Author Topic: 3.0 Psionics Conversion  (Read 13836 times)

Offline Garryl

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3.0 Psionics Conversion
« on: November 20, 2011, 01:09:17 PM »
The following are prestige classes, powers, and feats from the Mind's Eye web articles, originally written for 3.0's psionics system, updated to 3.5.

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« Last Edit: July 06, 2017, 11:45:53 AM by Garryl »

Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #1 on: November 20, 2011, 01:09:33 PM »
Arch Psion prestige class
Based on The Mind's Eye: Arch Psion (Prestige Class), by Mark A. Jindra, published 11/22/2002.

   Manifesting: Must be able to manifest 7th-level or higher powers. Must know 4th-level or higher powers from at least 3 disciplines.
   Feats: Greater Psionic Endowment, Psionic Endowment, Skill Focus (Psicraft).
   Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 ranks.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2High Psionics+1 level of existing manifesting class
2+1+0+0+3High Psionics+1 level of existing manifesting class
3+1+1+1+3High Psionics+1 level of existing manifesting class
4+2+1+1+4High Psionics+1 level of existing manifesting class
5+2+1+1+4High Psionics+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Concentration, Craft (alchemy), Knowledge (all skills, taken individually), Profession, Psicraft.
   An Arch-Psion with a chosen discipline (such as from the Psion class) also treats skills associated with that discipline as class skills.
   Seer (Clairsentience): Gather Information, Listen, Spot.
   Shaper (Metacreativity): Bluff, Craft (all skills, taken individually), Disguise, Use Psionic Device.
   Kineticist (Psychokinesis): Autohypnosis, Disable Device, Intimidate.
   Egoist (Psychometabolism): Autohypnosis, Balance, Heal.
   Nomad (Psychoportation): Climb, Jump, Ride, Survival, Swim.
   Telepath (Telepathy): Bluff, Diplomacy, Gather Information, Sense Motive.

Weapon and Armor Proficiency: As an arch psion, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of arch psion to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an arch psion, you must decide to which class you add the new level of arch psion for the purpose of determining power points per day, powers known, and manifester level.

High Psionics: An arch psion discovers secrets unknown to lesser psions. You gain the ability to select a special ability from among the following by permanently decreasing your daily power points total. The number of power points that are lost are listed below. At each level of this class, you can permanently select one of the following abilities. Each ability can be selected no more than once, unless otherwise stated.

Extra Power: You gain the Expanded Knowledge feat as a bonus feat. This ability permanently costs a number of power points equal to the normal power point cost to manifest the power learned this way. If the power learned is changed (such as through the psychic reformation power) the number of lost power points changes appropriately. This ability can be selected more than once. Each time, you gain Expanded Knowledge as a bonus feat again and lose an appropriate number of power points.

Innate Psionics (Ps): You gain the ability to manifest any one power you know as a psi-like ability twice per day using your highest manifester level as your manifester level for the psi-like ability. However, the power is only augmented to a total number of power points chosen at the time that this ability is selected (this is an exception to the rule that psi-like abilities are manifested as though augmented with a number of power points equal to their manifester level). This must be at least equal to the normal power point cost of the power and at most equal to your manifester level when selecting this ability. You lose 11 power points, plus a number of power points equal to the chosen power point cost of the selected power. You can reduce the total power points spent to augment the psi-like ability by 6 to be able to use the psi-like ability 4 times per day, or reduce it by 12 to be able to use it 6 times per day (this reduction in augmentation cannot reduce the effective number of power points spent to less that the normal power point cost of the power). This ability can be selected multiple times. Each time, it can apply to a different power, or to the same power. In the latter case, additional uses of that psi-like ability can be gained at different augmentation levels as appropriate to the power points lost each time.

