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| Ralp07-23-07, 07:28 AM | I don't like how the Psionic Artificer still casts infusions like a spellcaster. So, I've done my best to convert the infusions to actual psionic powers. Here's all the infusions up to 4th level. If you're kind enough to comment on the balance of any of the powers, it might help to know I plan to give the Psionic Artificer the power point progression of a Psychic Warrior. Many of the powers have no flavor text, but the descriptions I did write I'm very happy with. (Except for crystalline construct, the mechanics of which I'm not happy with either. It's an attempt to give a power a costly material component without actually saying so.) Ablative Armor Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Armor touched Duration: 10 min./level or until discharged Power points: 1 The touched armor grants the wearer damage reduction 5/— vs. the next attack. Augment: For every additional power point spent, the damage reduction increases by 1. Adamantine Weapon No significant changes. Align Weapon Psychometabolism [see text] Level: Artificer 2 Display: Material and mental Manifesting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: Will negates (harmless; object) Power Resistance: Yes (harmless; object) Power points: 3 A single manufactured weapon, or group of up to 50 projectiles does chaotic, evil, good, or lawful damage for the spell's duration, for the purposes of overcoming damage resistance. When manifested, this power gains the descriptor of the chosen alignment(s). Augment: If you spend 3 additional power points, the target weapon can be aligned with one additional alignment type, but the two chosen alignments cannot be in opposition to one another. Anapsi Psychokinesis Level: Artificer 4 Display: Mental and visual, see text Manifesting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius spherical emanation, centered on you Duration: 1 round/level (D) Saving throw: None Power resistance: No Power points: 7 Similar to tuning a deep crystal shard to create a power sink, you instead tune an pocket of space itself to resonate with anti-psionic energy. A faint, immobile crystalline lattice shimmers around you and blocks all powers of 3rd level or lower. Such powers fail to affect any target located within the area. The area or effect of any such powers does not include the anapsi field; the psionic effects are actually shunted to the astral plane, where they diffuse harmlessly. Unlike a power sink, the duration of anapsi continues after absorbing a power. Excluded effects include psi-like abilities and powers as well as psi-like effects from items. However, any type of power can be manifested through or out of the anapsi field. Powers of 4th level and higher are not affected, nor are powers already in effect when anapsi is manifested. Anapsi can be dispelled by a targeted dispel psionics, but an area dispel psionics is absorbed. You can leave and return to the anapsi field without penalty. Augment: If you spend 6 additional power points, this power also blocks 4th level effects. (This power replaces the infusions Lesser Globe of Invulnerability and Globe of Invulnerability.) Animal Affinity Psychometabolism Level: Artificer 2 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Object touched Duration: 1 min./level Power points: 3 An object effected by this power grants to its wielder or wearer a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Augment: For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability. (This power replaces Bull's Strength and friends.) Armor Enhancement Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Armor or shield touched Duration: 10 min./level Power points: 1, XP (see text) The touched armor or shield gains an enhancement equal to +1 or up to 5,000 gp for the power's duration. Augment: If you spend additional power points and experience points, the enhancement granted can increase according to the following table: Additional Maximum Power points XP Cost enhancement ― ― +1 or 5,000 gp 1 5 +2 or 12,500 gp 2 10 +3 or 35,000 gp 3 15 +4 or 60,000 gp 4 20 +5 or 100,000 gp (This power replaces the infusions Lesser Armor Enhancement, Armor Enhancement, and Greater Armor Enhancement.) Blast Rod Psychokinesis [see text] Level: Artificer 3 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Rod touched Duration: 10 min./level or until discharged Saving Throw: None (object) Power Resistance: No; see text Power points: 5 You choose a type of energy (cold, electricity, fire, or sonic) and store it within a rod, then unleash it in rays of destructive power. The blast rod can deal a total of 5d6 points of damage, either focused into a single blast or divided up among multiple blasts. To use the rod, you designate how many dice of damage you wish to release, then make a ranged touch attack as a standard action against any target within 60 feet. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod. Power resistance applies to targets struck by a ray from a blast rod. Cold: A ray of this energy type deals +1 point of damage per die. Electricity: A ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray 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 power point you spend, you store one additional die (d6) of damage in the rod. Chill Metal Removed, but see heat metal. Construct Energy Ward Psychometabolism [see text] Level: Artificer 3 Range: Touch Target: One construct touched Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power points: 5 As energy adaption, specified, except as noted here. Construct Energy Ward, Greater No significant changes. (Note that the infusion is not similar to energy adaptation.) Construct Essence Psychometabolism Level: Artificer 2 Display: Material and mental Manifesting Time: 1 standard action Range: Touch Target: Living construct touched Duration: 1 min./level Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power points: 3 The touched living construct gains the following benefits: 1. Moderate fortification (negates critical hits and sneak attacks 75% of the time) 2. Low-Light Vision 3. Immunity to nonlethal damage and stunning Special: If this power is manfest upon a target under the effect of humanoid essence of greater or equal level, the humanoid essence effect is dispelled. If this power is manfest upon a target under the effect of humanoid essence of lesser or equal level, this power does not take effect. Augment: For every 2 additional power points you spend, this power is considered one level higher when in conflict with a humanoid essence effect. In addition, if you spend 8 additional power points, the target also gains all the following benefits: 4. Heavy Fortification (Immunity to critical hits and sneak attacks) 5. Darkvision 60' 6. Immunity to ability damage, ability drain, death effects, and Necromancy effects. (This power replaces Lesser Construct Essence and Construct Essence from Races of Eberron.) Crystalline Construct Psychometabolism Level: Artificer 3 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Deep crystals held, see text Duration: 10 min./level or until discharged Saving Throw: Will negates (object) Power Resistance: No (object) Power points: 5 You tune one or more deep crystal shards with a psionic resonance (up to 10gp worth of deep crystal per manifester level). When you finish manifesting this power, the crystal shatters into fine powder, which can be applied to the surface of a construct as a full round action that provokes attacks of opportunity. The crystalline powder infuses and hardens the armor surface, granting its wearer DR 5 / adamantine for the remainder of the power's duration. For every 10gp of deep crystal targeted by this power, 10 points of damage can be blocked by the granted damage reduction. The power is discharged when it has prevented damage equal to the value of crystal used. If this power ends without absorbing the maximum amount of damage, the remaining crystal (1gp worth for every remaining point of damage) solidifies into fine deep crystal shards which form on the surface of the construct and fall off. Augment: For every 2 additional power points you spend, the damage reduction increases by 1. This does not change the maximum total damage that can be absorbed. (This power replaces the infusion Stone Construct.) Ectoplasmic Shield Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Touch or 20', see text Target: Object touched or objects, see text Duration: 1 min./level Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power points: 1 The touched object emits a psionic aura that surrounds the wearer with a shimmering layer of ectoplasm, granting a +1 deflection bonus to AC. Augment: For every 3 additional power points you spend, the deflection bonus increases by 1, up to a maximum bonus of +5. In addition, if you spend 7 additional power points, you can instead target one object worn by each ally in a 20' radius. (This power replaces the infusions Shield of Faith and Shield of Faith, Legion's.) Elemental Prod No significant changes Energy Alteration No significant changes. Enhancement Alteration No significant changes. Heat Metal Substitute Matter Agitation as a level 2 Artificer power. Humanoid Essence Psychometabolism Level: Artificer 3 Display: Material and mental Manifesting Time: 1 standard