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Messages - 7h39

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1
Thank you all for the replies and the feedbacks!

I had a new workplace and i left the project for some time, but now i have some more time to spare and resume the updating.

Currently i'm working on a second hybridation with iron heroes and maybe the removal of magic items. i dunno, i'll keep you posted.

Next time Google Drive, i promise!


2
D&D 5e / NPC Compendium
« on: May 07, 2018, 05:15:07 AM »
Hi everyone! I'm recently DM a nice adventure mixing Elemental Evil with/against the 4 Demonic Princes of Warhammer to spice up the adventures league modules ...who will prevail?? However i'm struggling to build a good  (and optimized) number of NPC (that i had for 3.5) hence i beg for the community help once more.

I'll share to you the first batch of characters i built from my dropbox but feel free to build anything you want from the official book sources (Player Handbook, Sword Coast, Elemental Evil, Xanathar, Volo, Monster Manual And Dungeon Master)

If you want to contestualize your attempt here some insight on the adventure:
+ All races look similar and human, they inherit only the mechanical features of their races, so no funny looks into the city for a unusal race.
+ Magic "officially" has not existed for 500 years, Monks with the help of some Deviant druids epurated all magic users divine and not, replacing the old gods with a new monotheistic religion. In reality small pockets of wizard, sorcerers, clerics and paladin survived. Their survival, however, tooday is subject to strict rules to not unveil their presence (like Vampires the Masquerade or Mage the Ascension), so beware magic. To disguise the use of somatic components i use an opposed check between Sleight of Hand against Perception. Obvious magic is obvious (Fireballs LOL), while not-visual magic is percieved only by the targets as strange sensation (unless they have magical knowledge).
+ Inside the new monastic oder the faith of the masses created a new god and hence some old-fashon cleric and paladin are present within their ranks, but secreted in the same way.

You can post anything from 1st to 13th level, bonus points if you want to make a progression (like 1-3-5-7-9-11-13).

Within 2 weeks there will be an arena in the game where the PC will fight. it will be with an eliminatory duel (2 encounters for character) and then a Battle Royale with the survivors. Most of the city will be watching the event. If you want to make fly some heads mind that the partecipating characters are A. a Devotion Paladin, B an EK fighter C. an Exblade Lock (not good choices for the "masquerade")

Thank you for sharing, i'll try to update your builds into the sheet pdf for ease of use for everyone at the table.


3
Homebrew and House Rules (D&D) / DnD 5.3 - Sharing & Peer Reviewing
« on: February 10, 2018, 05:53:12 AM »
Hi everyone, today i want to share the last refined beta version of the home-brewing project that i worked for about 1 year.

As i said, 1 year ago, I had to start a new group of that never played dnd or other paper rpgs, so i proposed them to start with the 5e as an easier to digest mechanical ruleset for them, and a novelty for me. However i seen also that for them magic was a little too much at the beginning (and for a more appreciated low-to-no-magic flavor) so i had to strip magic from Bards, Paladins and Rangers (replacing most of the features) to have a almost mundane campaign, playing only Humans o Variant Human to have some build variation.

From the first (and short) campaign i masterd i noticed many things that the 5.0 edition was missing from 3.5 (here is why 5.3) so i begun an hybridization process with the 3.5, replacing, adding and mixmatching rules from the two editions. TLDR version, i left the class-archetype version of 5.0 and implanted some combat and skill options from 3.5 that had a more granular system, mostly simplified for the 5.0 play.

Along with the hybridization process, i wanted to insert some caster type mundane - or at least alchemical - classes, and WOTC came to help with the Artificer's arcana, that i transposed a little to match the existing game environment and to make up for the absesnce of magic items.

This addition intrigued the players, and they asked for more option and magic, so i continued to develop the game, expanding it through a defined camping setting and re-introducing magic items and magic-users. The setting is basically a low-magic fearun where after karus folly a "laic" church  - The Faith - proceeded to exterminate all wizards, sorcerers and clerics with the silent placet of the druids that  - a direct emanation of toril - was angered by the mess that gods, clerics, wiz and sorc did to the world. 500 year after, magic is having a secret and small revival, and the unigod of "The Faith" is born granting spells to few chosen as the old gods did. Only humans remain on toril after the Purge, with all the regional differentiations of Faerun.