Mastery of Power Negation: If you know the dispel psionics power, you can select to alter it so that it can be used to counter spells and powers as dispel magic. When used this way, the power gains the Counterspell option of the dispel magic spell, except that it can affect both spells and powers. This is an exception to the rule that powers cannot be countered. A spell (but not a power) countered this way is turned back on its caster as though it were affected by a spell turning spell, or is simply countered if it could not normally be affected by spell turning. This ability permanently costs 11 power points.

Power Focus: Your manifester level increases by 1. This ability permanently costs 11 power points. This option can be selected multiple times. It stacks with itself, but each time it is selected it costs 2 more power points than the previous time.

Psionic Energy Discharge: When you manifest a power that allows you to select the type of energy that it deals from among cold, electricity, fire, or sonic energy, you gain an additional option. You can choose to manifest the power using raw psionic energy. A power using such energy gains no special descriptor, deals damage of one die size smaller (1d6 becomes 1d4, 1d8 becomes 1d6, and so on), and deals untyped damage unaffected by resistances or damage reduction. Such a power is unaffected by power resistance. This ability permanently costs 11 power points.

Psionic Reach: You can use touch powers on targets up to 30 feet away. If the power requires a touch attack (melee or ranged), you must make a ranged touch attack. If selected a second time as a special ability, the range increases to 60 feet. This ability permanently costs 11 power points. This ability can be selected up to two times.

Sculpt Power: You can modify an area power by changing the area's shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted power works normally in all respects except for its shape. You can further alter the shape to create spaces within the power's area of effect that are not subject to the power. The minimum dimension for these spaces is a 5-foot cube. This ability permanently costs 9 power points.



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« Last Edit: July 06, 2017, 11:46:07 AM by Garryl »

Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #2 on: November 20, 2011, 01:09:40 PM »
Ballisteer prestige class
Based on The Mind's Eye: Ballisteer (Prestige Class), by Scott Brocius and Mark A. Jindra, published 04/26/2003.

   Base Attack Bonus: +3
   Manifesting: Must be able to manifest 2nd-level or higher powers.
   Feats: Dodge, Point Blank Shot, Precise Shot, Psionic Shot.
   Skills: Autohypnosis 6 ranks, Tumble 2 ranks.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+2+2Psionic Sidestep, Throw Anything--
2+1+0+3+3Invisible Shot+1 level of existing manifesting class
3+2+1+3+3Rebound Shot+1 level of existing manifesting class
4+3+1+4+4Energy Shot+1 level of existing manifesting class
5+3+1+4+4Ghost Shot+1 level of existing manifesting class
6+4+2+5+5Improved Precise Shot+1 level of existing manifesting class
7+5+2+5+5Explosive Shot--
8+6+2+6+6Focused Shot+1 level of existing manifesting class
9+6+3+6+6Phase Shot+1 level of existing manifesting class
10+7+3+7+7Infused Shot+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Autohypnosis, Balance, Climb, Concentration, Craft (all skills, taken individually), Jump, Knowledge (Psionics), Profession, Spot, Survival, Swim, Tumble, Use Rope.

Weapon and Armor Proficiency: As a ballisteer, you gain no new weapon or armor proficiencies.

Manifesting: At each level except 1st and 7th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of ballisteer to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an ballisteer, you must decide to which class you add the new level of ballisteer for the purpose of determining power points per day, powers known, and manifester level.

Psionic Sidestep: You gain the Psionic Sidestep feat as a bonus feat, even if you do not qualify for it.

Throw Anything: You gain the Throw Anything feat as a bonus feat, even if you do not qualify for it.

Invisible Shot (Su): Beginning at 2nd level, you can expend your psionic focus to treat all ranged attacks you make this round as though you were invisible.

Rebound Shot (Su): Beginning at 3rd level, while you are psionically focused, your thrown weapons gain the Teleporting ability when you attack with them. In addition, they return to your hand immediately after the attack instead of at the beginning of your next turn, thus allowing you to make multiple attacks with the same weapon in a single round.

Energy Shot (Su): Beginning at 4th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat, the benefit applies to all ranged attacks you make this round.

