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8 months ago  ::  Sep 24, 2012 - 6:14PM #11
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Psionic Feats

Shape Psi-Blade (Metapsionic)
The battle mind is able to alter their psi-blade so that it deals different types of damage.
Prerequisite: Psi-Blade ability, at least 2 power points in reserve
Benefit: By spending one power point while activating the psi-blade, the battle mind is able to change the damage type to either bludgeoning or slashing. The battle mind can alter the damage type again once a round as a move equivalent action costing 1 power point, but must maintain at least 2 power points in reserve.

Latent Psychic (Psionic)
You have discovered that you have limited psionic abilities.
Prerequisite: Wild Talent (d20 Core pg 362.)
Benefit: Select up to two 0-level psionic powers and one 1-level psionic power, and have a power point reserve of 5, plus any bonus power points from high Charisma score.
Special: If you pick a psionic advanced class after selecting this feat, these power points are added to your power point reserve, and the psionic powers are not counted against the powers discovered for that class.

Greater Reserves (Psionic)
You possess a greater reserve of power to power your psionic powers in a day.
Prerequisite: Must be able to manifest psionic powers and have power points.
Benefit: Your power points per day increases by 10.

Psionic Blade (Psionic)
You can manifest a blade made of psychic energy, without being a battle mind.
Prerequisite: Wild Talent
Benefit: For 1 power point, you can manifest a blade of psychic energy from your fist that deals 1d4 points of piercing damage, and lasts for half your level in rounds before dissipating or dismissed, as a move equivalent action. You can reactivate it again for another 1 power point.

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8 months ago  ::  Oct 03, 2012 - 5:46PM #12
kronos182
Date Joined: Mar 24, 2006
Posts: 792

Psionic Powers

Claws of the Cat
Strength or Dexterity
Level: Battle Mind 1
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 hour/level
Power Points: 2

This power is similar to the Claws of the Bear power, only slightly weaker. Your hands and fingers lengthen slightly, and you grow claws on your fingers of both hands. The power grants you a claw attack (which does not provoke attacks of opportunity) that deals 1d6 points of slashing damage (plus Strength modifier). You are considered armed. Unlike the claws of the bear, you can grasp and manipulate objects, but suffer a -2 penalty to all checks and rolls (including weapons) as long as this power remains in effect. You can use this power in conjunction with feats (including weapon finesse), powers, or spells allowing additional attacks on yoru turn, and it can be used with multiple attacks gained through level advancement.

 


Bio-Regeneration
Constitution
Level: Battle Mind 3, Telepath 4
Display: Visual, Material
Manifestation Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15

This ability allows oneself to will themselves free of disease or poison and back to health, and heal physical damage and injury. Although this ability does not regenerate limbs, it does cure the user of one disease or poison (can only cure and heal one, so if the user is inflicted by 2 different poisons or diseases, must pick one to cure and heal) and heals any ability damage done by them, or can heal 3d6 points of damage, or can heal 1d4 points of ability damage from any other source. The user can only select one of these choices, so they user can not heal 3d6 points of damage and also cure a poison or disease, must select one or the other. While this power is manifesting, the user can not partake in any strenuous actions, such as attacking, running, or full defense actions, only simple actions like dodging, walking at normal speed, or hiding, nor manifesting other psionic powers.

 


Healing Touch
Constitution
Level: Battle Mind 2, Telepath 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Power Points: 4

By touching a creature and channeling your psychic powers through your hand, you can heal physical injuries of the target. You can heal a creature willing, or unconscious target without making a touch attack, but an unwilling or one in the middle of combat requires a touch attack. You can only heal organic creatures, those made of metal, such as robots, or minerals or other inorganic material can not be healed. You heal the touch target 2d4 points of damage, and a successful Treat Injury check  (DC 15) can heal an extra +2 points of damage.

 


Increased Healing
Constitution
Level: 1
Display: Material
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3

By channeling your psychic energies into your body's healing ability, you can greatly improve it for short periods of time. You gain fast heal 1 for as long as the power is manifested, or unless you are knocked unconscious before the duration is up.