From a mechanical point of view i left the rule base prepared before with small additions: every class has 4 archetypes, only one class has magic with 4 archetypes of magic users, about 9 different races are available, and there are magic items (relics) from 3.5 and 5.0, 9 different base races are aviable and the class spread tries to have every ability matched to some class.
There would be much more to say, but, i didn't made a changelog so i think it's easier to Link the Book and leave you to read it.

(click to show/hide)

This is not a dead project. With your help, i'm looking for a update/hotfix/patch/errata in 6 months with the feedback of the users about balance, flavor, misprints etc.: every suggestion, correction or tip is much appreciated. As a future resolutions i want to begin expanding the base ruleset with prestige classes, that was - by some extend - the heart of 3.5.

I hope to read your feedbacks and opinions, and thanks for reading.

4
D&D 5e / Re: Unearthed Arcana: Artificer
« on: January 13, 2017, 01:35:21 AM »
Quote
((don't know if the above action sequence would fly with some DMs. Attacks tend to be made all in one go, so having a "free action" in between them that interacts with something else might not be allowed. Which is kind of silly considering the lack of movement restrictions, etc, with multiple attacks, but there you go. It may be allowed for the very same reasons. Depends on if your DM thinks grabbing a weapon from someone else is "free" on step #3. Drawing a weapon is different to grabbing one from someone else, especially if you've already attacked with and dropped one already. "Free" actions are meant to smooth over stuff, not give unlimited time-independant interactions. When you take your bonus action at step #5 is also a problem, because they tend to happen on "your turn", not whenever you feel like it. Could just switch steps #4 and #5 to alleviate that though. This is hypothetically. I wouldn't let you "lose" your thunder gun like that anyway.))

I was thinking the same thing and modified my turn schedule to take advantage of the reaction action-breaking features.

Thx for the advice!

5
D&D 5e / Re: Unearthed Arcana: Artificer
« on: January 12, 2017, 02:58:52 PM »
I'm thinking some way to optimize the gunsmith.... obv the limiting factor is the bonus action reload time, but i'm guessing if the class gives already a cheesy solution to this.

i'm talking about the Mechanical Servant... a mini-leadership from 3.5 thanks to: "The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics."

Yhea... i would really appeciate a low-int (not so low), opposable thumb, ultron-proof, flying squire that could recharge the rifle for me. Wellcome, Iron Legion!

Giant Owl/Eagle (eage is better) stats with int 8 + open worded "look however you like" humanoid form with at least a pair of hands can manage the reload, i guess.

The trick:
1. Give IronLegion the rifle and the satchel, damn you lost it!
2. Rebuild rifle and satchel for you.
3. Charge both rifle.
4. Give IronLegion one of those
5. Draw your rifle.

Hypotetical turn sequence with a Gunsmith7/Fighter5 (just an example to have 2 attacks)

1. [PC] (Action: Attack#1) Fire with Rifle1
2. [PC] (Free Action?) Drop Rifle1
3. [PC] (Action: Attack#2) Grab and fire with Rifle2 - draw weapons seems to be a free action while attaking by PHB193/ and is within restriction of PHB190 "other activity.."-
4. [IL] (Action?) Grab Rifle 1
5. [PC] (Bonus action) Reload Rifle2
6. [IL] (Bonus action) Reload Rifle 1

Repeat.


What do you think?

EDIT: After futher readings i found my previous submission clunky and not functioning by RAW.

Here's why:
Your turn can include a variety of flourishes that requrie neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn.
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as your stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action.  -snip-

Basically our PG actively manipulates (drop + draw) 2 different items or 2 times the same, so he shouldn't also shot by raw. Moreover having double rifle and satchel makes cheese smell even worse.

- The Revision - powered by:
 
Here are a few examples of the sorts of things you can do in tandem with your movement and action:

draw or sheathe a sword
-snip-
hand an item to another character

The trick:
1. Give IronLegion 20 charges from the satchel
2. Charge the rifle.
3. Draw your rifle.
4. IronLegion readies.