Ghost Shot (Su): Beginning at 5th level, while you are psionically focused, your ranged weapons gain the Ghost Touch ability when you attack with them.

Improved Precise Shot: At 6th level, you gain the Improved Precise Shot feat as a bonus feat, even if you do not qualify for it.

Explosive Shot (Su): Beginning at 7th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat with ranged attacks, you can choose to have the psychokinetic energy explode around your target. Each successful attack made this way explodes in a 20 foot radius burst, dealing the feat's bonus damage to all creatures within the burst other than the initial target. Affected creatures can make a Reflex save (DC 10 + your ballisteer level + your Wisdom modifier) to reduce the damage to half. Missed attacks have no effect.

Focused Shot (Su): Beginning at 8th level, when you make a full attack using only ranged weapon attacks, you can attempt to regain your psionic focus as a free action. You can only attempt to regain your psionic focus once per round this way. If you declare that you will only use ranged weapon attacks in a given full attack, you can attempt to regain your psionic focus before making any or all of the attacks.

Phase Shot (Su): Beginning at 9th level, you can expend your psionic focus to throw your weapons or shoot ammunition at your target through the Astral Plane. All ranged attacks you make this round can pass through solid barriers and other obstacles that provide cover or interfere with line of effect (although they still may provide concealment and attacks against targets you cannot see still have total concealment). However, due to inconsistencies in the Astral Plane, all attacks you make this way have a 20% chance of failing (this is not a miss chance and is checked separately from normal miss chances). In such a case, the thrown weapon or ammunition reappears at your feet at the beginning of your next turn (or earlier if the weapon has the Returning or Teleporting abilities, as normal for those abilities). This is considered a teleportation effect.

Infused Shot (Su): Beginning at 10th level, while you are psionically focused, your ranged weapons gain the psychokinetic burst ability when you attack with them. Additionally, if you use your explosive shot ability with a thrown weapon that has the psychokinetic or psychokinetic burst abilities, the area damage is increased by the weapon ability's bonus damage (normally 1d4, plus 1d6 or more on a critical hit).



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« Last Edit: July 06, 2017, 11:46:18 AM by Garryl »

Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #3 on: November 20, 2011, 01:09:47 PM »
Grim Psion prestige class
Based on The Mind's Eye: Grim Psion (Prestige Class), by Scott Brocius and Mark A. Jindra, published 06/28/2003.

   Alignment: Any non-good.
   Manifesting: Must be able to manifest 4th-level or higher powers.
   Skills: Knowledge (psionics) 5 ranks, Knowledge (religion) 5 ranks.
   Feats: Imprint Stone.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+2+0+2Psionic Resilience (half), Undeath--
2+1+3+0+3Ability Boost (1st), DR 2/-+1 level of existing manifesting class
3+1+3+1+3Fear Cone, Natural AC +2+1 level of existing manifesting class
4+2+4+1+4DR 3/-, Turn Immunity+1 level of existing manifesting class
5+2+4+1+4Ability Boost (2nd), Tainted Construction--
6+3+5+2+5Ability Boost (3rd), DR 4/-+1 level of existing manifesting class
7+3+5+2+5Cold Immunity+1 level of existing manifesting class
8+4+6+2+6DR 5/-, Natural AC +4+1 level of existing manifesting class
9+4+6+3+6Paralytic Touch+1 level of existing manifesting class
10+5+7+3+7Psionic Resilience (full), Astral Phylactery+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Craft, Concentration, Diplomacy, Knowledge (all skills, taken individually), Listen, Psicraft, Search, Sense Motive, Spot.

Weapon and Armor Proficiency: As a grim psion, you gain no new weapon or armor proficiencies.

Manifesting: At each level except 1st and 5th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of grim psion to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an grim psion, you must decide to which class you add the new level of grim psion for the purpose of determining power points per day, powers known, and manifester level.

