 10 ft. 3. Ray of Gawkiness Psychometabolism Level : Psion/Wilder 1 Display : visual Casting Time : 1 standard action Range : Close (25 ft. + 5 ft/ level) Effect : Ray Duration : 1 min./level Saving Throw : None Power Resistance : Yes Power Points : 1 A bright ray springs from your temple. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Dexterity equal to 1d4. The subject's Dexterity score cannot drop below 1. Augment : You can augment this power in one or more of the following ways. 1. For every 3 additional power points you spend, the Dexterity penalty increases by 1d4. 2.For every 6 additional power points you spend, it affects 1 additional target in range within 30 feet. 4. Energy Spheres Metacreativity (Int) [Acid, Cold, Electricity, Fire, Sonic] Level: Psion/Wilder 1 Display: Visual Manifestation Time: 1 action Range: Close (25 ft. +5 ft./2 levels) Effect: Creates 4 colored spheres or more Duration: 1 round/level Saving Throw: Reflex half or Fort ½ (see text) Power Resistance: Yes Power Points: 1 You create a circle of four or more colored spheres that orbit your head at a distance of 1 foot. These spheres provide the same amount of light as a torch and can be used offensively or defensively. You can select from any of the five types of energy for each sphere (acid, cold, electricity, fire, sonic) when manifesting this power. (For example, you can choose to have 2 spheres of cold and two spheres of electricity energy if you desire.) On your turn you can direct one or more spheres, as a move action, to strike a creature or creatures in range -- no two of which can be more then 30 feet apart. Each sphere inflicts 1d4 points of energy damage to a single creature. The target can make a Reflex/Fort save for half damage against each sphere. Once a sphere strikes a target it is destroyed. If you are attacked with an effect that causes energy damage, and a sphere of that type is still present, you can have the sphere absorb some of that energy damage, which destroys the sphere. The sphere can absorb up to 4 points of damage. More than one sphere can be directed against the energy attack in a single round, and each sphere that absorbs damage is destroyed. The spheres move to the attack and thus absorb damage before other forms of energy protection. If this power is manifested again while spheres from an earlier manifestation still exist, the power simply replaces destroyed spheres. In other words, you receive a maximum of 4 unless you augmented for more spheres at a time regardless of how many times you manifest the power. Acid : A sphere of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Cold : A sphere of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save. Electricity : A sphere of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A sphere of this energy type deals +1 point of damage per die. Sonic: A sphere of this energy type deals –1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest. Augment : You can augment this power in one or more of the following ways. 1. For every 2 additional power points you spend, this power creates an additional sphere. 2. For every additional power point you spend, this power’s range increases by 10 ft and duration by 1 round. 3. Every 2 PP spent, the damage increases by +1d4 and the spheres can absorb 4 more of their energy type. -In addition, for every 2 pp spent this power’s save DC increases by +1. |
| DarthBear03-23-06, 12:42 AM | As I've wondered about the usefulness of Astral Constructs in high level games, I've often thought about how they could advance beyond the level 9 astral construct. While I saw a feat earlier in this thread, my idea comes in the form of a new power. It may or may not be balanced; feedback from opinions other than my own are handy for that I figure. :) Astral Construct, Greater Metacreativity (Creation) Level: Shaper 9 Display: Visual; See text Manifesting Time: 1 Round Range: Close (25' + 5'/2 levels) Duration: 1 round/level(D) Saving Throw: None Power resistance: No Power Points: 17 For the purposes of working with class abilities and feats, and prerequisites, treat Greater Astral Construct as the power Astral Construct. As the power Astral Construct, but with the following differences: The base construct created with this power is a Level 8 Astral Construct (pp 185-189, XPH), but instead of One ability from creation Menu C, they instead have one choice from new Menu D (See below.) Astral Construct Menu D A manifester creating an astral construct with the Greater Astral Construct power can choose one special ability from Menu D (or if they can choose multiple times, more than once.) Unlike previous menus, you cannot naturally break down a Menu D choice for two lower level choices. (But see below) Enlargement (Ex): When this ability is placed upon a Greater Astral Construct, its size increases by one category, up to a maximum of colossal size. This will alter your Greater Astral Construct's abilities, as noted in the Monster Manual. This can be placed on multiple times if you have additional menu choices, up to a size of colossal. Versatile Construction (Ex): Your Menu D choice can be converted into 2 Menu C Choices, or 3 choices from Menus A or B. These choices can in no way be further altered, and you cannot take this ability multiple times. One Mind, Two Bodies (Su): Greater Astral Constructs created with this ability can benefit from the manifester's range of personal use powers. The manifester simply designates a construct with this ability for the power's target instead. Note that the construct qualities may make some powers moot. Superior Natural Attack (Su): Greater Astral Constructs created with this ability have their natural attacks augmented to overcome a specific type of damage reduction. The choice can be to overcome DR of a specified material (Byeshk, Adamantine, Cold Iron, etc). You cannot endow them with the ability to overcome supernatural DR types such as Good or Evil, for instance. Altered Slam (Ex): The Greater Astral Construct's Slam attack(s) change from Bludgeoning to either Slashing or Piercing, chosen by you at the time of manifestation. Immunity to Psionics (Su): Powers (or additionally, spells if psionics and magic are treated the same) that allow for Power Resistance do not affect a Greater Astral Construct Chosen with this ability. Supreme Buff (Ex): The Greater Astral Construct gains an extra 50hp. Supreme Deflection (Ex): The Greater Astral Construct gains a +12 deflection bonus to its Armor Class. Energy Immunity (Ex): Choose one type: Fire, Cold, Electricity, Acid, or Sonic. The Greater Astral Construct is immune to this damage time throughout its duration. Invincible Body (Ex): The Greater Astral Construct abandons all other DR types and gains DR 5/-. This ability can be taken a second time to give a maximum DR of 10/-. Ground Zero (Su): The Greater Astral Construct can be the emanating point to a power you manifest when you expend your Psionic Focus. For instance, you can originate a power like Energy Cone or Energy Burst to come from the Greater Astral Constuct instead of you. Energy Mantle (Su): The Greater Astral Construct's body becomes wreathed in an energy type (Fire, Cold, Electricity or Sonic) of your choice. It's slam attacks do an extra 1d6 damage of the specified energy type on a successful attack, and on a successful critical hit, do an extra 1d10 damage on top of this, like an Energy Burst. If the Construct is grappling with a target, it automatically deals 1d6 damage of the specified energ type once per round on it's turn. Devouring Slam (Ps): The Greater Astral Construct can take a standard action to deliver a touch attack that can dispel an existing power, including other Astral Constructs. This works as Dispel Psionics, except that the bonus on the dispelling check is based on the # of PP spent to create the Construct, up to a maximum of a +20 bonus. Augment: For every 1 extra PP spent, you increase the Construct's HD by 1. For every 4 PP augmented in this fashion, the Construct gains +3 to it's BaB, an extra Menu D choice, and +2 to Strength and +1 to all Saves. Points of contention/balance: -Are the menu choices too limited, just fine, or overpowered? -Augmentation: Is the progression too aggressive or just fine? Do the bonuses gained come too frequently? -Will this plausibly let a Psion's Astral Constructs keep up in epic level campaigns? |
| DarthBear03-23-06, 12:44 AM | Not done just yet. Psychic Energy Admixture [Metapsionic] You learn to blend multiple energy streams together when you manifest certain powers. Prerequisites: Knowledge (Psionics) 5 ranks, any other Metapsionic Feat, knowledge of at least 3 Energy-series powers. (ie: Energy Ray, Energy Missile, Energy Burst, etc.) By expending your Psionic Focus, you tap a second stream of energy when you manifest any offensive Energy-series power. You add in an equal amount of this second energy type, even if it's opposed to the original (like Fire and Cold). For instance, let's say you manifest an Energy Ray using the Fire element, augmenting it to 5 PP, and you mix in Electricity. The power will do 5d6+5 Fire damage and 5d6 points of Electicity damage. Note that the second energy type does NOT bestow any of the secondary effects it normally would. Adding in Fire or Cold wouldn't add in the extra +1 damage per die or change the save type, Sonic wouldn't add in the -1 damage per die and ignore hardness, and electricity wouldn't add to the save DC, you simply add in the second energy type as-is. Manifesting a power with this feat increases the PP cost by 8, and the power's type includes both energy types. |
| DarthBear03-23-06, 01:08 AM | Phantom Flanker Telepathy (Compulsion, Mind Affecting) Level: Telepath 2 Display: Auditory and Visual Manifesting Time: 1 standard action Range: Close (25' + 5'/2 levels) Target: One target within the range of the power. Duration: 1 round/level(D) Saving Throw: Will negates; See Text Power resistance: Yes Power Points: 3 You alter the perceptions of the subject, distracting their mind and making them react as if they are flanked. Anyone attacking the target then recieves the full benefit of attacking a flanked target (+2 to hit, Sneak Attacks factor in.) A will save negates the power's effects, and any target possessing the Improved Uncanny Dodge feature gains a +4 bonus on the save against this power. Any creature naturally immune to flanking or immune to mind-affecting powers is not subject at all to this power. Augment: For every 2 PP you augment this power by, the save DC increases by 1. |
| AntiDjinn04-04-06, 02:23 AM | Auditory Mindvoice[Psionic] Prerequisite: Must be able to communicate telepathically, either with a power or via a supernatural ability. Benefit: To use this feat you must be focused. When you communicate telepathically with a subject (using powers such as Correspond or Mind Link) you stimulate the auditory centers of the subject's brain so that it perceives the words as being spoken aloud rather than appearing in his head. The speach does not appear to originate from anywhere, and no actual sound is generated, but from the subject's viewpoint the information appears to have arrived via his ears. You may not, for example, cause the words to appear to have been spoken by someone present or attempt to mask an existing sound. The apparent sound will be in your voice, although the disguise skill may used to change this. In general, common people are less freaked out by disembodied voices than by voices in their heads. Special: When you manifest a power with a mental display you may choose to substitute an auditory display that is only heard by the subject. This imposes a penalty of -2 on psicraft checks to identify the power as it is being manifest. |
| Psi-Druid06-12-06, 03:57 AM | Punishing Excellence (Psychometabolism) Level: Psion/Wilder 5, [Psi-Druid 5] Display: Mental, Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature Duration: 1 round/level (D) Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 9 Subject's Charisma and Dexterity reduced by 1 temporary (stackable) for each saving throw failed while this power in effect (including saving throw from this power). Any effect whose level is less than 5 cannot restore this loss. When duration expires lost points recovered at a rate of 1 (both Charisma and Dexterity) per round. If any ability score reach 0 as a result of this power target is rendered helpless for 2 rounds (even if ability scores are restored to higher than 0) and drained 1 Con permanently (once per power's manifesting). This powers resists dispelling effects, as a result DC to dispel is +4 higher that normal. Augment: for every 2 additional power points you spend, this power's effective level increases by 1. Astral Flare (Psychokinesis) Level: Psion/Wilder 9 Display: Mental, Visual Manifesting Time: 1 standard action Range: Personal Area: 100-ft.-radius centered on you Duration: 5 rounds (D) Saving Throw: None Power Resistance: No Power Points: 17 This power causes a surge within area around you. It affects both friend and foe. Any power or spell manifest/cast within have a +4 bonus to their manifester/caster level and additional +4 bonus to penetrate target's spell/power resistance. In the case of manifesters powers automatically augments by 4 power points, whether they want it or not. If creature if capable of both spellcasting and manifesting this power affect psionics. Targets that do not have normally ability to cast spells or manifest powers at all take 10 damage each round and −2 penalty to all skill checks. You need to spend a move action each round after the 1st to maintain this power, and while it is active you are exhausted (this condition cannot be negated as long as this power active). If you somehow immune to exhaustion you take 10d6 damage after manifesting instead. Notes: spells and powers from psionic/magical items are unaffected. if Astral Flare somehow affects an area (even partially) of Magic Miasma (or vice versa) they both negate each other. |
| Celsun06-12-06, 07:17 AM | Here's the ultimate travel spell, a la Sliders or Stargate. Wormhole Psychoportation (Teleportation) Level: Psion/Wilder 9 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 ft.+10ft./level) Target: See text Duration: 1 round/level Saving Throw: None Power Resistance: None Power Points: 17 You create an interdimensional connection between two points in the Multiverse. This link manifests as a shimmering, two-dimensional circular portal 15’ in diameter. One end of the portal appears in any orientation and at any point within range you desire, and the other end appears at any other point in the Multiverse you have previously visited, either physically or mentally, using powers such as remote viewing. Environmental conditions do not translate through the portal, but creatures, objects, and forces can look or move through it freely. The portal has no depth, but it has a definite front and back: creatures looking or moving through the front of one end of the portal see or appear out of the back of the other end. When this power’s duration expires, any creature or object still spanning the portal is bisected, as if cut by an infinitely sharp knife. The damage caused by this effect should be determined by the DM. Augment: For every additional power point you spend, the portal’s diameter increases by 5 feet. |
| RavinRay07-05-06, 09:07 PM | Why should spellcasters have all the summoning fun? How come energons are vastly neglected compared to elementals? Summon Energon Psychoportation (Teleportation) [see text] Level: Psion/wilder 4 Display: Auditory and visual; see text Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 7 You summon an energon. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the energon, you can direct it not to attack, to attack particular enemies, or to perform other actions. The power summons one of the five energons listed in the Planar Handbook: xac-yel (fire), xac-yij (acid), xap-yaup (electricity), xong-yong (sonic), and xor-yost (cold). You choose which kind of energon to summon each time you manifest the power. This power’s descriptor is the same as the energy nature of the energon you summon. Augment: For every 2 additional power points you spend, you summon an energon with one 1 additional hit die (maximum 15 HD). Energon Swarm Psychoportation (Teleportation) [see text] Level: Nomad 9 Display: Auditory and visual; see text Manifesting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Power Resistance: No Power Points: 17 You open a portal to another plane and summon energons from it. When the power is complete, 2d4 11 HD energons appear. Ten minutes later, 1d4 13 HD energons appear. Ten minutes after that, one 15 HD energon appears. Each energon has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the power. The energons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the energons. You can dismiss them singly or in groups at any time. This power’s descriptor is the same as the energy nature of the energons you summon. I based these on the Summon Monster IV and Elemental Swarm spells. Now, if I were to include the xag-ya, xeg-yi, and xag-az, would the powers have a different descriptor if any? |
