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| calronmoonflower04-01-07, 12:50 AM | I've posted many of my psionic creation over the past month and am scraping the bottom of the barrel. So here what I have left in one shot. I Mantles. Includes alt mantle abilities for creation and life. As well as the new dragon mantle. II Powers. Includes Energy Touch, Hidden Potential, and Phantom Strike III Psionic Items. Includes various psionic items I have made. IV Special materrials. Include the special materrials Dark Crystal and Electrocite Crystal V Variant Class Features. Includes a psionic fighting style of a psychic ranger. VI Variant Classes. The final part of my post includes two varient classes. The psychic fighter and psychic ninja. I MANTLES CREATION, ALT Granted Ability: You gain a +5 enhancement bonus on all craft checks. DRAGON MANTLE Granted Ability: You gain Dragontouched feat as a bonus feat, even if you do not meet the prerequisites. In addition you may use draconic feats by manifesting powers and expending power points and manifesting powers. For a draconic feat that requires a power slot you may expend the power points equal to a power that you can manifest. For feats that activate when you cast a spell it activated when you manifest a power instead. For every 2 power points that you expend to augment that power the benefit is as if the power was 1 level higher. 1 Bite of the Wolf: Gain a bite attack for 1d8 damage. 1 Channel the Psychic Dragon A: Gain a bonus on skill checks and resistance based on chosen gem dragon. 1 Claws of the Beast A: Your hands become deadly claws. 1 Amethyst Burst A: Deal 2d6 points of damage in a 20 foot radius spread. 2 Animal Affinity** A: Gain a +4 enhancement to one ability score. 2 Dark Vision, Psionic: See 60 feet in total darkness. 4 Dragon Hearted: You gain an energy immunity and vulnerability, depending on your preference of red or white dragons. 4 Gemstone Breath A: Gain breath weapon usable each round based on chosen gem dragon. 5 Crystal Body: Your body becomes living crystal. 5 Sense of the Dragon, Psionic A: You gain dragon like senses. 6 Overland Flight, Psionic: You fly at a speed of 40 feet and can hustle overlong distances. 9 Metamorphosis, Greater X: Assume the shape any non-unique dragon each round. Unlike other manifesters you may only take the form of a creature with the dragon type. Aura: You and your allies natural are treated as magic weapon for over coming damage reduction. At 6th level and every 6 level there after you and your allies natural weapons gain a +1 enhancement bonus. LIFE MANTLE, ALT Granted Ability: Add heal to your class skills. Also when you stabilize a character with your heal skill you may immediately expend you psionic focus to heal that character of 1d6 points of damage. II Powers Energy Touch Psychokinesis [see text] Level: Psion/wilder 1, Psychic Warrior 1 Display: Auditory Manifesting Time: 1 Standard Action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: Reflex half or Fortitude half; see text Power Resistance: Yes Power Points: 1 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You touch is empowered with that energy type dealing 1d6 damage to the next creature or object you touch. Cold: With a touch of this type deals +1 points of damage per die. The saving throw to deduce damage from a Cold Touch is a fortitude save instead of a reflex save. Electricity: Manifesting a touch of this energy attack provides a +2 bonus to the save and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A touch of this energy type deals +1 points of damage per die. Sonic: A touch of this energy type deals -1 points 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, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by1. Hidden Potential Psychometabolism Level: Lurk 6, Psion 6, Psychic Warrior 6, Transcendent 5, Display: V Manifesting Time: 1 standard action Range: Personal Duration: 1 minute/level Target: Self Power Points: Lurk, Psion, Psychic Warrior 11, Transcendent 9 You gain a +4 enhancement to each of your ability scores. XP Cost: 10 Augment: For each extra 2 power points and 10 xp you expend one of your ability scores enhancement increases by another 1. Phantom Strike Psychokinesis (Force) Level: Psion/Wilder 3, Psychic Warrior 2 Display: Material and Visual Manifesting Time: 1 standard action Range: Personal/Touch (see