 


Psychic Diagnosis
Intelligence
Level: 1 Telepath
Display: Visual, Material
Manifestation Time: Move equivalent action
Range: Touch or 1 foot per level
Target: 1 creature
Duration: Varies
Power Points: 2

Your eyes glow a soft green as you use your psychic powers to sense what is wrong with a person. You are able to, with a Concentration check (DC 13), and one round of concentration, determine if the target is poisoned, diseased, or how badly injured (know current hit points compared to normal), or affected by drugs, or magic, or other ailment, but only determine one of these (GM choice for which is most potent or damaging to the target). A second full round of concentration will allow the user to discover another ailment, or know exactly what the previously known ailment is (Concentration check is the same each round), and so on for further rounds. Each round the user concentrates grants a +1 bonus to any Treat Injury checks they, or someone the inform, for curing or healing the target, up to a maximum of +5. For example, Joe falls unconscious, then Bob the psychic uses psychic diagnosis. In the first round he discovers Joe is poisoned, a second round of concentration will reveal Bob was poisoned with arsenic.
Completely unknown, alien or new poisons, diseases or ailments will increase the Concentration DC by +1 or more, up to a maximum of +5, GM determination.


Resist Cold
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the cold. You or the touched target is immune to extreme cold temperatures, gaining cold resistance 5 and immune to cold exposure until the duration ends. When struck by a cold attack, there is a brief flash of blue light as the field protects against the attack.


Resist Heat
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the heat. You or the touched target is immune to extreme hot temperatures, gaining fire resistance 5, and heat exposure until the duration ends. When struck by a fire attack, there is a brief flash of red light as the field protects against the attack.

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3 months ago  ::  Feb 17, 2013 - 7:18PM #13
kronos182
Date Joined: Mar 24, 2006
Posts: 792
A couple of spells


Breathe Without Air
Transmutation
Level: 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You or one person touched
Duration: 10 minutes/level
Saving Throw: Negates
Spell Resistance: No
This spell enables the target to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the target from magic toxins, or other types of magic, but does protect against man-made and natural gases. The target is immune to man-made or natural gases, and does gain a +2 bonus against magic gases or airborne toxins. The target of the spell must still have protection against dangerous environments, such as the vacuum of space or deep water, as the spell will not protect against the extreme cold of both or the pressure of extremely deep water. 



Life Source
Transmutation
Level: 3
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
By using the Life Source spell, the cast is able to convert is how life energy (Hit Points) into spell energy for casting spells. The caster must inflict at least 1 point of damage to themselves, and sacrifice the hit points, which causes pain and temporary weakness. For every 5 hit points sacrificed, the caster gains 1 spell level which can be used for any level of spell. For 0-level spells, two can be cast. The caster is nauseated for 1d4+1 rounds after casting this spell. So a caster can sacrifice 15 hit points and gain 3 spell levels. These levels can be used to power meta-magic feats for spontaneous caster. These spell levels last until the caster rests or is rendered unconscious. If the spell would draw enough hit points to take the caster below 0 hit points, the spell doesn't function, as the caster's subconscious prevents him or her from doing so.

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1 month ago  ::  Apr 14, 2013 - 3:07PM #14
kronos182
Date Joined: Mar 24, 2006
Posts: 792
Assuring Critical
Prerequisites: Wis 13
Benefit: When you score a critical while there are no other enemies adjacent to you, you gain a +2 bonus to Will saves and a +2 bonus to damage rolls until the end of your next turn.

Critical Expertise
Prerequisites: Weapon Focus in selected weapon.
Benefit: Choose a weapon that you have Weapon Focus for, when you score a critical hit with that weapon, you deal an extra 1d6 points of damage.

Critical Retreat
Prerequisite:: Dex 13 or Int 13
Benefit: When you score a critical hit while wearing no armour or light armour, you can move 15 feet as a free action.

Imposing Critical
Prerequisite: 2 ranks in Intimidate
Benefit: When you score a critical hit, you can make an Intimidate skill check as a free action, with a bonus to the check equal to the damage dealt. If successful, the target is shaken.

Inspiring Critical
Prerequisite: Cha 15
Benefit: When you score a critical hit, all allies with line of sight within 30 feet of you gain a +2 moral bonus to attack rolls.

Power Critical
Prerequisite: Str 15, Power Attack
Benefit: When you score a critical hit with an attack that you made using the Power Attack feat, the critical multiplier is increased by 1. Example, a high frequency sword normally deals x2 damage on a critical, with this feat, on a power attack, the critical multiply would be x3.
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