| Nephlite07-26-06, 04:01 PM | Here is one: Astral Reflection: Metacreativity (Creation) Level: Shaper 1 Display: visual (see text) Manifesting time: 1 standard action Range: Personal, see text Duration: 3 rounds + 1/level Power points: 1 One or more Ectoplasmic duplicates of you pop into being, making it difficult for enemies to know which target to attack. The duplicates stay near you and disappear when destroyed. This power creates 1 Ectoplasmic duplicate of you that looks just like you. It can deal no damage , but may grapple others at your attack bonus if within 10 feet of you and near them. They mimic your actions if wanted such as pretending to manifest powers, drink potions, levitate, etc. They stay each within 5 feet of at least one other Ectoplasmic duplicate or you. Enemies attempting to attack you or manifest power or cast spells at you must select from among indistinguishable targets. Roll randomly to see whether the selected target is really you or a duplicate. An duplicate’s AC is 10 + your size modifier + your Dex modifier + 2 natural armor bonus. Duplicates react normally to area powers and spells (such as looking like they’re burned or dead after being hit by a fireball) and can be killed by them. Each duplicate has 4 hit points and any duplicate reduced to 0 or less hps is destroyed.. While moving, you can merge with and split off from duplicates so that enemies who have learned which one is you are again confounded. An attacker must be able to see the duplicates to be fooled. If you are invisible or an attacker shuts his or her eyes, the power has no effect. (Being unable to see carries the same penalties as being blinded.) True Seeing and Psionic true seeing reveal the real you. Augment: You can augment in one or three ways. 1. For every 2 additional points you spend, one additional duplicate is created. 2. For every 2 additional points you spend, the duplicates each gain 4 hit points. 3, For every 2 additional points you spend, the duplicates each gain 2 natural armor more. One some notes it is comparable to the Hyperconscious power Throw Ectoform. Ectoform gives 1 per level in forms for free (other than base cost and 1 XP). You can also trade places with a form. While this gives 1 + augmenting allows more per 2 pp (so it can get similar but costs more). One thin of note is the duplicates have 4 hps and can survive weak blows (that deal less than 4). They also have 2 more AC than similar images like etoforms by 2 natural armor. This factor will most only matter in low levels. However, unlike ectoforms, duplicates can be killed by area powers and spells. |
| valkeriesmurf07-26-06, 05:20 PM | Additional Discipline (Psionic) You gain an additional discipline. Prequisites: Psion, Knowledge 8 ranks Benefit: You acquire one additional discipline. Special: This feat can be taken several times, but each time it is chosen, it applies to a new discipline. Greater Psionic Meditation (Psionic) (seen some better versions of this already, but this is what I'd come up with for my games) Perquisites: Concentration 12 ranks, Psionic Meditation, Wisdom 16 Benefit: Gain or become psionicly focused as a swift action. Normal: Without this feat, it takes a full-round action to become psionicly focused. Meditative Trance [Psionic, Racial] (can't remember who posted this originally, off Eberron Forums) You can channel your psionic energy to heal your wounds. Prerequisites: Kalashtar. Benefit: As a full round action you may enter a meditative trance that can heal your wounds. For each power point you spend you heal 1 hit point of damage. The number of power points you can spend in a single day in this manner is equal to your character level. |
| Bacris07-26-06, 05:24 PM | Additional Discipline (Psionic) You gain an additional discipline. Prequisites: Psion, Knowledge 8 ranks Benefit: You acquire one additional discipline. Special: This feat can be taken several times, but each time it is chosen, it applies to a new discipline. Way too good. You shouldn't be able to get that at 5th level for the only cost being a feat. |
| valkeriesmurf07-26-06, 05:35 PM | Way too good. You shouldn't be able to get that at 5th level for the only cost being a feat. What would you suggest then? |
| Bacris07-26-06, 05:47 PM | I would suggest a mildly-good feat (nothing really good, like psionic body or expanded knowledge) and higher skill ranks. Even then, I'm not sure it shouldn't be an epic feat - the only way to get 9th level other-discipline powers is Epic Expanded Knowledge. I'd probably say this shouldn't be accessible til around 9th level. Think about what this is getting you: For 8 skill points in a skill you're likely going to have maxed and one feat, you've eliminated the need for Expanded Knowledge for an entire discipline list. Telepath / Egoist combo would be quite nasty. Perhaps a caveat that you can only gain powers up to 1 level lower than your maximum power level, but don't have to pay a feat... |
| valkeriesmurf07-27-06, 01:19 AM | Additional Discipline (Psionic) You gain an additional discipline. Prequisites: Psion, Expanded Knowledge, Knowledge Psionics 13 ranks Benefit: You acquire one additional discipline. Special: This feat can be taken only once. How does this correction look? |
| RavinRay07-27-06, 07:39 AM | Remember the subpsionics article by Mark and Scott? I liked it so much I decided to expand it on my own. I wrote up some new powers that have the [Subpsionic] descriptor. These are powers that can be learned only be manifesters that have taken up the Conjuctive Mind feat, or that are innately subpsionic. Many of them are psionic versions of Dream domain spells from Complete Divine. For those who have Cordell's Hyperconscious, who also wrote up his own versions of these powers, mine have minor differences. Bend Reality, Subpsionic Clairsentience [Subpsionic] Level: Psion/wilder 8 Display: Visual Manifestation Time: 1 standard action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: None; see text Power Resistance: No Power Points: 15, XP As bend reality, except as noted here. Only powers with the subpsionic descriptor can be duplicated. Other powers cannot be duplicated even though you are innately subpsionic or have the Conjunctive Mind feat. Debilitating Wall Metacreativity (Creation) [Subpsionic] Level: Psion/wilder 6, psychic warrior 6 Display: Mental, Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Area: A sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels Duration: Concentration + 1 round/level Saving Throw: Fortitude half Power Resistance: Yes Power Points: 11 As energy wall, except as noted here. The wall is composed of subpsionically-charged ectoplasm and is nearly transparent, so a DC 16 Spot check is necessary to see it. One side of the wall, selected by you, sends forth waves of subpsionic energy, draining 3d6 power points from creatures within 20 feet that fail their Fortitude saves. Against a psionic being that has no power points or a nonpsionic foe, the wall instead deals 2 points of Intelligence, Wisdom, or Charisma damage (depending on your key manifesting ability). In addition, anyone passing though the wall is dazed for 1 round per manifester level. Detect Mind Seed Telepathy [Subpsionic] Level: Telepath 4 Display: Mental Manifestation Time: 1 standard action Range: Touch Target: One touched Medium or smaller humanoid Duration: 1 round Saving Throw: None Power Resistance: No Power Points: 7 You detect if a subject is under the influence of mind seed. While the seed is germinating, you know how long ago mind seed was manifested, but you cannot remove the seed. If the subject has completely assumed the new personality, you know that it is not the original personality, but you cannot determine what the original personality was like. Augment: If you spend 6 additional power points, you can identify the person that manifested mind seed on the subject, provided you are familiar with the person whom you suspect used the power. Dream, Psionic Telepathy [Mind-Affecting, Subpsionic] Level: Psion/wilder 5 Display: Auditory, Visual Manifesting Time: 1 minute Range: Unlimited Target: One living creature touched Duration: See text Saving Throw: None Power Resistance: Yes Power Points: 9 As the dream spell, except as noted here. Dream Sight, Psionic Clairsentience [Subpsionic] Level: Psion/wilder 6, psychic rogue 6 Display: Mental Manifesting Time: 1 round Range: Personal Target: You Duration: 1 min./level (D) Power Points: 11 As the dream sight spell (see page 164 of Complete Divine), except as noted here. Nightmare, Psionic Telepathy [Evil, Mind-Affecting, Subpsionic] Level: Psion/wilder 5, psychic rogue 5 Display: Auditory, Visual Manifesting Time: 10 minutes Range: Unlimited Target: One living creature Duration: Instantaneous Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 9/9 As the nightmare spell, except as noted here. The subject cannot regain power points for 24 hours. Augment: If you spend 6 additional power points, the subject is exhausted instead of fatigued. Phantasmal Killer, Psionic Telepathy [Mind-Affecting, Subpsionic] Level: Psion/wilder 4, psychic warrior 4 Display: Auditory, Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text Power Resistance: Yes Power Points: 7/7 As the phantasmal killer spell, except as noted here. Augment: A psion or wilder can spend 10 more additional power points to affect any number of creatures, no two of which can be more than 30 ft. apart. In addition, for every two additional power points spent, this power’s save DC increases by 1. Reality Revision, Subpsionic Clairsentience [Subpsionic] Level: Psion/wilder 9 Saving Throw: See text Power Resistance: See text Power Points: 17, XP As reality revision, except as noted here. Only powers with the subpsionic descriptor can be duplicated. Other powers cannot be duplicated even though you are innately subpsionic or have the Conjunctive Mind feat. Created psionic items, or existing psionic items to which powers are added, must be subpsionic. Inherent bonuses can be applied only to a target’s Intelligence, Wisdom, or Charisma score. Only subpsionic creatures can be revived. Remote Viewing, Greater Clairsentience (Scrying) Level: Seer 7 Display: Mental Manifesting Time: 1 standard action Range: See text Effect: Quasi-real viewpoint Duration: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 13, XP As remote viewing, except as noted here. Additionally, all of the following powers function reliably through the viewpoint: aura sight, detect psionics, mass missive, missive, and psionic tongues. XP Cost: 35 XP. Restless Sleep Telepathy [Mind-Affecting, Subpsionic] Level: Psion/wilder 4, psychic rogue 4 Display: Auditory, Visual Manifesting Time: 8 minutes Range: Unlimited Target: One living creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 7/7 As psionic nightmare, except as noted here. The subject does not experience any phantasmal vision, it merely is prevented from getting a restful sleep. The subject suffers 1d8 points of damage and cannot regain power points for 18 hours. Unlike with psionic nightmare, the save DC for restless sleep is not dependent on the level of familiarity or physical connection with the subject. It is also unaffected by dispel evil. Sleep, Psionic Telepathy (Compulsion) [Mind-Affecting, Subpsionic] Level: Psion/wilder 1, psychic rogue 1 Display: Mental Manifestation Time: 1 full round Area: One or more living creatures within a 10-ft.-radius burst Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power Points: 1/1 As the sleep spell, except as noted here. Augment: If you spend 4 additional power points, you can affect 10 HD of creatures. In addition, for every 2 additional power points you spend, this power’s save DC increases by 1. Stun, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Psion/wilder 8 Display: Auditory Manifestation Time: 1 standard action Area: One creature with 150 hp or less Duration: See text Saving Throw: None Power Resistance: Yes Power Points: 15 As the power word stun spell, except as noted here, and you do not need to speak. |
| cymbolik07-27-06, 08:16 AM | Power Struggle Psychokinesis Level: Psion/wilder 7 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature or object Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 15 You close your eyes and the world around you becomes quiet. In an instant your mind expands and you are able to view magical energies and psionic powers around you as objects which you can manipulate with the force of your own will. By focusing your will and expanding your higher conciousness you are able to detect psionic power currently active on your target and attempt to transfer the psionic power from that target's control. You become aware of all ongoing powers and spells affecting the target. Choose one power whose power level is not greater than your primary manifesting ability (Int, Wis, or Cha) minus 10, and make a manifester check (1d20 + your manifester level) against the power's manifester level. The DC for this manifester check is 11 + the power’s manifester level. If you succeed, you transfer a non-permanent power to a willing target or targets within range as determined by the original manifester's manifester level. The original duration is not affected and the power will end normally. If you transfer a power currently affected by incarnate or a similar power the power is merely suppressed on the target and transferred to the new target for 1d4 rounds. After this time the power ends for the new target and resumes functioning for the original target that it was transferred from initially; if you fail that power remains in effect and this power ends. When you transfer the power you do not have to pay any xp costs inherent in that power's manifestation costs. Augment: You can augment this power in one or more of the following ways: 1. If you spend 5 additional power points you can choose to transfer another power from the same target on another successful manifester check. Treat your manifester level as 5 lower than it is for purposes of this check. 2. If you spend 5 additional power points you can choose to affect a magic spell instead of a psionic power. You do not have to provide material components, xp costs or foci to transfer the spell. 3. For every additional power point you can increase your effective manifester level by 1 for purposes of the manifester check required by this power.. |