text) Target: Weapon Touched, or You Duration: 1 round/level Saving Throw: Fortitude negates (harmless, object) and No (self) Power Resistance: None Power Points: Psion/Wilder 5, Psychic Warrior 3 You focus you power and infuse it into you weapon, causing it to surge with power. When you manifest this power you charge a manufactured weapon or natural weapon with a psychokinetically based force effect. Because of this the affected weapon has no chance to miss against incorporeal targets and can harm targets upon the ethereal plane. Augment: You may augment this power in one or both ways. If you augmented this power by at least 4 power points the duration increases to 1 minute/level. 1. You may spend an extra 2 power points the weapon deals an extra 1d6 points of force damage upon each successful hit. If you spend an extra 4 it deals the extra damage and bursts upon a successful critical hit dealing additional extra 1d10 in addition to its normal damage. 2. In addition if you spend an extra 4 power points the weapon gains becomes an incorporeal bane weapon. That is its enhancement bonus is increased by 2 and it deals a 2d6 points of damage against incorporeal creatures. III Psionic Items UNIVERSAL ITEMS Nerises’s Bladeless Sword: The strange item looks like the hilt of a sword except that where the blade should emerge a crystal is in its place instead. When a soul knife forms a mind blade in the same hand in which this item is held the mind blade increases in size by one step, without a penalty to the wielder, as the mind blade emerges from this item where the blade would normally be. If the wielder reshapes the mind blade this item changes shape to match the weapons proper hilt. Moderate Psychokinesis; ML 8th; Craft Psionic Arms and Armor, Craft Universal Item; creator must able to manifest a mind blade; Price 2,400 GP Ring of Mighty Powers: This ring grants an enhancement bonus of +1 to +5 an all its wearer powers that require either touch attack or ranged touch attacks as well as increase the DC check on those powers equal to half of the enhancement bonus. Faint Metacreativity; ML 5th; Craft Universal Item; Metaphysical Weapon, Creator’s manifester level must be at least three times the rings bonus; Price 6,000 GP (+1), 24,000 GP (+2), 54,000 GP (+3), 94,000 GP (+4), 150,000 GP (+5). Third Eye of Expanded Senses: This third eye greatly expands its wearers senses granting darkvision and elf sight as the powers. Faint Psychometabolism; Ml 5th; Craft Universal Item, dark vision and elf sight or creator must be an elf; Price 12,750 gp Third Eye of Expanded Senses, Greater: This third eye greatly expands its wearer’s senses granting darkvision and elf sight as the powers and a +10 bonus on all spot, listen, and search checks. These bonuses do not stack the bonuses granted by elf sight. Moderate Clairsentience and Psychometabolism; Ml 7th; Craft Universal Item, dark vision and elf sight or the creator must be an elf, creator must have 10 ranks in spot, listen and search; Price 23,660 gp EPIC Greater Suppression: An opponent or object struck by this kind of weapon is subject to a dispel psionics power (see page 94 of the Expanded Psionics Handbook). The wielder makes a dispel check (1d20 + manifester level, no maximum) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do only three times per day. Overwhelming Psychokinesis; ML 21st; Craft Psionic Arms and Armor; Craft Epic Psionic Arms and Armor; Dispel Psionics; Price +6 Psychokinetic Blast: Upon command, a psychokinetic weapon gleams from the inside with extremely lethal psionic energy. The energy does not harm the wielder. Such a weapon deals an extra 3d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage deduction. On a successful critical hit psychokinetic blast weapons deals and extra 6d4 damage (or an extra 9d4 if the critical multiplier is X3 or an extra 12d4 if the critical multiplier is X4). Bows, crossbows, and slings bestow this ability upon their ammunition, Overwhelming Psychokinesis; ML 21st; Craft Psionic Arms and Armor; Craft Epic Psionic Arms and Armor; concussion blast; Price +6 IV Special materrials Crystal, Dark: Dark crystal is black of obsidian, but reflects no light. A crystal of this type has a seemly unnatural affinity to psionic energy and usually is found is areas that have experienced prolonged seepage from the astral plane. It is also found in