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| AstralFireIX10-31-07, 05:08 PM | Criticism wanted. Psions, Psychic Warriors, and Ardents can take these two, but they're definitely designed for the Wilder. Puppet Self Psychokinesis Level: Psion/Wilder 6 Display: Material Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 min/level (D) Saving Throw: None Power Resistance: None Power Points: 11 Silvery threads of energy sprout from the base of your neck and attach themselves to every joint in your body. (Thematically similar to the Control Body power). Your base attack bonus improves by 2, and you gain a bonus on your initiative, reflex saves, attack, damage and Armor Class equal to your Charisma modifier. Any skills which use Strength or Dexterity use Charisma instead, for the duration of the power. For the duration of this power, you are treated as having the Combat Expertise, Power Attack, Whirlwind Attack, Improved Unarmed Strike, and Improved Grapple feats. You lose the ability to manifest or cast spells; however, any ability which would normally impede your flesh is ignored for the duration of the power. As a result, Wilders are not affected by Psychic Enervation if they trigger it when manifesting this power, although they would still not gain the benefit of their Surging Euphoria class feature. While Puppet Self is active, you become somewhat immune to the Disabled, Exhausted, Fatigued, Helpless, Nauseated, Paralyzed, Sickened, and Staggered conditions, as your mind overrides the weaknesses of your body. When you are afflicted with one of these conditions, you may opt to take a Concentration check to ignore it, once per round per source of the affliction. The DC for the check is (25+1 for every successful check made since you manifested the power). Should you succeed, you take a point of Constitution damage instead, as you bend and move your bodies in unnatural ways to ignore the impediments imposed by your condition. Furthermore, you do not suffer ill effects if your Strength, Constitution or Dexterity scores drop to 0 while this power is manifested. You are nearly impossible to stop as a result. (You still can be made unconscious by any of your mental ability scores dropping to 0.) While this power is active, you take no ill effects or penalties for being below 1 hit point; even if you are reduced to -10 Hit Points, you will not die or be involuntarily stopped as long as this power is active, your brain remains intact and there are limbs which can be manipulated; even simply severing the head will not be sufficient if the head remains in the same plane as the majority of the limbs. Being reduced to 0 or less hit points by a Disintegrate power or similar effect while under this power's influence will still immediately kill you, however, as will supernatural death effects and negative levels exceeding your Hit Dice. These conditions still affect your body; it should be noted that you are simply ignoring them. Immediately when the power ends, every condition which you chose to suppress previously takes full effect, assuming that they have not run out before the power did. Regardless, you become paralyzed after the power ends, and cannot manifest powers again. Both of these conditions persist until you have had eight hours of rest. (A successful DC 20 Heal check by an attendant can reduce the time needed to rest afterwards to 4 hours; this number reduces by half for every 10 points higher the attendant reaches, to a minimum of half an hour at DC 50.) If you are ever Stunned, Dazed, or Dominated while this power is manifested, it immediately ends. If someone successfully manifests 'Control Body' on you while this power is manifested, you engage in a battle of will with the manifester; every round, you must make an opposed Effective Manifester Level check to decide who is in control for the round. Augment: For every 3 additional power points you spend, you gain another +1 bonus to your Base Attack Bonus for the duration of the power. Create Mindblade Metacreativity (Creation) Level: Psion/wilder 1, Psychic Warrior 1 Display: Visual and Auditory Manifesting Time: 1 move action Range: Personal Effect: One weapon; see text. Duration: 1 hour/level or until sundered or released; see text. Saving Throw: None Power Resistance: No Power Points: 1 You create a semi-solid blade composed of psychic energy from your mind. This weapon is identical in all ways (except visually) to a one-handed or light weapon of a size appropriate to its wielder; you must have proficiency in the weapon you choose to create. Feats applicable to a Soulknife's mindblade or the specific weapon it mimics are also applicable here. The blade can be broken (it has hardness 10 and 10 hit points); this ends the power. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it, but the weapon was not designed to be thrown, and takes according penalties.) Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to sustain your mind blade by making a DC 25 Manifester Level check (use the Manifester level used to conjured the weapon). On a successful save, you maintain your mind blade for a number of rounds equal to your manifester level before you need to check again. On an unsuccessful attempt, the mind blade vanishes. As a side-effect of the surge of will that goes into making this blade, you are immune to any daze effects for the next round after you manifest this power. Augment: You can augment this power in one or more of the following ways. 1) If you spend 2 additional power points, the mindblade doubles as a thrown weapon with a range increment of thirty feet. It still dissipates after the attack. 2) If you spend 2 additional power points, the mindblade can be manifested as a free action. 3) If you spend 8 additional power points, you gain both of the above effects. In addition, the mindblade power now only ends when its duration is over, or it has been broken. Throwing the weapon no longer ends the power; the weapon immediately psychoports back into your hand. This also means that the blade can be thrown multiple times in one round, as many as your base attack bonus. 4) For every additional point you spend in this manner, the mindblade gains 1 Hardness and Hit Point. 5) If you spend 16 additional power points, the mindblade becomes a Vorpal Weapon. If it is not slashing, it gains a Resonating (Bludgeoning) or Impaling (Piercing) effect that functions identically. Any creature immune to the effects of a Vorpal Weapon is immune to the Resonating or Impaling effect as well. In addition, for every 4 additional power points you spend to achieve any of these effects, this weapon gains a +1 Enhancement bonus to Attack and Damage. |
| kymaera10-31-07, 05:45 PM | Comparing Puppet Self to the Transformation spell, it's obvious that it's way more powerful just from: - duration (minutes vs rounds) - casting/manifesting time (standard vs swift) - immunities - feats gained etc. Create Mindblade - only if you're removing the soulknife from your campaign. |
| AstralFireIX10-31-07, 05:58 PM | Tenser's Transformation is acknowledged by most to be weak, however, and gives you bonuses to your physical stats, AC, and Fort Saves (which matches this power) - but it also doesn't exhaust you upon the spell end. This power is a double-edged sword that can easily kill you, especially if dispelled. A single dispel on anyone with this power on, and the fight is over for them. Mindblade is intending to replace the Soulknife class, yes. |
| Lokathor10-31-07, 07:11 PM | Feats applicable to a Soulknife's mindblade or a shortsword are also applicable here. (But you may make this weapon appear to be any similarly sized slashing weapon.) Shortswords are piercing, not slashing. Also, being stuck with a shortsword forever isn't as cool. |
| Sagetim10-31-07, 07:35 PM | A few years ago I thought of a psionic version of tensers transformation. However, rather than be a copy cat and use fighter as the base, I made it level 7 and used monk as the base. I think it gave (it was 3.0): Monk unarmed attacks and attack bonus. Monk unarmed damage. 2d4 wisdom and dexterity monk AC bonus and wisdom bonus to AC. prevented all but level 1 psionic powers from being used. to convert it to 3.5... same as above, but: prevent 1st level powers from being augmented. If psionically focused during the power, you may use monk speed at the same level of your ML. If focused during the power, you gain the benefits of evasion. If you gain a focus during the power (or start with one before activating the power) you may not expend it until the end of the power. You MAY expend it to activate metapsionic feats in conjunction with the power. augments: for ? pp, add +2d4 to str score for duration of power. for ? pp, unarmed strike hits as a magic weapon, (as well as augments to give silver, cold iron, mithril, adamant, or enhancement bonus strikes). |
| AstralFireIX11-01-07, 09:47 AM | Updated puppet greatly, and mindblade somewhat. |