| DiligentDark10-02-06, 09:53 PM | I had a Mindlink variant but i just got Untapped potential and The society Mind ability's Were superior =) But changed these a bit... Linked Projection Telepathy {Mind-Affecting} Level: Telepath 5 Display: Mental Manifesting Time: Move Action Range: Close 25 + 5/2 lvls Target: Special Duration: 1 round Saving Throw: Will negates Power Resist: Yes Power Points: 9 Any power with range touch or greater can originate from a creature with which you currently effecting with a Mind-Affecting power. The powers affect other targers normally, despite coming from the Projected Creature. Powers cannot be cast on the telepathicly linked creature from which the originate. However Powers of the Telepathy discipline can affect the orginating creature directly. Augment: For each addition power point you can extend the duration by one round. For every 4 addition power points increase the range by one category: Close-Medium-Long- 1 mile/lvl - Same Plane For 2 each addtional power points the DC increases by 1 Telepathic Backup Telepathy {Mind-Affecting} Level: Telepath 6 Display: Mental Manifesting Time: Immediate action Range: Close 25 + 5/2 ml Target: Special Duration: Instantaneous Saving Throw: Will Negates Power Resist: Yes Power Points: 11 xp You can use your telepathic bond to "Backup" your mind in the dormant areas of a creature you are currenty effecting with a Mind-affecting power. This causes your current body to become inert. Alive but having mental attributes equal to 0. This power can be used in an instant, Saving you mind from whatever ghastly fate befalls the body. This functions like a Schism effect. You inhabit the creatures mind, can use its senses and can communicate to it telepathicly. If the creature dies with you still in it you die as well. You can only take standard mental actions, you have no control over the body, have no physical attributes and are limited by the mental scores of the creature you are backed up in. However if your normal manifesting attribute is higher than that of the creatures you provide it with an enhancement bonus to the same attribute, equal to half you ML. This cannot raise the attribute to higher than your own. If you body should die while you are not in it (Eaten by a dragon, Smothers in a pillow... etc) a Raise Dead Spell can revive you body without the normal XP penaties(your mind didn't die). You can transfer yourself back slowly via "Mindlink"(10 min per HD, Ignore the Int Requirement) or quickly via "Mindswitch"(Standard action). Your mental score are now what they were before you left your body. XP cost: 50 per HD Augment: For every 4 addition power points increase the range by one category: Close-Medium-Long- 1 mile/lvl - Same Plane For every 4 power points augmented increase the DC by 2 Transendence Psychometabolism Level: Egotist 3, Psychic Warrior 3 Display: Visual Manifestation Time: 1 standard action Range: Personal Target: You Duration: 10 min/level (D) Power Points: 5 You body starts to convert its internal workings into an energy based protoplasm. You become Immune to Critical hits/death from massive damage and immunity to poisons and diseases. This ability can by augmented in one of many ways. Augment: 1) For 4 additional power points you can gain one of the following Immunity to Polymorph, Paralisis, stunning, and Death effects Immunity to Negative AND Positive energy Immunity to ability damage/drain(But not burn) Sticky Metacreativity Level: Psion/Wilder 2 Display: Visual, Material Manifestation Time: 1 standard action Range: Personal Target: Self Duration: 1 round/lvl (D) Saving Throw: Reflex Negates Power Resistance: No Power Points: 3 Your skin is coverd in a thin adhesive. Any creature touching you or attacking with natural weapons is considerd grappled on a failed reflex save, and any warriors must make a successful reflex save or have thier weapons stuck fast. The target of this spell can remove something stuck to him as a full round action, anyone else attempting to free an item or limb must make a DC 15 Strength Check. Augment: For every 1 additional power points increase the DC for the strength check by 1 Every 2 power points you augment add 1 to the Reflex save DC. War Fabricate Metacreativity Level: Shaper 5 Display: Visual Manifestation Time: 1 standard action Range: Close (25ft. +5ft./2 lvls) Target: 10 cubic feet/lvl Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 9 Much like Fabricate but only very simple forms can be created. 10 Cubic foot mineral per level. The creations of this spell happen very quickly and are usually used in an aggressive fashion. Spikes shooting up from the ground, Instantly Collapsing roofs, Crushing walls in corredors, Fusing enemies in walls, bearing enemies into the ground. A Targeted attack against and enemy provideds no saving throw, but an area attack will allow for reflex half. Damage is approprate for how the spell is used, Slashing, Bludeoning, or Piercing. You can use up to 250 pounds of pressure, Damage 1d6 per 25 pounds of pressure. The DM is the final arbitor for the effects and usages of this spell. Augment: For every power point increase the pounds of pressure you can apply by 25 Quick Psychoportation Level: Psion/Wilder 2 Display: Visual Manifestation Time: 1 standard action Range: Personal Target: You Duration: 1 min/level (D) Saving Throw: None Power Resistance: No Power Points: 3 You gain a limited ability to manipulate you center of balance and your weight. +10 to your Natural speeds. Augment: For each additional power point +5 to your Natural speeds. Hold Air Psychokinesis Level: Kinetisct 4 Display: Visual, Material Manifestation Time: 1 standard action Range: Personal Target: Close (25ft. +5ft/2 lvls) Duration: 1 round/lvl Concentration Saving Throw: None Power Resistance: No Power Points: 7 You Hold all Air in the Radius Still. Movement throught the area becomes very difficult. All creatures In the area except the manifest are considerd entagled and can't move unless they make a Strength 25 or Escape artist 30 check. In which 5 feet is moved for every 5 points over 15 the check succeds. Concentration checks are made at 20 + spell lvl or fail for spells that require movement. Ectoplasmic Orb Metacreativity Level: Psion/Wilder 4 Display: Visual, Material Manifesting Time:Standard action Range: Medium (100ft. +10/lvl) Duration: Instantaneous Saving Throw: None Power Resist: No Power Points: 7 Drawing Raw Ectoplasm from around you, you create a 3 inch Diameter Sphere. You make an ranged touch attack to fire the sphere at a target within range dealing 7d4 Ectoplasmic damage. Since the damage is ectoplasmic in nature it can effect intangible targets as normal. Augment: For every addition power point spent increase the damage by 7d4. |
| thasis10-29-06, 09:44 PM | I just want to give this a little bump. This was such a good idea and it kinnda died... |
| Darklanner11-08-06, 07:43 AM | Reposted from the Lurk thread: First post on this forum, ever. w o o h o o... Anyways, I have loved psionics from 3rd, and I was disappointed at first with complete psionics, however it has grown on me a bit. I enjoy the Sneaky ******* classes, but someone needs to find traps. The lurk can do everything the rogue can, baring traps, with the right power selection. lurks can sometimes do it better. Allow me to quantify, When I build a rogue, I have three basic archtypes based on INT score (and thus sp/lvl): Stalker, Pickpocket, Sweetalker. I can manage to do these things better with a lurk's psionics! Anyways, my group has decided to add this class feature to the lurk: Psionic Trapfinding While maintaning a psonic focus, the lurk can find and disable traps as a rogue, using a Concentration check in place of Search, Open Lock, or Disable Device. Expending/ losing the psionic focus during these skill checks bautches (critical failure) the check. I also think it would make a excelent feat, Prereq. Having the psionic subtype, Skill focus (Concentration), skills: 1 rank in Search, Open Lock, and Disable Device What do you think? Knight P.S. Remember, all Metapsionic cost 2pp less (one level) than the equvialent Metamagic feat because you must expend you Psionic Focus. |
| Bruize11-08-06, 11:53 PM | I agree that the Lurk is a great looking class, but perhaps you would like to take Expanded Knowledge: Find Traps, Psionic. It was posted some time ago in a Mind's Eye article. Find Traps, Psionic Clairsentience Level: Psychic rogue 2 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 3 With this power, you can make Search checks to locate traps even without any ranks in the Search skill. You gain a +2 bonus on your Search checks when looking for traps. Augment: For every additional power point you spend, you gain an additional +1 bonus on your Search checks when looking for traps. |
| Darklanner11-09-06, 12:37 AM | great, I can find that trap, but my DMs make disabling it tricky to the extream, requiring max ranks and Trapsense. If you do not make the DCs then, well no one's charaters have died yet. However, life does suck, and often it sucks for the whole party. |
| ck2001wendt11-13-06, 06:59 AM | I don't know if it's ever been mentioned in here, but Persistant Power should only be +10 PP, not +12. If you look at how Meta-Psionic feats in the XPH are translated, it's (Meta-magic level adjusgment)*2 PP-2, with a minimum increase of 2 PP (in almost all cases). So Persistant = 6 levels * 2 PP - 2 PP = +10 PP. The appropriate prereq being of course Extend Power, and the mechanics working exactly the same. |
| AntiDjinn12-05-06, 07:03 PM | Reopen the Gate [Psionic] You can unassign one of the unique powers per day you have already used. Prerequisites: Erudite level 1, Concentration 6 ranks. Benefit: You must be psionically focused to gain the benefit of this feat. Through a series of asunas (yoga poses) you attempt to direct energy to your crown charka to renew the potential of one of your unique powers per day. Completing the session takes 10 minutes; you must be able to move your limbs and body, but you do not need to move out of a 5 foot space. You are denied your Dex mod to AC during this time, unless you choose to abandon the session. At the end of this time you must succeed at a DC 20 concentration check. If this fails you may try again (repeating the entire process) though you may only attempt this feat (regardless of success or failure) a number of time per day equal to your Wis modifier, and for each additional attempt the DC increases by a cumulative +2. If the roll succeeds, select one power you have already manifest that day, it is no longer considered to have been manifest for purposes of determining your unique powers per day. The slot stays open until you next manifest a power (other powers that have already counted against your unique powers per day may be manifest without closing the slot) so long as you remain focused. If you expend or loose your focus the previously used power then resumes counting against your unique powers per day, as though you had not used this feat. As soon as you manifest a different unique power this feat is no longer in effect. Example: Matthias, a 4th level erudite, has already manifest Crystal Shard, Inertial Armor, and Ego Whip today; that used all his unique powers per day. He uses Reopen the Gate and succeeds on the concentration check, selecting Inertial Armor as the power to no longer be counted for the day. He is considered to have used only two unique powers -- Crystal Shard, and Ego Whip -- so long as he stays focused. If he manifestes a power other than those two then it counts as his third unique power per day. If he expends focus before manifesting another power then Inertial Armor is again considered a used unique power. He may use this feat again later in the day if his Wis mod allows it, but with a cumulative +2 on the DC. |
| MasonZII12-06-06, 12:09 AM | Eh, someone requested a power to simulate the carnage from Elfen Lied, so here's my attempt at that. I was shooting for unique and weird here, so excuse it for being a crazy half-baked mess. It is recorded for posterity (and to support the thread), not advocacy. Kinetic Limbs Psychokinesis Level: Kineticist 6 Display: Auditory Manifesting Time: 1 round Range: Personal Target: You Duration: Concentration, up to 1 round/level Power Points: 11 While you maintain concentration on this power, two long and flexible arms of pure force protrude from your back. Each arm acts independently on your turn, obeying your command to either attack a target, quickly move you around the battlefield, or protect your natural body, and has a reach of 25 feet plus five feet for every two manifester levels. Each limb can only have one usage per round; for example, a kinetic limb designated for defense cannot be used to attack until your turn in the next round of combat, when you can designate a new usage for each kinetic limb (on your turn, as part of concentrating on the power). Each limb performs its designated action immediately. If instructed to attack a target, a kinetic limb will make a ranged touch attack, using your Intelligence modifier in place of your Dexterity modifier. If successful, the kinetic limb does 5d4 + one half of your Intelligence modifier (rounded down) points of force damage to the target. If you confirm a critical hit (threat on 20) with this attack, no extra damage is applied, but the target loses a randomly-selected limb (if the target has no physical structures equivalent to a limb, then this critical hit is ignored). This limb loss can affect creatures who aren't normally subject to critical hits, but such creatures feel no side-effects aside from the loss of the limb's functionality. (Mechanical suggestions for limb loss: I'd say a check to avoid unconsciousness via massive damage, loss of the limb's functionality, and a few points of bleeding damage each round. A creature that loses half or more of its legs (or equivalent ambulatory limbs) falls prone, and then if enough arms (or equivalent functional limbs) are lost that self-defense would be impossible, the target would be considered helpless. Allow somatic components to be performed so long as one arm remains, winged creatures fall if de-winged, &c, the DM knows what happens so ask him.) A kinetic limb can be used to move you around the battlefield. It can move you a distance one-half of its reach (rounded down) once per round, a motion which provokes attacks of opportunity. Like all other kinetic limb actions, this motion occurs on your turn as you concentrate on the power, and cannot be readied or delayed by any means. A kinetic limb can be readied for a defensive action. If a limb is designated for defense, it can apply a deflection bonus to your armor class equal to your Intelligence modifier against a single attack (but only if you are not denied your Dexterity bonus to armor class against this attack), or instead apply a circumstance bonus to a single Reflex save of the same amount. Regardless, a kinetic limb designated for defense can only take a single defensive action in a round, and this action must be identified before the relevant attack rolls or saving throws are made. The limb can also use this defensive action to protect an ally within its reach rather than the manifester. Kinetic limbs can be attacked by targeted force effects. They have 15 hit points. Because of the intense mental focus required to control these appendages of force, the manifester of the power cannot allow any other entity to maintain concentration on the power in her stead. To attempt any transfer of concentration causes the power to instantly end. Also, the manifester's deep concentration can only control a single set of kinetic limbs; should the effect be shared with a creature other than the manifester, neither the original manifester nor the recipient of the effect can deploy or control the resulting limbs, and they will remain useless until the the effect ends. Augment For every four additional power points you spend, you can generate another kinetic limb, up to a maximum of five total kinetic limbs. |
| AntiDjinn12-20-06, 12:46 AM | Wield the Thunderbolt-Cross [Psionic] Prerequisite: Psionic Meditation Benefit: To use this feat you must be psionically focused and must hold a dorje in each hand. You the wield the dorje so that their shafts form a cross; doing so is a standard action that does not provoke attacks of opportunity. You simultaneously expend one charge from each dorje. You may then choose one of the following effects: - You may elect to have each dorje manifest its normal effect. In this case each dories' power effect is resolved simultaneously. Example: A dorje of Crystal Shard and one of Mind Thrust are activated as a thunderbolt-cross, each power is manifest simultaneously at the same target. - You may elect to have only one of the two powers take normal effect but be augmented by a number of power points equal to the level of the power of the other dorje. The second power does not take effect, though one charge is expended from each dorje. If multiple augmentations are possible, you choose. Example: A dorje of Energy Ray and one of Adapt Body are activated as a thunderbolt-cross, the Energy Ray may be augmented by 5 points while the Adapt Body discharges with no additional effect. Special: You may take this feat if you use a skill such a Use Psionic Device to activate dorje, but a separate skill check must be made to activate each dorje; failure of either check causes both to fail, but still expend charges. Special: You may take this feat more than once, provided you have more than two pairs of physical arms. You may simultaneous discharge an additional pair of dorje. This is always done in crossed pairs, never by three or more dorje forming a single cross. |