Hypotetical turn sequence with a Gunsmith7/Fighter5 (just an example to have 2 attacks)

0. [IL] (Action: Ready) Trigger: recieve weapon from PC / Action: Reload and give rifle to PC
1. [PC] (Action Surge) Fire with Rifle
1.1. [PC] (Bonus action) Reload Rifle
2. [PC] (Action: Attack#1) Fire with Rifle + hand it to IronLegion
3. [IL] (Reaction) Reload rifle and hand rifle to PC
4. [PC] (Action: Attack#2) Fire with Rifle

Repeat without Action Surge

Any better?

6
D&D 5e / Re: Unearthed Arcana : Psionics V0.2
« on: December 31, 2016, 05:28:36 AM »
I really liked the mystic as a all-within psionic class, being so different from wizard and fighter with their own archetypes. Yes, twisties a bit the standard game design, but going back to Psion with disciplines as archetypes will give us only a spell point wizard.

I love psions btw.


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Min/Max 3.x / Re: Fight all' day long, Drunken Master galore
« on: September 28, 2016, 01:09:54 PM »
I found some another tweak:
Handle animal -> rear a wild ferret (1/2 hd) -> male him Attack me + attach -> offset 1 damage with adamantium armor DR: 1/- .
However i'm concerned for the reliability of the wild ferret and his 2hp...

Gets better with wild cohort and same adamantine armor

Do you know any other method to exploit the drink bonuses all day long? Maybe something like the restoration

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Min/Max 3.x / Re: Fight all' day long, Drunken Master galore
« on: September 27, 2016, 06:49:16 PM »
The minimum damage you can deal before DR is 1, I'm afraid.

A better idea: pick up the Poison Healer feat. Note that, as per the AEG, alcohol is a poison.

=---=

However, "I'm getting attacked" sadly doesn't hard-code "I'm in combat". That particular duration is up to DM discretion, and kinda involves the whole "six second rounds" thing.

So unless your DM wants to play though the game 6 seconds at a time...

My bad i totally forgot the minimum damage rule.. However this frees 1 feat (magical training + Familiar -> wild choort) wild cohort choices are badger and owl for 1 damage, then gaining DR with "roll with it" + toughness. Otherwise a snake with the suggested Poison Healer... but saving are bad..even if i have +11 on fort, rolling a 1 would cost me 2d6Con damage and so i'm dead with 16h worth of turns.

mhh not so viable.

Other ideas to charge quick the booze (Travel devotion) or elimiate the malus quickly? Unfortunatly isn't ability damage (no restoration?) but simply a penalty.

EDIT: Maybe i'm wrong

Quote from:  Drink like a Demon
Every bottle of alcohol you consume during combat reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength or Constitution (your choice) by 1 point.

Quote from: Srd, Ability Score Loss
Some attacks reduce the opponent’s score in one or more abilities. This loss can be temporary (ability damage) or permanent (ability drain).

Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spell’s or ability’s duration, and the ability score immediately returns to its former value.
Quote from: Srd Restoration Lesser
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores.

Fu..... Almost... Drink L.A.D is (Ex) :(

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Min/Max 3.x / Re: Fight all' day long, Drunken Master galore
« on: September 27, 2016, 03:01:27 PM »
Hire a bunch of ruffians to assault you continually over the course of the day. Like, constantly - if you take a break longer than 6-ish seconds, it stops being combat.

Clear this with your DM first - heck, if you can get them in on it, you might not even need to hire the ruffians.

EDIT: Actually, it wouldn't help - you metabolize one "drink" over the course of an hour, reducing bonuses and penalties accordingly (it's pretty much the sentence before the one you quoted.)

for the 1-hour debuff time it's not a problem, just redrink to have the bouns back up. However the maintaining those bonuses seems difficult from a "build" standpoint.

Nothing to hard-code this? with some second-toughting, i guessed something like the Wild Choort Feat to get a puppy with a 0 net damage attack (like a raven, weasel, rat, lizard and monkey) make him attack me over and over again, but i can't find the right one within animal companion, which are all OP (hahhaha), best ones are Badger (1d2-1) and Owl (1d4-3), but are not net 0 attacks... maybe if strenght drained...

Otherwise magical training + Obtain Familiar, to gain a Ferret (DMG203, Attack Bite:1d2-4) but seems too feat intensive, but perfect with this SQ Attach(Ex): On a hit with its bite attack, it automatically deals bite damage each round (AC 15 when attached).  Yhea Ferret Earring cewing my earlobe all-day FTW.  Did you ever heard of the Prometheus Legend

Any toughts?