psionicly active planes. For most characters dark crystal weapons would seem no different from ordinary crystal weapons, but for a characters and creatures with the psionic subtype it can be something to be feared. When a character or creature with the psionic subtype is dealt damage by a dark crystal weapon they lose 1 power point and must make a will save equal to 10 + plus the damage dealt (only the base damage of the weapon contributes to the DC; additional damage from high strength or other sources do not increase the DC), or lose their psionic focus. Psionic enhancements to dark crystal are possible, but cost an extra 2,000 gp whenever they are enhanced. Any weapon made of dark crystal cost an extra 2,500 gp. Magical enchantments cost no extra. Armor could be theoretically be made of dark crystal, but as dark crystal is considered metallic druids cannot where it without giving up their spell casting abilities. Dark Crystal has 30 hit points per inch of thickness and a hardness of 10. Crystal, Electrocite: Dark blue and seeming glowing with an inner light, electrocite is a type of crystal found in highly magical area. It is known for its ability to disrupt and convert magical energies. Any creature with spells prepared, spell slot available, spell-like abilities, or damage reduction: cold iron that is struck by an electrocite weapon takes an extra point of damage. This extra damage is ectoplasmic in nature is not affected by damage reduction and stacks with the ectoplasmic ability. Also an electrocite weapon over comes damage reduction as if it is cold iron. Magical enhancements are possible to electrocite, but cost an extra 2,000 gp just like a cold iron weapon. Psionic enhancements can be added without penalty. Electrocite weapons cost an extra 1,000 gp to create. Armor could be theoretically be made of electrocite, but electrocite counts as a metal druids cannot wear where it without giving up their spell casting abilities. Electrocite has 30 hit points per inch and a hardness of 10. V Variant Class Features RANGER Psychic Fighting Style Not all ranger fight in the same manner. A few use their psychic abilities to back up their combat style. Prerequisite: A Power Point Reserve of at Least 1. Level: 2nd, 6th, and 11th Replaced: Combat Style, Improved Combat Style, and Combat Style Mastery Benefit: You can choose the psychic melee style or psychic ranged style. If you choose psychic melee style you gain Psionic Weapon as a bonus feat at 2nd level, Deep Impact at 6th level and Greater Psionic Weapon at 11th level even if you do not meet the prerequisites. If you choose psychic ranged style you gain Psionic Shot as a bonus feat at 2nd level, Dire Shot at 6th level and Greater Psionic Shot at 11th level even if you do not meet the prerequisites. VI Variant Classes VARIANT FIGHTER: PSYCHIC FIGHTER A psychic fighter combines combat prowess with psychic abilities to become an unparalleled engine of destruction. Class Features - Prerequisites: A power point reserve of at least 1. You may gain this class at the same level that you take a feat that grants power points. Example- At level 1 if you take Wild Talent as your 1st level feat you may take your first level in this class. - Skills: Add Concentration - Bonus feats: At 1st, 2nd level and every other level there after, they gain either a bonus feat from the fighters list or a psionic feat. They cannot gain feats that require levels of fighter unless they meet the minimum level requirements. This replaces a fighter’s normal bonus feats progression. VARIANT NINJA: PSYCHIC NINJA A psychic ninja uses the power of the mind instead of ki to enhance their combat potential. Base Save Bonuses: A psychic ninja gets both good reflex and will saves. Class Features - Psionics: A psychic ninja has the powers known and power points of a psychic warrior of the same level. They use their wisdom score to determine extra power points and highest level powers that they can manifest. They use the psychic warrior’s powers list, but they add Cloud Mind and Cloud Mind, Mass to their class list. - A psychic Ninja does not gain the Ki power, Ghost Step, Ki Dodge, Ghost Strike, Greater Ki Dodge, or Ghost Walk class features of a normal ninja. - If you wish to add further to psychic ninja’s psionic abilities to can replace every other +1d6 of the sudden attack class feature with a bonus psionic feat. |