| Bacris03-04-07, 02:44 PM | Bump |
| Scion of Coldshard03-06-07, 09:20 PM | Ok, I like these way too much and must post them. Warmind Discipline [psionic, warmind] Prereq: Knowledge (psionics) 4, Knowledge (history) 2 Benefit: chain of personal superiority +X, chain of defensive posture +X (X = # of [warmind] feats that you have Enduring Body [psionic, warmind] Prereq: Warmind Discipline, Knowledge (psionics) 5, Autohypnosis 4 Benefit: DR (X-1)/- Sweeping Strike [psionic, warmind] Prereq: Warmind Discipline, Knowledge (psionics) 11, Knowledge (history) 4 Benefit: Sweeping strike Warminds Edge [psionic, warmind] Prereq: Warmind Discipline, Autohypnosis 4 Benefit: Whenever you regain pp's you also focus on a chosen weapon. For the next 24 hours whenever you attack with that weapon you gain a +(X/2, rounded down) unnamed bonus to attack. You also gain a bonus to reflex saves whenever not flatfooted of +X. |
| BobbyJim03-15-07, 09:06 AM | Here's a little power that's good for laying down traps. Energy Slick Metacreativity (Creation) [see text] Level: Psion/Wilder 2 Display: Visual (see text) Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One 10-ft. square Duration: 1 minute/level (D) Saving Throw: Fortitude Half Power Resistance: Yes Power Points: 3 This power coats up to one ten-foot square with a thin layer of ectoplasm, appearing at first to be the result of psionic grease. However, it has one deadly addition: the ectoplasm composing it is unstable and has been laced with an energy (specified during manifestation). Those stepping on the ectoplasm take 3d6 damage in the energy type you choose. A successful fortitude save allows one to take half damage. - Acid: A slick of this energy type ignores an object's hardness. - Cold: A slick of this energy type deals +1 point of damage per die. - Electricity: A slick of this energy type provides a +2 bonus to the save DC if the victim is wearing metal, and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. - Fire: A slick of this energy type deals +1 point of damage per die. - Sonic: A slick of this energy type deals -1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: This power can be altered in one or both of the following ways: 1. For every 1 additional power points spent, you can affect one more 10-ft. Square. 2. For every 2 additional power points spent, you can increase the damage dealt by +1d6 and the save DC by +1. This power’s subtype is the same as the type of energy you manifest. |
| Tinari03-15-07, 10:27 AM | I wish I saw this thread BEFORE I made my new thread. Anyway, here is a copy/paste to get it into the CORRECT place. Sorry about making a new thread. I do apologize in advance for the formatting, as I am not a learned board sage yet. And I tried to find a post that had a good layout for powers/spells for which I could use as reference, and most looked fairly simple as mine is. I hope it's not too hard to figure out. I just used liberal space between each power and whatnot. Please let me know what you think of the powers individually, and if you think they'd be suitable in a psionic campaign. Originally, I wanted to make powers that would benefit my build specifically, but I actually wanted to try to make a new power for each discipline. I didn't get one for seer in the time I made this though. I also added my powers from a previous post just so I could have all my new powers in one easy place for reference. Anyway, the powers! Elemental Bending Psychokinesis Level: Psion/Wilder 4 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/level) Duration: Concentration, 1min./level Saving Throw: See text Power Resistance: See text Power Points: 7 You grant yourself power over the elements surrounding you via telekinetic manipulation. At the time of manifesting this power, you choose one of the following elements to which you attempt to control: Earth, Fire, Water or Air. For the duration of this power, so long as you maintain concentration, you are granted a myriad of abilities pertaining to that element as follows. You may also expend your psionic focus, breaking concentration, but allowing the power to exist for an additional three rounds. Controlling an element after breaking concentration is a standard action, though you can use the launch earth, flame lash, water whip and air burst each as part of a full round attack action. Earth: You have a telekinetic control over the earth which you stand. You can attempt to shape, shift and launch earth as if it was an extension of your body. You may shape 5 cubic/ft of earth per round, the shape being that which you desire, but rudiment at best. Making a wall could have arrow slits for example, but no fine detail could be achieved. You may detach and launch 25lbs of earth from the ground, or launch a boulder unattached to the earth up to 50lbs with a range increment of 15ft. Each are made as a ranged attack, dealing 2D6 for for each 25lbs of weight. Augment For each additional 4 power points spent augmenting this power while in earth manipulation, you may shape an additional 5 cubic feet of per round, and launch an additional 25lbs of stone weight. Fire: You telekinetically control fire, to a point you are capable of generating small lashing flames by disrupting oxygen and inserting telekinetic energy to create a potent reaction. While concentrating on this aspect of the elemental bending power, you may make a single unarmed melee attack action per round and still maintain concentration, though you may not move more than a five foot step before or after making this attack. The attack deals 5D6 fire damage on a successful touch attack. This power also grants you the ability to manipulate existing flames as the control flame power, and protect yourself and allies from fire based attacks. You can ready an action on your turn to turn back and divert any area fire attack used on yourself and allies, granting all allies within 10 feet of you resistance 20 to a single fire attack that round. Additionally, you may expend your focus as part of the readied action to create a 5 foot radius pocket, centered on yourself, where no fire can pass, granting yourself and all adjacent allies immunity to fire for one round. Expending your focus to negate fire damage in this way ends the duration of the power immediately, and leaves you fatigued for three rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still fatigued from this power specifically, you then become exhausted for five rounds. If you attempt to grant yourself and allies immunity to another fire based attack while still exhausted from this power specifically, you then become staggered, suffering exactly as much subdual damage as you have remaining HP. Regaining consciousness from this ability will leave you exhausted for five rounds. Augment You may not augment this ability of Elemental Bending. Water: You can telekinetically control either freestanding water, or carried water. if carried water, you focus it into a lengthy whip of water, though you do not have to hold it directly. On your turn, you can lash out at anyone within ten feet of you with this whip of water, making a melee attack roll using your dexterity modifier to hit, dealing 3D6 damage plus your int AND dex modifiers on a successful hit. You only threaten a five foot area around yourself, despite being able to attack further out than this. If you are on a boat, or have access to a full standing body of water, you have two options. You may either draw a whip of water from it, as above. If the water is shallow, you may also stand in it and control one water whip per four manifester levels, maximum of eight at epic levels, though each has a range of five feet, as opposed to ten feet. Finally, in deep water you may either calm torrential waters, or make the waters thrash and flail about, causing anyone in them to suffer 1D6 subdual damage on a successful swim check vs the power's save DC, or 3D6 drowning damage on a failed swim check. They may hold their breath in such water for only their constitution score in rounds. The manifester can specifically target a person within the waters and form the water around them, thus keeping them "submerged" for as long as the person fails their a swim check vs the powers save DC. Augment If you spend an additional 4 power points, whip attacks can reach five feet further than usual, allowing a full 15ft reach with a single water whip, and 10ft when using multiple whips from shallow water. For each additional 4 power points spent, the whips deal 2D6 additional damage per strike. Air: You control the very winds surrounding you via telekinetic prowess, granting you extreme mobility. You're base land speed is increased by 5 feet, and your base flying speed by 15 feet. You gain a +10 circumstance bonus to jump and balance checks, with the distance of your jumps not limited by your height. You may maintain concentration while making a jump check, though you may not make a running start unless you expend your psionic focus to maintain the power beyond concentration. If you have a hang-glider or other similar device, you may use it to gain flight even without the necessary winds to support it. Finally, you may create a small vortex of air, extending out in a 15 foot cone from yourself as a standard action, knocking all large and smaller creatures back up to 15 feet, reflex save vs the powers DC or be knocked prone and pushed back. You may expend your psionic focus in the duration of this power to create a very small but very stabilized gyroscopic windstorm that occupies five foot square which you may ride upon. This sphere is controlled by your mind and has a movement speed of 60 feet. You may enter a square with anyone else. Doing so provokes and attack of opportunity. After which the opponent who's square you occupy must make a fortitude save or be hurled prone in an adjacent square, determined by the missed thrown weapon table, and taking 2D6 damage. Augment If you spend an additional 6 power points, this power can be maintained even without needing to concentrate, allowing you to gain the full benefits of it's mobility enhancing properties. For every additional power point spent augmenting this power, you gain an additional +1 circumstance bonus to jump and balance checks. Ectopic Armorments Metacreativity (Creation) Level: Shaper 5 Display: Visual, Olfactory Manifesting Time: 1 minute Range: 10 feet; see text Duration: 10 min./level Power Points: 11 You shape and summon ectoplasm from the astral plane into various implements of war. Manifesting this power grants you 25 "creation points" to which you can create various pieces of equipment, with the following guidelines. Medium weapons cost one creation point. Medium small shields and bucklers cost one creation point. Medium sized armors cost two creation points. Large items cost twice medium. Huge items cost twice large, ect. Small items cost half medium. Tiny items cost half small, ect. The abilities of shaping with this power do not allow for fine detail, leaving most arms and armors and "functional and familiar" as far as feats for specific weapons are concerned, with some limits. All armors created are a solid, albeit very malleable form. Any armor created via this power have the stats and type of "Breastplate" while being considered light armor, and any weapons created must be simple or martial. No missile weapons may be made, but 2D4 throwing weapons may be made in place of one medium sized weapon. All equipment made via this power has a +1 enchantment bonus, and is considered "mithral" for purposes of weight, hardness and additional information (armor check, maximum dex, ect). As such, a shaper may create five long swords, five small shields and five suits of armor with this power, or simply 25 long swords. Augment For every additional power point spent, you gain an additional 5 "creation points" which you may shape additional arms and armor with, and for each four additional power points spent augmenting it this way, the arms and armor are granted an additional +1 enchantment bonus. For an additional 4 power points, you may shape any armor you desire and add exotic and missile weapons to the list of shapeable arms and armor. Kinetic Rage Psychokinesis Level: Kineticist 3 Display: Visual Manifesting Time: 1 standard action Range: 15-ft-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex partial; see text Power Resistance: Yes Power Points: 5 With a near instant telekinetic throb, you force all adjacent creatures in range away from you. All creatures caught within the range of this power take 2D6 force damage and are immediately shoved outside the area the power affected and thrown prone. A successful reflex save ignores the damage and remains standing, but is still forced outside the area the power affects. If this power is used in an enclosed area, all surrounding structure takes the full damage which can damage the structure. Creatures take an additional 2D6 bludgeoning damage if they are thrown into a wall via this power. Augment You may augment this power any of the following ways. For an additional 4 power points, you may manifest this power as a swift action. For an additional 6 power points, you may increase the size of the burst by 10 feet. For every extra power point spent augmenting this power, increase the save DC by 1. For every 2 you increase the save DC, increase the damage by 1D6. Call of the Animal Aspect Psychometabolism Level: Egoist 5, Psychic Warrior 4 Display: Visual Manifesting Time: 1 full-round action Range: NA Target: Personal Duration: 3 rounds Saving Throw: NA Power Resistance: NA Power Points: 9 You transform your body into an animalistic juggernaut, granting yourself a +8 enhancement bonus to strength, dexterity and constitution. Your body changes, growing thicker and more defined but you maintain your approximate shape and others can still tell you are you. Your armor toughens like the skin of an animal, granting your DR5/piercing and you gain a +2 to your natural armor. Your cheetah like celerity grants you a 20 foot enhancement bonus to your base land speed, and one extra attack per round at your highest attack bonus(Does not stack with haste, or similar effects). Your unnatural ferocity grants you twice your manifester level in temporary hit points, above and beyond what your enhanced constitution grants you. You gain the die-hard feat for the duration of this power. The strain of such a pronounced change to your body causes you to be fatigued (-2 penalty to strength, dexterity, cannot charge or run) for 1D4+1 rounds when the power ends, even if it is ended prematurely via dispel. Augment You may augment this power any of the following ways. If you spend an additional 4 power points, this power may be manifested as a standard action instead of a full-round action. If you spend an additional 4 power points, you may ignore the affects of fatigue when the power ends, for whatever reason. If you spend an additional 10 power points, you may alter the duration of this power to 1 round/level, however doing so will increase the fatigue that follows to be ten times what would normally follow. Vexing Teleport Strike Psychoportation (Teleportation) Level: Nomad 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 swift action Range: See text Target: Personal Duration: See text Saving Throw: NA Power Resistance: NA Power Points: 5 You psychoportively teleport your material self to the opposite side of any opponent you are in melee range with before being bungeed back to your original location. You can then perform one strike on the opponent as if you were flanking. If used before a full attack action, only the first attack counts towards the opponent being flanked. If all the available spaces from which you can flank your opponent are occupied, the spell will not fail, but you will not gain the flanking bonuses. Augment For each additional 4 power points spent on this power, the duration is enough that you may make one additional attack on the opponent while 'flanking' with yourself. You may not spend more than 12 power points augmenting this power, and the duration can never last longer than one full round (6 seconds). Telepathic Commander Telepathy [Mind-affecting] Level: Telepath 4 Display: Visual Manifesting Time: 1 standard action Range: Close (25 + 5 feet/two levels) Target: You and one other willing creature/three levels Duration: Concentration, up to 1 round/level Saving Throw: Will (Harmless) Power Resistance: Yes (Harmless) Power Points: 7 You become a telepathic center for all tactical senses for yourself and all allies within range. You take in, process and distribute all information telepathically with all willing creatures within range, granting them all a +1 insight bonus to attack and damage rolls, and a +2 bonus to all flanking attacks, due to the telepathically enhanced coordination of the battlefield. You must maintain concentration to be able to interpret and send all information to all the correct creatures, though you may make a single move action each round while concentrating on this power. Augment You can augment the power in either of the following ways For each additional 2 power points spent, you may focus more on the flanking aspect of all allies, granting a +1 attack bonus for all flanking attempts. For each additional 4 power points spent, you may focus more on the observations and calculations of the battlefield in whole, granting a +1 insight bonus to attack and damage rolls of all allies. Weapon Adaptation Psychokinesis Level: Psychic warrior 2 Display: Visual Manifesting Time: 1 full round action. Range: Personal Target: Weapon in possession Duration: 1 min./level (D) Power Points: Psychic warrior 3 You attempt to psionically force specific enhancements into a weapon you are holding, bestowing upon it one specific +1 enhancement bonus of your choice as appropriate. This enhancement bonus can be applied to any one weapon on your person, and the weapon will remain thus enchanted for the duration of the power. This power overlaps with existing enhancements. Attempting to manifest this power on a +1 ectopic longsword will simply fail. Manifesting this power and augmenting it to +2 enhancement bonus on a +1 ectopic longsword will grant you an additional +1 enhancement bonus of your choice. Augment You can augment this power in any or all of the following ways. 1. If you spend 6 additional power points, the duration of the power increases to 10 min./level. 