Psionic Artificer Powers (PEACH) [Archive] - Wizards Community

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Ralp

07-23-07, 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.)
Ralp

07-24-07, 10:16 AM
I'm bumping this because any sort of feedback would be nice.
Ralp

08-02-07, 03:26 PM
This is worth one more bump
forsaken1111

08-02-07, 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_enchantress

08-03-07, 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.