10
Min/Max 3.x / Fight all' day long, Drunken Master galore
« on: September 27, 2016, 10:15:43 AM »
Hi everyone! Next week my master will delight us with a comical 1shot with 5th level gnomes.

My cheesy build of choice is fighter2/warrior (yes, generic class)2/ Drunken Master (3.0 from sword and fist) 1 to reach both Evasion (generic class feat) and +4 bab @lv4.

However to further improve the "drink like a demon" flag ability of the drunken master (+1str or con -1 Dex int cha /move action) I was thinking to use the wellknown travel devotion feat, maybe in multiple copies to play efficiently more then 1/day.

However reading the aforementioned ability my munchkin soul sparkled once more:
Quote
Drink Like a Demon: [...] You only gain the Strength and Constitution bonuses for alcohol drunk during a fight, and the bonuses only last until the end of the combat.

So theoretically the pg could drink at breakfast to gain maximum bonuses, and stay drunk all day (maintaining the bonuses) if the "encounter/fight/combat" last so long.

Do you have any ideas to how to pull that off?

Thx!

11
Hi, time ago, when the wizard's forums were up, i found a lovable thread where all (the majority) of all psionic powers were sorted by Level-Discipline / Function (Blast-Utility-Buff-Ecc.) / and for Rating (Best to worst).
Someday recently, i found the ripped thread somewhere between EnWolrd Giantitp or some other GdR forum (i don't remember that it was MinMax). Now, my Google-Fu and Advanced Google-Fu failed me and i can't find again the rip.

Do you know what i'm talking about or is a figment of my imagination? Do you have the save thread bookmarked / Do you have a rip yourself ?


Thanks for your Help!

EDIT: Memory Fail.

The thread was laying HERE thx to Awaken_D_M_Golem. The original Thread Was: What Is the Most Powerful Psionic Power

12
You Break it You Buy it / Re: Enter lore master @ lvl 2 in 3.5
« on: March 11, 2016, 04:21:25 PM »
Side qurestion: does Loremaster' applicable knowledge "any one feat" gives access to epic feats... Like improved metamagic (for example) ?

13
D&D 5e / Re: Options for a Blockbuster Player
« on: February 08, 2016, 10:18:15 AM »
Thx for all informations!

I'll go for SorLock then!

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D&D 5e / Re: Options for a Blockbuster Player
« on: February 05, 2016, 08:12:38 AM »
How many levels are we looking at? What level does the campaign start at for the player? And what level is the campaign looking at full-term?

How does the DM adjudicate summons? Are swarms allowed?

Does the DM allow Unearthed Arcana?

Magic items? To begin with, or expected eventually? Rarities?

If you just want a lvl 20 build, the max for DPR or sustained DPR, that's easy. There's heaps of them that do stuff. If there's any of the above questions that have to be answered, then you'll have to be a bit more specific.

Yeah. Magic does stuff. Specific stuff. Sometimes DPR. Sometimes stuff that makes DPR irrelevant, or makes it happen in the first place.

So, ummm? Answer ye, or get none.

I'm sorry if i didn't explain me well.

How i said camping starts at 5 and i think it goes up to 15.

I don't know anything about swarms?should i be worried/interested into?

UA and campign specific material is allowed, same for tweetrata and updates.

No clue on magic items, i don't know well the system...are players over first level allowed to start with a magic item? I can bring this argument to the table if it is.

I aim to a build that has the chance of a "super attack" aka nova like psionic overchannel or wild surge sometimes (2 times a fight?) and manages to do average damage subsequent rounds. More point for stylish
Things.

Yes i know magic do a lot of things, And damage is otften suboptimal..but hey explosions are fun, i dont want to play chess (lol)

For a good blaster type character you can't go wrong with Warlock 2/Sorcerer 3 as a base.

You get eldritch blast which scales with multiple rays, each does 1d10 force damage per hit and you can add your CHA mod too if you take the Agonizing Blast Invocation. at 5th level you get two rays, 3 @ 11th and 4 @ 17th level.  It's a cantrip so you can quicken it no problem.

i'd take Warlock to 3 so you can get some good pact magic choices going for you, I prefer tomelock with the Book of Ancient Secrets invocation for extra versatility.