2. For each additional 4 power points spent augmenting this power, the maximum enhancement bonus of the power you apply to the weapon increase by +1. Weaponry Savant Clairsentience Level: Psion/wilder 3, psychic warrior 2 Display: Visual Manifesting Time: 1 standard action; see text Range: Personal Target: You Duration: 1 min./level (D) Power Points: Psion/wilder 5, psychic warrior 3 You call upon the mental training and discipline of a well trained warrior. Upon manifesting this power, your mind becomes attuned to the specific weapon you're holding and you become familiar with it and how to use it as if you were proficient with it. This power lasts so long as you remain within five feet of your chosen weapon, and simply relinquishing your grip does not end the power. However if you chosen weapon remains over five feet away from you for more than two consecutive rounds, you lose all benefits of this power. The proficiency gained with this power applies only with the specific weapon(s) you held at the time of manifesting this power, and with no other weapons, even those of the same type you were using. Augment You can augment this power in any or all of the following ways. 1. If you spend 3 additional power points, you gain weapon focus with the weapon you hold at the time of manifesting this power. 2. If you spend 3 additional power points, you gain weapon specialization with the weapon you hold at the time of manifesting this power. 3. If you spend 3 additional power points, the duration of this power becomes 1 hour/level instead of 1 min./level. 4. If you spend 4 additional power points, you can manifest this power as a swift action. 5. For every additional 4 power points spent augmenting this power, you gain a +1 insight bonus to attack and damage rolls with your chosen weapon, to a maximum of +5. |
| Soul_Devourer04-08-07, 12:33 PM | Throw Ectocopy Metacreavity Level: Shaper 5 Display: Visual (see text) Manifesting Time: One standard action Range: Personal (see text) Target: You Saving Throw: None Duration: 1 round/level Power Points: 9 This is more powerful version of throw ectoform power (from Hyperconscious). You create constructs that have your ability scores and feats and Basic Attack Bonus equal to your Manifester Level. You may substitute Strength or Dexterity score of your copies with your Intelligence score (this choice is made when you manifest this power). Each copy has 1 hit point per Manifester level plus your Intelligence score and mundane version of your equipment. You can communicate telepathically with your copies as a free action and they will obey your commands. Only a power from clairsentience discipline of 7th level or higher allows to discern copies from the original. Special: You cannot have both throw ectoform and throw ectocopy active at the same time. In such cases only throw ectocopy takes place. Augment: You can augment this power in one or more of the following ways. 1. If you spend 4 additional power points, this power's duration is one minute per level rather than one round per level. 2. If you spend 6 additional power points, you can change places with one of your copies that is within close range (as if using dimension swap power) as an immediate action. You can do so only once per round. |
| cymbolik04-13-07, 10:36 AM | Probability Theory Clairsentience Level: Seer 5, psion/wilder 5 Display: Auditory, Visual Manifesting Time: 1 full round action Range: Touch Target: Creature touched Duration: 5 rounds +1 round/level (D) Saving Throw: Will negates (harmless) Power Resistance: Yes Power Points: Seer 9, psion/wilder 9 As you place your hand upon your target your mind is plunged into the endless possibilities of time. Reaching out, you draw upon one of these alternate futures and channel the strength of your target and one of these probable selves between each other, enveloping your target with a blurred image of its probable self superimposed over it. Maintaining concentration, you smile to yourself as your target surges forward, empowered by the possibility of greatness. Upon manifesting this power you have the option of improving one key feature of your target. This improvement takes the form of an insight bonus to one of the following choices: - +1 to attack and damage rolls - +1 to caster or manifester level and +1 damage to each dice rolled for damage caused by spells or powers that the target casts or manifests - +2 to all Skill checks and +5 to all modes of movement - +1 to AC and all saving throws When this power ends you become nauseated for a number of minutes equal to the duration of this power as the stresses of altering time and probability take their toll. Special: When a seer manifests this power they can choose to target themself and only require a standard action to manifest this power when doing so. This applies only if the seer is the singular target of this power. A seer only becomes nauseated when this power ends if they did not target themself. If the seer is the target of this power they become sickened instead of nauseated. Augment: You can augment this power in one or both of the following ways: 1.For every 3 additional power points you spend the bonus you choose to provide your target is increased by 1. In the case of the movement speed, this is increased by 5ft. 2.For every 2 additional power points you spend you may affect one more target with the same bonus. |
| cymbolik04-13-07, 10:39 AM | Power Struggle Psychokinesis Level: Psion/wilder 7 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature or object Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 15 You close your eyes and the world around you becomes quiet. In an instant your mind expands and you are able to view magical energies and psionic powers around you as objects which you can manipulate with the force of your own will. By focusing your will and expanding your higher conciousness you are able to detect psionic power currently active on your target and attempt to transfer the psionic power from that target's control. You become aware of all ongoing powers and spells affecting the target. Choose one power whose power level is not greater than your primary manifesting ability (Int, Wis, or Cha) minus 10, and make a manifester check (1d20 + your manifester level) against the power's manifester level. The DC for this manifester check is 11 + the power’s manifester level. If you succeed, you transfer a non-permanent power to a willing target or targets within range as determined by the original manifester's manifester level. The original duration is not affected and the power will end normally. If you transfer a power currently affected by incarnate or a similar power the power is merely suppressed on the target and transferred to the new target for 1d4 rounds. After this time the power ends for the new target and resumes functioning for the original target that it was transferred from initially; if you fail that power remains in effect and this power ends. When you transfer the power you do not have to pay any xp costs inherent in that power's manifestation costs. Augment: You can augment this power in one or more of the following ways: 1. If you spend 5 additional power points you can choose to transfer another power from the same target on another successful manifester check. Treat your manifester level as 5 lower than it is for purposes of this check. 2. If you spend 5 additional power points you can choose to affect a magic spell instead of a psionic power. You do not have to provide material components, xp costs or foci to transfer the spell. 3. For every additional power point you can increase your effective manifester level by 1 for purposes of the manifester check required by this power.. |
| Celsun04-13-07, 06:41 PM | As seen in The Matrix, Stargate SG-1, etc... Inertial Bubble Psychokinesis Level: Psion/Wilder 2, Psychic Warrior 2, Psychic Rogue 2 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) Power Points: 3 You surround yourself in an invisible bubble of force that saps inertia from incoming missiles. You gain DR 10/psionics against ranged weapons. If this power absorbs all the damage from a ranged attack, the missile stops in mid-air and then falls to the ground in your space. The power expires once it has absorbed a total of 10 points of damage per manifester level. Augment: For every two additional power points you spend, the DR provided by this power increases by 1. |
| Bacris07-12-07, 09:48 AM | Bump - because it would suck for this to get put in the archive :) |
| InkBlot07-14-07, 05:28 PM | In honor of a recently returning villain in Dominic Deegan: Oracle For Hire (http://www.dominic-deegan.com/) CRYOPLASM SHAPER [PSIONIC] You draw upon Elemental Cold to give your thoughts physical form. Prerequisites: Ability to manifest astral construct Benefits: When you manifest a metacreativity (creation) power, you can choose to use cryoplasm in place of ectoplasm. Your creation is made of ice or covered in frost, and is cold to the touch. If the power which deals damage, or targets one or more creatures, it deals an extra +1 point of cold damage per manifester level. An Astral Construct gains the cold subtype, immunity to cold, vulnerability to fire, and deals an extra +1 point of cold damage with it's natural attacks. |
| Asadeseth07-15-07, 01:17 AM | well here are a few of mine to add, warning however not all of them have been play tested. Any feedback would be apricated. Advance mind Telepathy Level: Psion/Wilder/Aurdent/Psychic Warrior/Divine Mind/ Lurk 3 Display: Me, V Manifesting Time: 1 standard action Range: Personal Target: You Duration: 5 round + 2 rounds per level Saving Throw: - Power Resistance: - Power Points: 5 Ausar rolled back his eyes and a lavender glow surrounded his head a moment of near an epiphany filled the area Using Advance mind you accelerate your mind to a more advance state increasing your mental porwes. When activated you gain a bonus +2 Intelligence, +2 Wisdom, +2 Charisma. The bonus stats do not give you any extra Power Points or any Spell slots but it dose effect the DCs of your Powers/Spells. Augment: 1: For each additional 4 power points the stat bonuses increases buy +2. 2: For an additional 6 power points you can extend the duration to 24 hrs. Cannibalization Psychometabolism [Death] Level: Psion/Wilder/Aurdent 9 Display: A, M, O, V Manifesting Time: 1 full action Rage: Touch Target: Creature touched Duration: 1 Round/2 levels Saving Throw: Will negates Power Resistance: yes Power Points: 17 Caraus grabbed the cleric's head "No, you WON'T be going to see your blasphemous god, I'll personally see to that". Caraus' hands began to distort the air around them like inverted heat waves, the smell of ash filling the air, his powers humm however was drowned out buy the screaming" Buy use of Cannibalization you gain the ability to consume others mind, body and soul, refreshing your Power Point pool as you do so. With a successful touch attack you may drain a target 1d4 levels, or ability score of your choice, for every point drained from the target creature you gain 1 power points. If you reduce the targets levels to 0 or if you reduce an ability score to 0 you consume the soul of the creature. A creature killed this way can not be resurrected with out the assistance of a wish AND a resurrection spell. You gain 200 XP multiplied the creatures level, the exp does not go in his normal exp pool however, instead it can only be sent to cover the exp costs of powers or spell that have an XP cost or on in item creation. Augment: 1. For an additional 2 power points you may increase the duration buy 1 round. 2. For an additional 4 power points you may increase the drain buy 1 point. For every additional 2 power points spent the DC to resist the power increases buy 1. Create Soul Shard Metacreativity (Creation) Level: Shaper 7 Display: Ma, Me, V Manifesting Time: 1 minute Range: 0ft Effect: One Soul Shard Duration: Perm Saving throw: - Power Resistance: - Power Points: 13, XP [I]Vahl'trala Harous drew from within her self, an azure mist came forth from her chest. With intense focus Vahl'trala forced the glowing vapor to crystallize between her hands Using Create Soul Shard brings into existence a soul shard, essentially an unformed new soul. Creating a Soul Shard draws from the manifestsers own Soul thus costing XP, this cost can not be reduced percentage wise though psionics/magic or feats, but can be substituted via ambrosia or the like. Soul Shards can be used for various things, paying off fiends, replacing XP cost for spells or item creation, paying off gp cost for item creation at GM discretion, creating living constructs, or for various other things that the GM might allow or come up with. A Soul Shard can't be partially used, any exp not used is waisted, and if the exp cost exceeds XP of the soul shards used, the user must pay the remainder normally. Some times a creature is killed in such a way as to damage the soul, such as being eaten buy a barghest. If a Soul Shard is used as a component in a resurrection of such a person the chance of success increases buy 25% per Sould Shard used. For Incarnum classes, Soul Shards are extremely valuable, each hard can be used to add an essenta to a soul meld, doing so uses up the Soul Shard however. XP Cost: The minimum cost for manifesting Create Soul Shard is 1,000 XP Augment: For every additional 2 PP you may create an additional soul shard, every additional Soul Shard cost and additional 1,000 XP Crisis of Digestion Telepathy (Compulsion)[Mind Effecting] Level: Telepath 1, Lurk 2 Display: Ma, O Manifesting Time: 1 standard action Range: 100 ft + 10 ft/level Area: one creature Duration: one round Saving Throw: Will negates Power Resistance: yes Power Points: 1/3 Caly bent over, vomit projected out of her mouth, another foul smell filled the air. Should the target fail his saving throw she/he will have a rather embarrassing reaction coming from at least one or both sides of the targets digestive system... which depends on how recently the target has eaten. Target is considered dazed for 1 round and is highly embarrassed Augment: For every additional 2 power points spent the target is considered dazed for 1 