action Range: Touch Target: One construct touched Duration: 1 min./level Saving Throw: Will negates Power Resistance: Yes Power points: 5 The touched construct (including a living construct) gains the following benefit: 1. Gains full benefit from Conjuration(healing) spells and Psychometabolism(healing) powers. Special: If this power is manfest upon a target under the effect of construct essence of greater or equal level, the construct essence effect is dispelled. If this power is manfest upon a target under the effect of construct essence of lesser or equal level, this power does not take effect. Augment: For every 2 additional power points you spend, the save DC increases by 1, and the power is considered 1 level higher when in conflict with a construct essence effect. In addition, if you spend 3 additional power points, the target also suffers the following penalties: 2. Loses racial immunity to critical hits, sneak attacks, nonlethal damage, stunning, ability damage, ability drain, death effects, and Necromancy effects. 3. A Warforged effected by this power loses its Racial Fortification. In addition, if you spend 9 additional power points, the target also gains the following effects: 4. Creature type changes to Humanoid and can be targeted as such. 5. Loses racial immunity to fatigue, exhaustion, energy drain, mind-effecting effects, poison, paralysis, and disease. (This power replaces Humanoid Essence series of infusions from Races of Eberron.) Identify Substitute Identify, Psionic as a level 2 Artificer power (instead of level 1). Indisputable Possession Psychoportation (teleportation) Level: Artificer 1 Display: Material and visual Manifesting Time: 1 minute Range: Touch Target: Object touched Duration: 10 min./level Saving Throw: Will negates; see text Power Resistance: No Power points: 1 Call back the infused object to hand as a move action. The power ends if the target object is out of reach for more than 1 minute. If the item is held/worn (but not if only being carried) when called for, the holder can make a Will save to negate. Augment: For every 3 additional power points you spend, the save DC increases by 1. In addition, if you spend 12 additional power points, you can manifest this power as a standard action on an object you can see within Range: Medium, but a duration of only 1 round. Inflict Damage Psychoportation (teleportation) Level: Artificer 1 Display: Material and visual Manifesting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power points: 1 The touched construct takes 1d8 points of damage + 1 damage per level. Augment: For every 2 additional power points you spend, this power inflicts an additional 1d8 points of damage. (This power replaces the infusions Inflict Light Damage, et al.) Iron Construct No significant changes. Item Alteration No significant changes. Light No significant changes Lucky Blade No significant changes Lucky Cape No significant changes. Magic Weapon and Greater Magic Weapon Substitute Metaphysical Weapon. Metapsionic Item Psychometabolism Level: Artificer 1 Display: Auditory and material Manifesting Time: 1 round Range: Touch Target: Item touched Duration: 1 round/level or until discharged Power points: 1 Choose any metapsionic feat that you know with an adjustment of up to 1 power point. You apply the effects of that feat to the targeted power completion item (i.e., a power stone). This item functions with the feat applied for others as well as the manifester until discharged. Augment: For every additional power point you spend, the maximum adjustment of the applied metapsionic feat increases by 1. In addition, if you spend 4 additional power points, this power can be manifested on a power trigger item as well (such as a psicrown or dorje). When manifested in this way, this power does not discharge unless all charges are exhausted from the item. (This power replaces the infusions Metamagic Scroll and Metamagic Item.) Minor Creation Substitute Minor Creation, Psionic as a level 4 Artificer power. Multiplex Psychometabolism Level: Artificer 4 Display: Same as powers combined, see text Manifesting Time: 1 minute or 1 round, see text Range: Touch Target: Object touched Duration: Instantaneous Power points: 7 The touched object is infused with any combination of known powers with a maximum total cost of 3 power points. The combined powers take effect simultaneously as if you manifest each one individually. You do not actually spend power points to manifest these powers; their cost is subsumed by manifesting multiplex. Each power must have a manifesting time of 1 minute or less. The target object must be a valid target for each individual power being