THX for your help! I've guessed che same while i was browsing che forum. It would be awesome if it wold exist a force dragon ancestry and +cha damge would apply to rays and magic missiles.. Maybe i can bring forte dragon to the table, but damage bonus from dragon sorcerer was nerfed 1/spell right?

Do you know the "java the sleepless drow" cheese? It advances only the warlock class, could it work with sorcer and a minimal lock DIP?

Evoker sans any twat-ratas, and/or mix in TM20's write-up on spells.

Something'Lock is better artillery. And it's goof proof, middle of the road.

I don't remember anyone trying an  Evoker'Lock combo back at old wotc and getting lots of mileage out of it.
(maybe I missed it, happens all the time)

The "True Assassin" handbook has sufferedmultiple piles of nerfs, they got some truly ridiculous numbers going, not really a blaster, more an Alpha Strike set-up. Fighter 2 / Assassin 3 / all sorts of weirdness X

THX to you too!
It would be very nice overchanneling spells and cantips (for 0 necrotic).. But i dont think it would pass wit che known erratas. There isn't any way to gain immunity to necrotic damage and go overchannel-nuts? Btw, Are you against multiclassing for wizard?

PS. Does che new psionic UA have anything blasty that's not Gish?

15
D&D 5e / Options for a Blockbuster Player
« on: February 04, 2016, 08:34:06 AM »
BOOOM, BAM, CRASH, ZAAAP, ZIIING, SPLAT

Hello everyone, the guide to the blockbuster (blaster) wizard for PF was a thing, and now with the growing and growing mass of traits/feats/features (like esoteric training) PF reached a decent amount of blastiness/cheeseness for  my taste (more or less in a 3.5 way).

But....I'm going to start soon a 5e campign and i don't find that "thing" of 3.5/PF blastiness... Twin Spell cant target same creature?? Quicken Spell prevents double casting (ok cantrips exclued)? Tweet-rata cancel real damage options? WTF it's going to be a melee mahyem like the recent MtG? Seriously WotC print me back OP sorceries/instants [end of rant].

Can you help me through some blaster options and build viable from 5th level character ^^?

Scrolling down the forum and interet i founf Sorcerer/Warlok - Tempest Cleric - Evoker Wizard/Fighter, but the real DPR builds are for melee (it seams).
Then there is the NOVA vs. DPR issue: Tempest Clr/Fighter can maximize a lighting bolt and fire another the same turn, ok cool... but then? 1/Short rest it's a huge hit on staying power, there isn't any 3.5 Psion like option (you have fine control on when nova and when not)?.

Thx for reading and for your help!

16
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: January 18, 2016, 05:04:45 AM »


Quote from: Races of the Dragon pg.8
"Dragonborn Racial Traits"
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1–1, page 10), she enters middle age.

Age character to Venerable, and build the egg with starting money... Rebirth and Repeat?!

Does this mean - at least - +3Int +3Wis +3Cha for 100gp? do you think that Phisical Mali carry over?

17
You Break it You Buy it / The H.I.V.E. Lite
« on: September 22, 2015, 11:51:22 AM »
Hi, i was thinking about the old HIVE "dirty trick", that could be achieved simply by a LV7 Druid with the Child of Winter Feat and the Dark Speech (FC1) Feat, simply conjuring a locust swarm (5000 creatures by the SRD) and giving the hive mind to it the round after. -> Enjoy your 82th Lv Sorceror with 99 Cha and 200+ feats.

Some RAW questions.

Dark Speech (FC1 & EE) is slightly different from the one from BoVD, someone in the boards pointed out that the feats spells out "hive mind" (that could possibly refeer to the "hive mind (ex)" ability from srd's hellwasp swarm, but not present into the MM1 glossary, so my personal thought is that isn't a general rule, as per the BoVD equivalent. moreover the same ability "hive mind (ex)" is present in other books (MM5,MM4) with different descriptions. ) and not "hivemind" as it's spelled on the relevant chapter of the BoVD. What's your point on this?