more round. For every additional 2 power points spent the DC to resist this power is raised buy 1. Fear Telepathy [Mind Effecting] Level: Psychic Warrior/Divine Mind/Lurk 3, Psion/Wilder/Aurdent 4 Display: Me Manifesting Time: 1 standard action Range: 30 ft Area: 30 ft spread centered on you Duration: 1 round/level, or 1 round Saving throw: Will partial Power Resistance: yes Power Points: 5/ 7 Tal didn't feel feel like fighting the Hobgoblins, but he was only 3'1" and couldn't bully his way past them. Fortunately Tal had other methods of dealing with these situations. All enemies in effected are suffer from the Fear effect as if buy the spell Fear. Gloom Telepathy [Mind Effecting] Level: Psion/Wilder/Aurdent 3, Psychic Warrior/Lurk 4 Display: A, Me Manifesting Time: 1 standard action Range: 30 ft Area: 30 ft spread centered on you Duration: 2 rounds/level Saving Throw: Will negates Power Resistance: Yes Power Points: 5/7 Tal smiled at the Lizardfolk, the sound of very sad... violins filled the area and the air seemed to become more... oppressive, suddenly the lizarfolk weren't so sure about this. Gloom creates an area of negative feeling, opponents with in it have and increased sense of dread, depression, Paranoia, and similar emotions. Opponents of the manifester who fail there saving throw suffer a -2 moral penalty to attack roles, damage roles, and saving throws. Augment: For and additional 2 power points you may increase the negative feeling marginally, bestowing a -2 moral penalty to your opponents AC and Intuitive. Know Strengths and Weakness Clairsentience Level: Seer 3, Psychic Warrior/Lurk 5 Display: V Manifesting Time: 1 Standard Action Range: 25 ft +5 ft/2 levels Area: one creature Duration: Instantaneous Saving Throw: will negates Power Resistance: - Power Points: 5/9 Randar's irises glowed a dark read and he smiled, he new how to handle this. You learn any vulnerabilities and resistances of the target creature has, Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype taking double damage from fire or a crystalline creature's vulnerability to the shatter spell). Resistances including any effects that reduce or negate the damage the creature takes and immunities to a particular attacks. The spell identifies resistances and vulnerabilities granted by spell effects. For example, if cast upon an Psion-Killer, you learn that it has all the construct defense, damage reduction 10/adamantine, and immunity to most powers. Life Force Strike Psychometabolism Level: Egoist 2 Display: Me, V Manifesting Time: 1 standard action Range: 100 ft +10 ft/level Effect: Ray Duration: instantaneous Saving Throw: no Power Resistance: no Power Points: 3 Halthor reached inside himself and with a feeling that was both painful and euphoric a burst of brilliant green light burst forth and tore into the vampire Life Force Strike requires the manifester to call forth his very life essence causing 1 points of damage. The result is a powerful positive energy attack that is capable of hurting negative energy being, such as undead, severely. The manifest must make a ranged touch attack to hit his target, if he succeeds he dose 4d6 points of positive energy damage. Life Force Strike bypasses any regeneration that an undead has and is capable of inflicting criticals on undead even though they are normally immune to criticals. Augment: For an additional 3 power points and 1 hit point spent you do an additional 2d6 points of damage. Maneuverability Psychoportation Level: Psychic Warrior 3, Nomad/Lurk 4 Display: A, Ma, O Manifesting Time: 1 swift action or 1 immediate action Range: Personal Target: You Duration: 1 round (see below) Effect: 5ft adjustment increases Saving Throw: - Power Resistance: - Power Points: 5/7 With a whoosh and the smell of roses Randar suddenly steeped left paired the blow that was about to kill the helpless child You may make up to two 5ft adjustments in your round, as opposed to one. These may be consecutively to a total of 10ft, or they may occur at any time within your round. You may not, however, use a move action to move as well as using this power, as normal. These adjustments never provoke attacks of opportunity, as normal. In addition because of your increased mobility you become very difficult to hit, gaining a +1 dodge bonus to your AC. If manifested as an immediate action, this power may be used to immediately gain a 5ft adjustment (providing you have made a total movement of only one 5ft adjustment in your previous turn) at any point, even when it is not your turn. This counts against your limit of one swift/immediate action per round, and this power does not allow you to use your normal 5ft adjustment when it is not your turn - only the additional 5ft adjustment this power grants. You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. Okay to be honest, i have some problems trying to figure this one out, i could use a hand filling in the holes. Augment: 1: For every additional 2 power points spent the duration increases buy 1 round 2: For every additional 2 power points spend you gain an additional +1 dodge bonus Meld Psychoportation Level: Lurk 3, Psion/Wilder/Aurdent/Psychic Warrior/Divine Mind 4 Display: M Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10min/Level Saveing Throw: - Power Resistance: - Power Points: 5/7 Tal walked up to and them into the wall leaving a light endoplasmic puddle where he had been. A few moments later the ectoplasm was gone and now all Tal need to do is wait. The purpose of the power Meld is to merge into solid objects giving your self a safe place to hide away in that is more or less undetectable with out the add of magic. Melding with an object dose not increase its volume, but it dose increase its mass buy your weight, you can not Meld into an object that you could not fit into was the object hollow. The max hardness of the object you can meld into is twice your manifester level, for example a level 7 Psion could meld with a hard stone statue but not a mythral one. When you Meld you leave behind not traces other than a thin sheet of ectoplasm that quickly evaporates making it next to impossible detect your presence in the object. You are not invulnerable however, you exist just one inch below the surface of the object, and should that layer of material be destroyed you are ejected, stunned for 1 round and take 4d6 points of damage. Should some one cast Phase Door on the object while you are in it, you are ejected, stunned for 1 round and take 8d6 points of damage. Augment: 1. For an additional 1 power point you may sink 1" lower into the object, making it harder to extract you. 2. For an additional 8 power points you may move though the object at a max moving rate of 5' per round. Mind over body Psychometabolism Level: Psion/Wilder/Aurdent/Psychic Warrior/Divine Mind/Lurk 3 Display: A, V Manifesting Time: 1 standard action Range: Personal Target: You Duration: 5 round + 2 rounds per level Saveing Throw: - Power Resistance: - Power Points: 5 A sound not unlike horns filled the area while blue light radiated from Randar, he was ready to battle. Using this power the psychic learns to channel psionic energy into you body, super charging you physical prowess. When activated you gain a bonus of +2 Strength, +2 Dexterity, and +2 Constitution. Augment: 1: For each additional 4 power points the stat bonuses increases buy +2. 2: For an additional 6 power points you can extend the duration to 24 hrs. Mind Scramble Telepathy [Mind Effecting] Level: Psion/Wilder/Aurdent 2 Display: A, Me, O Manifesting Time: 1 standard Action Range: 25 feet + 5 ft/2 levels Area: 1 creature Duration: instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 3 With a screech and the odder of smelling salts Auder, took down the reboils youth. "Time to take you home young one" You rearrange the targets mental structure chaotically and painfully causing 2d6 subdue points of damage and is dazed for 1d4 rounds. Augment: For every additional 2 power points you increase the damage 1d6 and increase the duration that the target is dazed buy 1 round. Every additional 2 additional power points spent increases the saving throw DC by 1. Muse Clairsentience Level: Psion/Wilder/Aurdent/Divine Mind 1 Display: A, Me Manifesting Time: 1 Full action Range: Personal Target: You Duration: 24hrs (see below) Saving Throw: - Power Resistance: - Power Points: 1 Ding! Auder had an epiphany. Buy manifesting this power you invoke the power of inspiration. The power lasts for 24 hrs or until the first skill role involved with creativity or art. The power gives you a +3 competence bonus to any skill check involving art or creativity such as painting a picture or coming up with a battle plan for an army. Augment: for every 3 additional power points spent you increase the bonus buy +1. Mysterious Traveler Telepathy [Mind Effecting] Level: Psion/Wilder/Aurdent/Psychic Warrior/Lurk 3 Display: Me Manifesting Time: 1 full round action Range: 30 Ft Area: 30 Ft spread centered on you Duration: 10 min/level Saving throw: Will negates Power Resistance: Yes Power Points: 5 Well your lordship I recon he was about average gnomish height and build... The power Mysterious Traveler sets up a sort of mental static that messes with peoples memories. When a creature enters the area of effect or is in the area of effect when the power is manifested they must make a Will save or be effected, the power still effects them if they move out of the area if they fail there save. The effect has little effect on the target while the creature under the influence of the power, but after the power ends the effected creature has a hard time recalling exact details. What parts of the target creatures memories of the event are up to the manifester, while this power does not completely negate the memory it dose make it vague and some what contradictory, this is a permanent effect and can not be dispelled. For example the manifest may want to have every one at the inn remember that 2 strangers walked into the establishment, but not remember why they started to fight, what ether exactly looked like, but they most likely will remember who won, and most their own private conversations around that time. Another example would be a psionistes leading an effected creature though the woods to a hidden cottage in the woods, later the effected creature would have no way to lead the kings men back to that cottage but would have full memory of the conversation that the 2 had on the way there. Augment For each additional 2 power points spent on this power the range increase buy 10 feet and the duration increases 10 min. For every 2 additional power points spent the DC to resist this power increases buy 1. Nova Psychokinesis Level: Kineticist 9 Display: A, V Manifesting Time: 1 standard action Range: 100 ft +10 ft/level Area: 100 ft +10 ft/level spread centered on you Duration:instantaneous Saving Throw: Reflex half Power Resistance: yes Power Points: 17 The Shade army were startled at the sudden appearance of the dark robed figure. From behind the white ceramic mask came the words "You'll never make it to the Dales." Then their world was flames. upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 13d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Cold: A nova of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a fortitude save instead of a reflex save. Electricity: Manifesting a Nova of this energy type provides a +2 bonus to the save DC and a + 2 bonus on manifester level checks for purpose of overcoming power resistance. Fire: A Nova of this energy type deals +1 point of damage per die. Sonic: A Nova of this energy type deals -1 point of damage per die and ignores an object's hardness. This power's subtype is the same as the type of energy you manifest Augment: For every additional point you spend, this power's damage increases buy one 1d6. For every 2 additional power points you spend the DC to save vrs this power is increased buy 1. Personal Mine Telepathy [Mind Effecting] Level: Psion/Wilder/Aurdent/Lurk 3 Display: Me Manifesting Time: 1 standard action Range: Personal (See Below) Target: You (See Below) Duration: 1 hour/ level or untill discharged Saving Throw: Will half Power Resistance: no Power Points: 5 Tah'hural peered though his crystal ball, he'll find the one who overstated his masters army, a few seconds later he was dead and blood was leaking from his head You set up an offensive deference against any one who attempts to effect your mind or scry on you. Once triggered your mind lashes out causing 2d10 points of damage to the creature that targeted you in a simlar manner to Mind thrust. Augment: For an additional 1 Power points you cause an additional 1d10 damage. Every additional 2 power points spent increases the DC to save vrs the power buy 1 Yes there is a power known as Mind Trap that is similar, but to be honest it has some serious problems, such as only really being effective against other psions. This version should make annoying Diviners of the Dark Lords think twice about spying on those who are destined to take them down. Phase Mind Psychoportation Level: Psion/Wilder/Psychic Warrior/Lurk 3 Display: Me, V Manifesting Time: 1 standard Action Range: Personal Target: You Duration: 1 round/level Saving Throw: - Power Resistance: - Power Points: 5 Randar charged the aberration, the scream from a psychic attack caused Randar's head to osculate some but didn't seem to slow him down in the least. Your mind becomes out of sync on the astral plane, causing you mind to become difficult to effect buy outside sources. While active any power that targets your mind or has your mind in its area of effect as well any scrying attempt upon you has a 50% chance to automatically fail. Powers that are transdimentional, such as those that have the transdimentional feet added to them, ignore the chance to fail. Postcognitive Tracking Clairsentience Level: Psion/Wilder/Aurdent/Psychic Warrior/Divine Mind/Lurk 2 Display: Me Manifesting Time: 1 Standard Action Range: Personal (See Below) Target: You (See Below) Duration: 1hr/level Saving Throw: - Power Resistance: - Power Points: 3 Tal touched the ground, ah the target fled north up the stream thinking to thow him off. Postcognitive Tracking allows you to track much like a Hunter or Ranger might, only you have the edge of being able to sense where the target had been through postcognetion. When combined with the tracking feet, you become one of the best trackers one is likely to find. With out the Tracking feet, this power simulates the abilities of the feet, however the ground is always considered firm ground, the creature is considered medium, rain and snow don't mater, nor dose poor visibility. In combination with the Tracking feet, this power takes on whole new worlds of ability, use all of the above conditions, except when the bonuses are superior, to those conditions, Augment: 1: Spend an additional 1 power points for a +1 insight bonus to tracking 2: Spend an additional 4 power points to be able to track at full movement rate instead of half. Power Shift Psychoportation Level: Psion/Wilder/Aurdent 7 Display: Me, V Manifesting Time: 1 Full round action Range: touch Target: object Duration: instantaneous Saving throw: fort neg. Power Resistance: - Power Points: 13 Ausar grabbed the corrupted sword, its profane energy's eating at him, with a flash of cyan blue and an inaudible gong the assault stopped. Power Shift draws the power out of Psionic/magical items for later use. The psychic draws out all of the power from an item, gaining back 75% of the XP used to make it. The exp does not go in his normal exp pool however, instead it can only be sent to cover the exp costs of powers or spell that have an XP cost or on in item creation. Augment: 1: For an additional 4 PP you get back 100% of the XP 2: For an additional 4 PP you can selectively target ability's of a magic item and not draw out all of its power. In addition, for every 4 additional power points you spend to achieve any of these effects, this power's save is increased buy 1. Reincarnate Psychoportation Level: Psion/Wilder/Ardent 4, Psychic Warrior/Lurk 5 Display: A, Me, O, V Manifesting Time: 1 full round action Range: Personal Target: You Duration: instantaneous Saving throw: none Power Resistance: none Power Points: 9/11 Caraus half laughed half coughed, spitting out blood as he did so. Glaring at the hero's who had thwarted him