combined. For example, this combination could be three 1st level powers, or one 2nd level power, or one 1st level power augmented by 2 additional power points. You can also apply any known metapsionic feats to the combined powers, but this potentially increases their equivalent power point cost, and you must still expend your psionic focus separately for each power you modify. Alternatively, you can manifest this power in 1 round by expending your psionic focus, but the duration of each combined power decreases to 1 round per level (or less, if the duration would have been less). Augment: For every 3 additional power points you spend, the maximum total power point cost of the combined powers increases by 2. (This power replaces Concurrent Infusions, from Magic of Eberron.) Power Sink Psychokinesis Level: Artificer 3 Display: Material and mental Manifesting Time: 1 minute Range: Touch Target: Touched shard of deep crystal worth at least 25gp Duration: 10 min./level Power points: 5 A power sink takes advantage of deep crystal's innate psionic resonance, tuning the shard so that it readily absorbs the energy of a psionic power. The next spell, power, spell-like ability, or psi-like ability of 3rd level or lower that targets the bearer of the power sink is absorbed into the crystal and has no effect. Only effects that target a single creature or object, or orbs or rays directed at the bearer, can be absorbed. Once the power sink has absorbed a power or spell, the power expires and the crystal disintegrates. It requires no action to absorb a power, but you must have the crystal in hand. A power sink does not discriminate between harmful or beneficial effects, and will just as readily absorb a cure light wounds spell as vampiric touch (though a character could temporarily put away or set aside the power sink to receive a beneficial spell). A character can only benefit from one power sink at any given time. If more than one affected crystal is carried, they will all activate (and be destroyed) by the first spell to target the bearer. Augment: For every 3 additional power points you spend, the maximum effect level that can be negated increases by 1. (This power replaces Spell Snare, from Magic of Eberron.) Power Storing Item Name changed from Spell Storing Item, no significant changes. Power Surge Psychometabolism Level: Artificer 3 Display: Auditory and material Manifesting Time: 1 standard action Range: Touch Target: Item touched, see text Duration: 1 min./level Power points: 5, XP You can manifest this power to add temporary charges to power trigger or spell trigger items in two ways: 1. If you target a dorje with this power, the dorje gains one temporary charge. If not used before the duration ends, the extra charge is lost. The experience point cost of this power is 5 times the highest power level (or spell level) stored in the target item. Augment: If you spend an additional 2 power points, you can instead target a wand or staff. In addition, for every 3 additional power points you spend, the target item gains an additional temporary charge. Applying this augment does not increase the XP cost. 2. Alternatively, if you target a psicrown with this power, the psicrown gains 1 temporary power point. If not used before the duration ends, the extra power point is lost. The experience point cost of this power is 5 times the highest power level stored in the psicrown. Augment: For every additional power point you spend, the target item gains an additional power point. Applying this augment does not increase the XP cost. Psionic Stone Psychokinesis Level: Artificer 1 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Pebbles touched Duration: 30 min. or until discharged Power points: 1 Up to 3 pebbles gain a +1 enhancement bonus to attack and deal 1d6+1 damage, or 2d6+2 to constructs. Range increment is 20'. Augment: For every additional power point you spend, this power can infuse an additional pebble. In addition, if you spend 2 additional power points, the pebbles inflict 2d6+2 damage to undead. (This power replaces the infusion Magic Stone.) Psionic Vestment Psychometabolism Level: Artificer 1 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Armor, shield, or clothing touched Duration: 1 hour/level Power points: 1 Armor, shield, or clothes gain +1 enhancement bonus to AC. Augment: For every 2 additional power points you spend, the enhancement bonus increases by 1, up to a maximum of +5. (This power replaces the infusion Magic Vestment.) Reinforce Construct Psychometabolism Level: Artificer 2 Display: Material and olfactory Manifesting Time: 1 standard action Range: Touch Target: One construct touched Duration: 1 hour/level or until discharged Saving Throw: Will negates (harmless) Power Resistance: No Power points: 3 The touched construct gains 1d6 temporary hit points. Augment: For every 2 additional power points you spend, the target gains another 1d6 temporary hit points. Repair Damage Metacreativity Level: Artificer 1 Display: Material and visual Manifesting Time: 1 standard action Range: Touch Target: Construct touched Duration: Instantaneous Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power points: 1 The touched construct (with at least 1 hp) or living construct (at -9 hp or higher) is repaired 1d8 points of damage, +1 point per level. Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage. (This power replaces the infusions Repair Light Damage, et al.) Resistance Item Psychometabolism Level: Artificer 1 Display: Material Manifesting Time: 1 round Range: Touch Target: Object touched Duration: 10 min./level Power points: 1 The touched item grants its wearer a +1 resistance bonus on saving throws for the duration. Augment: For every 3 additional power points you spend, the resistance bonus increases by 1, up to a maximum bonus of +5. Skill Enhancement Clairsentience Level: Artificer 1 Display: Material and mental Manifesting Time: 1 round Range: Touch Target: Item touched Duration: 10 min./level Power points: 1 The touched item grants its wearer or user a +2 circumstance bonus on one skill check, determined when this power is manifested. Augment: For every 2 additional power points you spend, the circumstance bonus increases by 1. Suppress Requirement No significant changes. Timed Tattoo Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Potion, oil, or tattoo touched Duration: 10 min./level or until discharged Power points: 1 Delays the effect of a touched magical potion, oil, or psionic tattoo until activated as a swift action by the creature it is applied to. If applied to an object, its wielder has control of activation. If not used by the duration's end, the effect of the potion or tattoo activates automatically. (This power replaces the infusion Pending Potion.) Toughen Construct Metacreativity Level: Artificer 2 Display: Material and olfactory Manifesting Time: 1 standard action Range: Touch Target: One construct touched Duration: 10 min./level Saving Throw: None Power Resistance: Yes (harmless) Power points: 3 The touched construct receives a +2 enhancement bonus to natural armor. Augment: For every 3 additional power points you spend, the enhancement bonus to natural armor increases by 1, up to a maximum bonus of +5. Unseen Crafter No significant changes. Weapon Augmentation Psychometabolism Level: Artificer 1 Display: Material and olfactory Manifesting Time: 1 minute Range: Touch Target: Weapon touched Duration: 10 min./level Power points: 1, XP (see text) The touched manufactured weapon gains a single enhancement equal to +1 or up to 10,000 gp for the power's duration. Only the manifester can gain the benefit of this enhancement. Alternatively, this power can be targeted on one of your natural weapons, but only if you are a construct. A group of up to 50 projectiles (such as a set of arrows) can also be enhanced by a single use of this power, though each projectile loses the enhancement when fired once. Special: For the purposes of this power, Bane is considered a +2 enhancement. Augment: If you spend 2 additional power points, anyone weilding the effected weapon can benefit from the enhancement. In addition, you may spend power points and experience points to increase the enhancement granted according to the following table: (For this power, experience points may instead be drawn from the manifester's Craft Reserve.) Additional Maximum Power points XP Cost enhancement ― ― +1 or 10,000 gp 4 10 +2 or 25,000 gp 6 20 +3 or 70,000 gp 9 35 +4 or 120,000 gp 12 40 +5 or 200,000 gp (This power replaces several infusions, including Personal Weapon Augmentation, Natural Weapon Augmentation, Greater Weapon Augmentation, etc.) |
| Ralp07-24-07, 10:16 AM | I'm bumping this because any sort of feedback would be nice. |
| Ralp08-02-07, 03:26 PM | This is worth one more bump |
| forsaken111108-02-07, 03:30 PM | It looks fine, but I found nothing wrong with the psionic artificer as printed. You've fixed something which wasn't broken, but your fix looks ok. |
| pale_enchantress08-03-07, 02:23 AM | You put a lot of work into this and I would indeed prefer a PP based psionic artificier. It's not that big a deal to be and since I have spell-like psi-artificier allready in my DM genie (a program i use to play and organize with) I probably wont use this varriiant of a varriant even though I like it better. |