Hivemind chapter on BoVD talks about a SWARMS composed by singular creatures each one with his HitDice [see the feat section, and the insight bonus section], moreover the srd says about the swarm type that " For game purposes a swarm is defined as a single creature with a space of 10 feet", so it seems that a true SWARM should be composed by singular creatures and not a placeholder-creature as the swam type. The same reference on the singularity of the creatures of the SWARM is into the dark unity description of the dark speech by BoVD.
On the other hand Dark Speech from FC1 and EE eliminates this reference and simply names "a swarm" that by game rules, without futher specifications, could simply refers to the swarm subtype.
Can you suggest me a way to overcome this inconvenience?

18
Min/Max 3.x / Core blaster.. Is viable!? Explosive rune musings
« on: August 07, 2015, 09:57:36 AM »
Ho everyone! This time my master choose to run a core only game.. I'm interest in going for a blaster build but with only The core sources it seems more unoptimized then ever. Energy resistances, refex saves and SR really make a blaster a poor choice over a two handed sword o a frightful halfling with a lance.

However i want to pull it off anyway. Till now i round that fabricate (to transmute a 1ft cu. of adamantium (osmium density) over The head of an opponent to deal 20d6 damage.. But another way could be using The old Esplosive Runes tricks.

First limitation is that 1 object could contain only one Explosive Runes spell on it, second that dispel magic can trigger 1spell at time and then destroys The other copies of The spell.

Thw workaround that i found isPrestidigitation. With The option of soil/clear it could possibly "erease" the runes in an AREA with inside multiple sheets of paper. The only problem:10ft fixed range .. This means I could be at the edge of the explosion without taking any damage but is risky.

Sample round (withPrestidigitation already active, and quick draw):free action to draw a oningshot with multiple sheets tied on it, standard action to trow it on square intersection, move action to activatePrestidigitation area clean to wipe ink from paper...and KABOOM.
Stack multiple papers for n6d6 force damage no save.
Despite this creative (and liberal) use of tricks, do you have some suggestion to a core only blaster build from lv5 to 15!?

Thx everyone for reading

19
Min/Max 3.x / Re: Fun Finds v6.0
« on: March 07, 2015, 09:05:15 AM »

Core only PP recharge?
Wilder + Bestow Power.
A 7th-level Wilder expends 3pp on Bestow Power, applies the effects as if they had spent 6pp, and gets back 4pp. Shame about the Enervation, but you can just do this out of combat ...

Yeah, that's it ... except Enervation takes 15% * 7 ppoints (via level) = -1.05
Basically a coin flip, unless one more 1 ppoint discount shows up, like the pre-Mic Torc.
Wilder 4 into Anarchic Initiate iirc overlaps instead of stacking on enervation, so that one works.  (been awhile)

Or simply Enervation Endurance but recharge time slows down until break even point at lv12. how does the anarchic initiate psy enervation overlap/substitute the wilder one?

20
Min/Max 3.x / Re: Fun Finds v6.0
« on: March 04, 2015, 08:05:01 PM »
If you use a 1st level power (any, but Deflection Field would allow you to recharge slightly faster), then you can do this at 3rd level.
Deflection Field + 2x Linked Bestow Power: 1 + (3-2) + (3-2) pp = 3 pp spent, 4 pp gained.
You would need to be human (or take a flaw) to get all the feats required.

Thx for the optimization ;)

You can't apply metamagic/metapsionic feats more than once to a particular manifestation of a spell, unless the individual feat specifies otherwise.
The thread 7h39 linked states otherwise.  Metamagic feats do certainly have that wording, Metapsionic feats lack it, perhaps because being able to apply multiple of them at all wasn't really considered.

From expanded psionic handbook 3.5, pg 41, Metapsionc Chapter

Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus (see the Concentration skill description earlier in this chapter) and pay
an increased power point cost as given in the feat description.

Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different
ways; they do not let you violate this rule.


There is no mention of 1 metapsi limitation

Btw, in Psionic Handbook 3.0, pg 23, metapsionic chapter
A psionic character can use multiple metapsionic feats on a power, and the extra power point cost is cumulative, but a power altered by metapsionic feats can never cost more
power points than the manifester's level minus one (minimum one).


The use of multiple metapsionic feats is hardcoded but another type of limitation (ML-1) is presented.

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