he cursed "You haven't herd the last of this". Randar Raised his sword to finish the vial Yuan-ti off, but before he could do so Caraus erupted into crimson red flames, giving off a surprisingly sweet smell and oddly euphoric rush. Within moments, Caraus' flesh burned completely away leaving all his possession's behind. Rendar chuckled "considerate of him to leave his stuff behind" Ausar looked at Rendar and commented "somehow I doubt he was being considerate at all" The power of Reincarnation is all about rebirth, its usually a last ditch effort to stave off death not buy rejecting it, but buy pushing though it. This power functions as the level 4 druid spell except as noted here. The use of this power causes the manifester to die and then 6+2d6 months later to be reborn in a new body. Half way though the new body's youth, which usually takes years, the originals memories and personality start to come back, however the recall of your former life is not perfect and your memory is of that life is fuzzy costing you 2 permanent levels. This process actually slowly starts the moment the manifester is reborn so the sudden influx is usually somewhat difficult to notice. The manifester of Reincarnate looses a level permanently buy using this power and can not be resurrected during the time between his rebirth unless as wish is also used. Augment: For an additional 2 points the body can be reborn in 1d6 months. Augment: For an additional 4 points your memory's return faster, you have them from the moment of birth, in addition you grow halfway though your youth in a week Augment: For an additional 2 points your past becomes less hazy and you only loose one level, for and additional 2 points beyond that your past life is crystal clear, you do not loose a level for using this power. Augment For an additional 2 points you can be born as the same race and gender, for an additional 2 points beyond that your reborn in a replica of your own body, do not re-roll stats. Shred Life Psychometabolism [Death] Level: Psion/Wilder/Aurdent/Psychic Warrior 3 Display: A, Me, O, V Manifesting Time: 1 standard action Range: Touch Area: Creature touched Duration: 1 round/levels Saving Throw: will half Power Resistance: yes Power Points: 5 A crackle of dark lighting surrounded the Cerebrilith's claws a faint smell of something rotten made the abyss feel even more terrifying. When you activate the power Shred Life you gain the ability to do just that with but a touch. When you touch a living opponent you taire into the very life force of the target rather painfully in a manner somewhat similar to a harm spell, except that it dose not heal undead, which are also ironically harmed buy this power. This power causes 2d6 points of damage on a successful touch attack dazed the opponent for 2 rounds, on a successful will save the target creature takes half damage and is not dazed. Augment: For every additional 2 power points spent the damage increases 1d6, the opponent is dazed for 1 additional round, and the DC to resist the power is increased buy 1 Sight of the Therd Eye Clairsentience Level: Psion/wilder/Aurdent 5 Display: V,Me,M Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10min/level Saving Throw: none Power Resistance: none Power Points: 9 Ausar's eyes began to glow, a third similar light appeared on his forehead, making what appeared to be a third eye, the basilisk was no threat to him now. You open your third eye chaukra and can now see out of it giving several benefits. While using this power you are immune to gaze attacks and blinding effects. Your powers of perception are enhanced buy the third eye, giving you blind sight 120' as well as a +4 bonus to all spot, search, discern motive checks and attempts to penetrate illusions. This power stacks with all over visual powers, and spells in magic transparency games, giving all visual enhancements to your third eye as well. Augment: Every additional 2 power points spent can be used to increase you bonuses to spot. search discern motive checks and attempts to penetrate illusions buy +1 Augment: Every additional 2 power points spent can be used to increase your blind sight ability buy 30' Silver Tongue Telepathy Level: Lurk 3, Psion/Wilder/Aurdent/Psychic Warrior/Divine Mind 4 Display: none Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10min/level Saving throw: no Power Resistance: - Power Points: 5/7 Tal looked at the city guardsman, his eyes unconcerned "I'm afraid I don't know what happened here." You become more socially adept at controlling people, it becomes easier to get them to do what you want. This power gives several bonuses, +20 competence bonus to bluff checks to pass of lies as the truth (but not to other uses of the bluff skill), and +5 competence bonus to diplomacy checks to make other targets friendlier to you. If a divination is attempted against you that would detect your lies of force you to speak the truth the caster/manifester must succeed on a caster level check against a DC of 10+ your manifester level to Succeed. Failure means the divination does not detect your lies of force you to speak only the truth. Augment: For every additional 1 PP spent you gain and additional +2 to your bluff checks and a 1 to your your diplomacy checks, in addition your manifester level increases for purposes for apposed manifester checks to divination checks or to force you to speak only the truth. Strength of the Land Psychometabolism [Good] Level: Psychic Warrior/Divine Mind 5 , Psion/wilder/Aurdent 6 Display: A, O, V Manifesting Time: 1 Standard action Range: Personal Target: You Duration: 1 min./level Saving Throw: - Power Resistance: - Power Points: 9/11 Green lighting cracked up Randar's body, the smell of earth rising from him. Motioning to the Eranys with his hand Randar looked the Eranys right in the eye "Bring it." You call forth energy from the land around you empowering your body to an incredible degree, capable of tearing apart monsters with your bare hands. Invoking this power However tends to draw attention from entity's tied to the land, such as druids and the fey, any with 1000 yards of the manifester will automatically notice the drain on the environment and will most likely come to investigate. While invoked the manifester Gains the following benefits: +6 sacred bonus to Strength, +2 sacred bonus to Dexterity, +4 sacred bonus to Constitution, +2 sacred bonus to natural armor, gain Power Resistance 5 +1 per level if you do not already have better. Augment: 1: Spend an additional 6 power points to manifest this power as a swift action 2: Spend an additional 6 power points to extend the duration to 24 hrs. Tesseract step Psychoportation Level: Nomad 8 Display: A, V Manifesting Time: Full round action Range: Personal (See Below) Target: You Duration: 1 round/level Saving Throw: none and will negates Power Resistance: No and Yes Power Points: 15 Brauk had been captain of the guard for 15 years but never had he seen anything like this, the gnome was latterly appearing and disappearing all over the place in small flashes. A small pop behind him was fallowed buy "oh common Brauk, just try to stop me" Buy activating this power you gain access to the 5th dimension, allowing you step across a distance with out actually cross it. This is effectively allows the manifester to use Teleport once per round as a move action. Augment: For an additional 4 points you can effectively use Greater Teleport instead of Teleport. White Fire Metacreativity (Creation)[Mind Effecting, Fire] Level: Shaper 5 Display: A,M,Me,V Manifesting Time: 1 Standard Action Range: 90 ft. +10 ft. per level Area: 20 ft. raidus +5ft. per 2 levels (see below) Duration: Instantaneous (see below) Saving Throw: Reflex half Power Resistance: No Power Points: 7 With an explosion of fire and ectoplasm Caraus filled the feast hall with death, a pyromaniac thrill filling him You create a field of white burring ectoplasm burring all it touches both physically and mentally, White fire is sticky, can not be suffocated, and can hurt many entities normally resistant to fire damage. White Fire causes 5d6 fire damage and 5d6 mental damage, the fire Damage ignores the first 5 points of fire resistance. The field of ectoplasm created has a 20 ft. radius +5ft. per 2 levels but can be reduce buy 5 foot increments down to just 5 feet at the manifesters desire. Augment: 1: For every additional 4 power points you spend the damage increased buy +1d6 fire damage, +1d6 Mental damage. 2: For every additional 1 power point you spend the fire resistance inored buy this power increases buy 5 points. 3: Fore every addtitional 2 points spent the white fire sticks to the targets it hits and causes continuing damage for 1 addtional round. Every round the damage caused is halved, round up. In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save is increased buy 1. |
| Andramadus07-16-07, 04:13 AM | Lesser Psionic Armor Metacreativity (Int) Level: Psion 1/Psychic Warrior 1 Duration: 10 minutes/level Power Points: 1 You infuse yourself with a set of astral armor or shield woven from astrial ectoplasm and light with your psionic energy. The armor gains one of the special abilities from magic or psionic armor tables of +1 enchantment. If you already have armor it simply forms a skin around it giving your armor the selected ability. If you have no armor for an additional power point you can boost your Astral to give you +4 to AC. This power may only be augmented by one point. Lesser Psionic Weapon Metacreativity (Int) Level: Psion 1/Psychic Warrior 1 Duration: 10 minutes/level Power Points: 1 You infuse your weapon with a astral glow of strands woven from astrial light and psionic energy. The weapon gains one or more special abilities from magic or psionic armor tables of +1 enchantment. If you already have a weapon it simply forms a skin around it giving your weapon the selected ability. If you have no weapon for an additional power point you can create your astral own astral weapon from ectoplasm. The weapon can have any look you wish but once shaped it stays in that form until it's duration expires, regargless of the weapons type it does 1d8 damage. Regardless of the type of effect you choose, wether coating your weapon or crafting one of ectoplasm they both can deliver your touch attacks upon strikeing your opponent. Characters with the soulknife prestige class may imbue their mindblade with this power. This power may only be augmented by one point. Psionic Armor Metacreativity (Int) Level: Psion 3/Psychic Warrior 3 Display: Vi, Au, Me Manifestation Time: 1 round. Range: Touch Duration: 10 minutes/level Power Points: 5 You infuse yourself with a set of astral armor or shield woven from astrial ectoplasm and light with your psionic energy. The armor gains two of the special abilities from magic or psionic armor tables of +3 enchantment or lower enchantment. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. If you already have armor it simply forms a skin around it giving your armor the selected abilitys. If you have no armor for an additional power point you can boost your Astral armor to give you +4 to AC. This power may only be augmented by one point. Psionic Weapon Metacreativity (Int) Level: Psion 3/Psychic Warrior 3 Display: Vi, Au, Me Manifestation Time: 1 round. Range: Touch Duration: 10 minutes/level Power Points: 5 You infuse your weapon with a astral glow of strands woven from astrial light and psionic energy. The weapon gains two special abilities from magic or psionic armor tables of +3 enchantment. The total market modifier of all bonuses and special abilities of the weapon cannot exceed +10. If you already have a weapon it simply forms a skin around it giving your weapon the selected abilitys. If you have no weapon for an additional power point you can create your astral own astral weapon from ectoplasm. The weapon can have any look you wish but once shaped it stays in that form until it's duration expires, regargless of the weapons type it does 1d8 damage. Regardless of the type of effect you choose, wether coating your weapon or crafting one of ectoplasm they both can deliver your touch attacks upon strikeing your opponent.. Characters with the soulknife prestige class may imbue their mindblade with this power. This power may only be augmented by one point. |
| Andramadus07-16-07, 04:34 AM | Psychokinesis Level: psion/wilder 2, Psychic warrior 2 Display: V Manifesting Time: 1 standard action Range: Special Area: Line of sight Duration:3 rounds per manifester level Saving Throw: none Power Resistance: none Power Points: 3 Breathing astral fire and light into your form, the psion starts to shine a radiant pure white flame. It starts burning with growing intensity, until the light becomes so strong that the psion cannot be watched directly. This blinding light is an incredible distraction to all enemies , but allies seem not to be bothered at all by it. The Blinding Light affects all enemies within the line of sight of the psion, who suffer a -5 penalty to all strikes (both for close combat and ranged attacks). Moreover the psion may not be the target of any missile fire as it is impossible to aim in his direction. Augment for every power point you augment this power enemy's recieve -1 to attack hit rolls. |
| Andramadus07-16-07, 07:08 AM | Psychokinesis Astral Wind Void Level: psion/wilder 3, Psychic warrior 3 Display: V Manifesting Time: 1 standard action Range: Cone or Circle Radius Area: 30ft +10 per manifester level Duration:Concentration Saving Throw: none Power Resistance: none Power Points: 5 You open a vortex into the astral plane sucking all within it's range into it. You may also choose if it is a cone with the ending point at your hand or a sphere pulling all into the central point. The power creates an severe vortex of air (approximately 50 mph) that originates from you, or a point you deginate affecting all creatures in its path. All within it's area of affect must succede on a strength check DC 20 or be swallowed into the astral realm. This power affects large and small creatures alike pulling all into it's central vortex regardless of size catagory. A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet, all the while being dragged twords the vortex. If flying, a Tiny or smaller creature is pulled in 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the vortex, or if flying are pulled in 1d6×10 feet. Medium creatures are unable to move away against the force of the vortex, or if flying are pulled in 1d6×5 feet. Large or larger creatures may move normally within a gust of wind effect if they make their strength check DC 20. A astral void can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a astral wind void. The force of the void automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a astral wind void can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, extinguish a large fire, overturn delicate awnings or hangings, heel over a small boat, and suck gases or vapors to the centre of its range. This power has the duration and as such doesnt end until you stop concentrating on maintaining the effect. While concentrating you may move the area of effect to target a different area. If your concentration is broken the power abruptly ends. Augment for every power point you augment this power enemy's recieve -1 to their strength check. |
| Andramadus07-16-07, 08:09 AM | Strength of One Psychometabolism Level : Psion/Wilder 2, Pschyic warrior 2 Display: A, V Manifesting Time: Standard Range: 30ft radius +10 per level Target: All Allies Duration: 3 rounds/level Saving Throw: none and will negates Power Resistance: No Power Points: 3 Buy activating this power you and all allies within the radius of the power gain a strength of 18 for the duration of the power. Those with a strength over may negate this power by force of will. This allows an entire group to effectively have the strength of 18 while they remain within the radius of the power, should they leave the radius their strength returns to normal. Augment: For every power point you spend the duration is increased another three rounds. |
| Andramadus07-16-07, 08:33 AM | Psychokinesis Stunning Lance Level: Psion/wilder 2 Display: visual Manifesting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will half; see text Power Resistance: Yes Power Points: 3 Your create a hovering lance of psionic energy, it immediatly darts at the target of your choice. The Draining Lance assaults your enemy dealing ability damage of a specified type selected by you. The target takes 1d4 points of ability damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round. Augment For every 4 additional power points you spend, this power’s ability damage increases by 1d4 points and its save DC increases by 2. |
| Andramadus07-16-07, 09:38 AM | Summon Crystal Swarm Metacreativity Level: Psion/Wilder 2, Psychic warrior2, Display: Vi, Au, Me Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 3 rounds per level Saving Throw: none Power Resistance: none Power Points: 3 You choose from two of types crystals flying spining blades or crawling blades on the ground. The type you choose is then summoned as a swarm of animated crystal blades. These crystals attack all your enemy's in the area of the power. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest enemy as best it can. The manifester has control over the target and direction of the swarms travel. Augment : For every 2 power points you spend you can summon another swarm of the same type. Flying Crystal Swarm Size/Type: Diminutive Construct (Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, wounding Special Qualities: Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes Environment: any Organization: Solitary, flight Challenge Rating: 2 Treasure: None Alignment: - Advancement: None Level Adjustment: — A crystal swarm is a group of constructs animated by astral energy. Combat A crystal swarm seeks to surround and attack any prey it's master encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Ex) Any living creature damaged by a crystal swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex) A crystal swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the crystal swarm (but swarm attacks ignore concealment). Skills A crystal swarm has a +4 bonus on Listen and Spot checks. Crawling Swarm Size/Type: Diminutive construct (Swarm) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., construct traits Saves: Fort +3, Ref +3, Will +0 Abilities: Str 1, Dex 17, Con 10, Int Ø, Wis 10, Cha 2 Skills: Climb +11, Listen +4, Spot +4 Environment: - Organization: - Challenge Rating: 1 Treasure: None Alignment: - Advancement: None Level Adjustment: — Combat A crawling swarm seeks to surround and attack any prey it's master encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Skills A crawling swarm has a +4 bonus on Hide and Spot checks and a +8 bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. |
| Andramadus07-16-07, 10:09 AM | Telepathy Intellect Devourer Level: Psion/Wilder 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 standard action Range: 30ft ray Saving throw: save for half dmg Power Resistance: none Power Points: 1 You fire a ray of psionic energy at your opponent. The ray drains your enemy dealing intelligence ability damage. The target takes 1d4 points of ability damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round. You also get one power point for every intelligence point drained. At no point may these temporary points exceed your daily allowed limit. Augment For every additional power point you spend, this power’s ability damage dice increases to one category larger 1d6, 1d8, 1d10, 1d12(max) and its save DC increases by 1. |
| Andramadus07-17-07, 02:29 AM | Summon Astral Monster Metacreativity Level: Psion/Wilder 2, Psychic warrior2, Display: Vi, Au, Me Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: 3 rounds per level Saving Throw: none Power Resistance: none Power Points: 3 You mentaly picture the creature you want to summon from astral energy's that creature is woven together for a short time to do your bidding. Creatures react as normal monsters to combat situations. They will fight loyaly to the death, as they are not real monsters but astral energy empowered by the caster. The monsters respond to the mental commands of the user of this power. The creature appears when you summon it, in the area of your choice. You may pick any monster as long as you have enough power points to pay for it's cost. More than one type of monster may also be chosen as long as you have the power points to cover the summoning cost. You can also summon multiple monsters of the same type of at an added cost. The Challenge Rating of the monster is the same cost in power points. For example a CR 1 monster costs one point and three can be summoned for three power points. A CR 10 monster is 10 power points. 1/2 CR and 1/3 CR monsters can also be summoned. For one power point two 1/2 CR monsters may be summoned, and 3 for 1/3 monsters. Augment : For every power point the number may be increased as noted above, and or the CR of monsters can be increased. |
| Andramadus07-17-07, 09:20 AM | Psychokinesis Power Missles Level: Psion/wilder 3 Display: visual Manifesting Time: 1 standard action Range: Medium (100 ft. +10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will half; see text Power Resistance: Yes Power Points: 5 Your create five deadly missles of psionic energy that streak out and strike your foe's unerringly for 1d6+2 damage each no save. You can target different opponents as to your wish. You select an energy type for your missles from the following fire, ice, wind, or earth. Depending on the type of energy you choose the effect is different. For every missle that hits the same target the save increases by one. All missles fired must be of the same type. To negate any of the following targets may make a reflex save. Those who fail their save suffer the following effect. Fire : Subject catches aflame with blinding light and suffers 1d6 fire damage each round. On the round following a direct hit, the target takes an additional 1d6 points of damage. Extinguishing the flames requires a full round action and a DC 15 Reflex save. They must also make a fortitude save DC 15 or be blinded from the intence light. Ice : Subject is encased in ice and rooted to the ground Encased creatures suffer 1d6 points of cold dmg each round. Ice encases the entire body holding them fast and causing them to become paralized until they break free. The creature can break free and move by using a full-round action to make a DC 20 Strength check. Wind : Subject is surrounded by a whirlwind, the wind whirls around the subject dealing 1d6 damage each round. Smaller creatures take double damage. Subjects caught in the wind spiral are unable to act until they break free of the whirlwind DC 15 reflex save. Earth : The earth swallows the subject encasing his body in constricting earth suffering 1d6 damage of crushing damage. Subjects swallowed into the earth are unable to act until they break free of the stony prison DC 20 strength check. Augment: For every power point you invest into this power you gain another missle. |
| PrinceDargon07-18-07, 11:56 AM | Years of violent cartoons (looney tunes, Tom & Jerry, etc.) have inspired this idea. Please not that this is my first attempt at creating a homebrew power, so any useul feedback would be nice. CRYSTAL ANVIL Metacreativity Level: Shaper 3 Display: Visual Manifesting Time: 1 standard action Duration: 1 round / lvl Range: Close: (25 ft. +10 ft. / lvl) Saving Throw: (see text) Power Resistance: None Power Points: 5 You create a 5ft sq. 500 lbs. anvil of crystal above a selected area which immediately falls to the ground and deals 3d6 points of damage to anyone under it. Anyone under the anvil can make a reflex save for half damage. If they fail the save, they are pinned under the block and must make a strength check each round to free themselves or take 1d6 crushing damage Augment: For every additional 2pp add 100 lbs to the weight of the anvil, increasing all damage by one step and the save DCs by 1 |
| AntiDjinn07-18-07, 11:54 PM | Erudite Power Mastery[Psionic] Prerequisite: Erudite level 3 Benefit: Chose one erudite power you know; manifesting that power no longer counts against your unique powers per day. If you have already allocated your unique powers per day, you may manifest the mastered power normally if you maintain focus. Special: You may take this feat multiple times, each time you select an addition power known to be mastered. Example: Matthias is 5th level, can use up to 3 unique powers per day, and has selected Time Hop for Erudite Power Mastery. He may manifest Time Hop, paying for it normally without it counting as one of his unique power per day. During the day he manifests Crystal Shard, Detect Hostile Intent, and Force Screen, allocating his unique powers per day and locking out all others. He may continue to manifest Time Hop so long as he is focused while doing so. |
| RavinRay07-19-07, 07:37 PM | CRYSTAL ANVIL You create a 5ft sq. 500 lbs. anvil of crystal above a selected area which immediately falls to the ground and deals 3d6 points of damage to anyone under it. That power is sooo open to abuse. :nonono: :schemes: The Sage mentioned in Dragon about a similar situation about teleporting or creating a heavy weight over the head of the PC's enemies, and strongly encouraging DM's to cap the damage. Otherwise, go ahead and use it. :evillaugh |
| Andramadus07-20-07, 09:08 AM | Psychokinesis Armor of None Level: Psion/wilder 3 Display: visual Manifesting Time: 1 standard action Range: Medium (30 ft. +10 ft./level) Target: Enemy's Duration: Instantaneous burst, 10 min per level Saving Throw: Reflex half; see text Power Resistance: Yes Power Points: 5 Psionic energy explodes from you swirling around your body like a coiling serpent it goes through all enemy's in a 30ft radius. Surprisingly it doesnt injure any of them, but they feel the protection their armor has been vastly diminished. This power attacks an enemy's armor class, stripping away protective natural armor, protections of all kinds, and dexterity. Enemy's Armor Class suffers -5d6 for 10 minutes per level of the manifester. Augment: For every power point you invest increase the Armor Class damage by 1d6 |
| Andramadus07-20-07, 09:23 AM | Psychokinesis Ray of Rust Level: Psion/wilder 2 Display: visual Manifesting Time: 1 standard action Range: Medium (30 ft. +10 ft./level) Target: Enemy Duration: Instantaneous Saving Throw: Reflex half; see text Power Resistance: Yes Power Points: 3 You channel energy into a ray of corrosive rust. You make a touch attack with the ray causing the targets metal to corrode, falling to pieces and becoming useless immediately (no save). The ray can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon or armor possessed by the target corrodes immediately(no save). Wooden, stone, and other nonmetallic weapons are unaffected. |
| Andramadus07-26-07, 08:33 AM | Psionic Enlarge Psychometabolism Level : Psion/Wilder 1, Pschyic warrior 1 Display: V Manifesting Time: Standard Range: 30ft radius +10 per level Target: Self or Target within range Duration: 2 min/level Saving Throw: none and will negates Power Resistance: No Power Points: 1 Using this power increases your size and strength up to one size category larger than your current size per level. At no time can your size be increased more category's than your level. Your strength also improves by +1 for every level of size you increase. Objects may also be increased in size, a thread made into a rope, a small rock made into a boulder as you toss it, an arrow shot becomes a lance etc... Your weapons also increase with you, and do not shrink if you loose them until the duration of the power ends. Potions and other magical materials still only affect a normal amount of people, a giant potion still only helps one person. Some tricks may be allowed, a magic carpet may hold more people, so too could a feather token boat. Augment: For every point you augment this power it increases by one size catagory and +1 to strength. |
| BobbyJim08-18-07, 11:26 PM | Andramadus, there is already a psionic power for increasing your size. Its a psychic warrior power called Expansion, and it increases your size category by ONE, or two if you augment it with 6 power points. It comes nowhere close to the size increase offered by Psionic Enlarge, which is the most broken power I have ever seen. EDIT: Most, if not all, of your other powers are broken or unbalanced. Some of them need a bit more work. |
| Andramadus08-20-07, 07:25 AM | EDIT: Most, if not all, of your other powers are broken or unbalanced. Some of them need a bit more work. MUHAHAHAHA... The brokeness will never stop! Pillar of Stone Psychokinesis Level: Psion/wilder 4 Display: Visual Manifesting Time: 1 standard action Range: 30ft. +10ft per level Effect: 10'-radius emanation centered target +5per level Duration: Permanent Saving Throw: Half and special Power Resistance: No Power Points: 7 You summpn elemental energy's to serve you createing a massive pillar of earth beneath your targets feet smashing into them and knocking them prone. Victims take 7d6 elemental earth damage from this attack reflex save for half. The pillar ascends 30ft +10 per level targets of the pillar are stunned for one round. The pillar under goes up at an astonishing rate target must also make a balance check the first round or fall from the elemental rock suffering falling damage. If this power is used underground or somewhere where there is a rooftop, the target is pinned to the cieling of his current environment and takes 1d6 damage per round he remains pinned. The target may make an escape artist check DC as the manifester of the power. The manifester can erect a pillar without inflicting damage as to his wish. Augment: For every power point you augment this power add 1d6 to the damage for the pillar and increase the DC by +1 |
| Andramadus08-20-07, 07:29 AM | Psychokinesis Telekenitic Animated Swarm Level: Psion/wilder 5 Display: visual Manifesting Time: 1 standard action Range: Medium (30 ft. +10 ft./level) Target: Objects not being used by others Duration: 3 min per level Saving Throw: none Power Resistance: none Power Points: 11 You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. The objects move at a fly speed of 60ft. poor. You can ride atop the animated swarm using them as transport. A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can animate 10 objects per manifester level. |
| Andramadus08-20-07, 07:48 AM | Metacreativity (Int) Damage Shield Level: Psion/wilder 4 Display: visual Manifesting Time: 1 swift action Range: Medium (30 ft. +20 ft./level) Target: line of sight Duration: 3 min per level Saving Throw: save for half Power Resistance: none Power Points: 7 You create a shield of protective force energy around yourself or a comrad as a swift action. The shield will absorb any damage being targeted at you to a maximum of 50 points of damage. The shield may also absorb damage you have previously taken at your option. Once the force shield has taken it's maximum damage it can at the users option explode outwards in a 10ft radius doing the same damage that it absorbed in a repulsing wave of force forcing all back 5ft per 10 points of damage it releases enemy's may make a reflex save for half damage. Augment: For every point you augment this power it gains another 10 points of resistanceand the duration increases by 2min. |
| Andramadus08-20-07, 07:51 AM | Not mine but here ya go Reflect Psychokinesis [Force] Level: Psion/wilder 2, psychic warrior 3 Display: Auditory Manifesting Time: 1 standard action Range: Close (25' + 5'/2 levels) Target: One creature or object (see text) Duration: 1 round (see text) Saving Throw: Will negates (harmless, object) Power Resistance: No (harmless, object) Power Points: 3, 5 You surround the target with a volatile shell of force, temporarily shielding it from attacks. This power negates the next attack or power that would affect the target, at which point this power's effect ends. Attacks are negated before any rolls are made, and powers are negated as though the manifester did not beat the target's spell resistance. This power can protect against traps and environmental effects, such as lava or a landslide, but the power does not move the target out of harm's way and only protects the target from a single effect (fire damage or bludgeoning damage respectively, the target would still suffer an additional 2 rounds of fire damage or be buried). A psychic warrior can only manifest this power with a range of Personal. Augment For every additional 6 power points spent, this power can protect the target from an additional effect before ending. |