Undeath (Ex): By embracing this path, you become an undead creature. Due to your new creature type, you gain the following traits:
  • You gain darkvision with a range of 60 feet.
  • You become immune to poison, sleep, paralysis, stunning, disease, and death effects.
  • You are not subject to critical hits, nonlethal damage, ability damage to your physical ability scores (Strength, Dexterity, and Constitution), ability drain, or energy drain, nor are you subject to fatigue and exhaustion effects.
  • You have no Constitution score and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). This may alter your hit points and your Fortitude save modifier.
  • You use your Charisma modifier when making Concentration checks.
  • As an undead, you are no longer healed normally. You require negative energy (such as an inflict wounds spell) to heal, rather than positive energy (such as a cure wounds spell). You can still heal damage on your own, however, and fast healing effects work normally.
  • You are not at risk of death due to massive damage, but you are immediately destroyed if reduced to 0 hit points or less. You can no longer be raised or resurrected. You can be brought back to existence only through use of a wish, reality revision, or other effect capable of reviving undead.
  • You do not breathe, eat, or sleep. You must still rest as normal to regain your power points each day.
  • You can be turned.

In addition, you gain the augmented subtype for your previous type. Unlike most undead, you do not ignore mind-affecting effects.

Psionic Resilience (Ex): As an undead creature sustained physically by your own mental prowess, the source of your resilience and stamina shifts from biological fortitude to mental fortitude. You may use one half of your primary manifesting ability modifier in place of your Constitution modifier to determine the bonus hit points you gain at each level, where beneficial. If multiple ability scores could be considered your primary manifesting ability score (for example, if you are a multiclassed psion/psychic warrior), use the highest one.

At 10th level, this ability improves, allowing you to use your full primary manifesting ability modifier to determine your bonus hit points instead of only half.

Ability Boost (Ex): As you gain levels in this prestige class, your ability scores increase. At 2nd level, one of your Intelligence, Wisdom, or Charisma scores increases by 2. At 5th level, you can choose a second such ability score to also receive this bonus. At 6th level, the third of these ability scores also gains the bonus. You can select each ability score only once. These increases stack with all other adjustments and are gained as if through level advancement.

Damage Reduction (Ex): Beginning at 2nd level, your body toughens, giving you damage reduction of 2/-. This improves to DR 3/- at 4th level, 4/- at 6th level, and to 5/- at 8th level.

Fear Cone (Su): Beginning at 3rd level, you can create a cone of fear 30 feet long as a standard action. Creatures in the cone must make a Will save of DC 10 + your grim psion class level + your Charisma modifier. Those who fail are panicked for 2d6 rounds. This is a mind-affecting fear effect.

Natural Armor (Ex): Due to the increasing toughening of your body, you gain a +2 natural Armor Class bonus starting at 3rd level. This bonus improves to +4 at 8th level.

Turn Immunity (Ex): At 4th level, you become immune to turning effects. You cannot be turned, rebuked, or commanded, but you are still subject to spells and powers that affect undead.

Tainted Construction (Ex): At 5th level, you gain the Tainted Construction feat as a bonus feat even if you do not meet the prerequisites for it. Any construct you manifest will now be of tainted ectoplasm.

Cold Immunity (Ex): At 7th level, you become immune to cold damage.

Paralytic Touch (Su): At 9th level, you complete your connection to the Negative Energy Plane. You gain a touch attack that deals 1d8 points of negative energy damage; a Will save with a DC 10 + your grim psion class level + your Charisma modifier reduces the damage by half. If the target fails this save, it is also paralyzed for 1d3 rounds. Undead and other creatures that are healed by negative energy are neither healed nor harmed by this effect, although they may still become paralyzed. This is a Necromancy effect.

Astral Phylactery (Ps): At 10th level, you gain the ability to use a form of astral seed power at will as a psi-like ability, although with its normal manifesting time of 10 minutes. This astral phylactery functions identically to the astral seed power, except as follows:
  • Unlike with an astral seed, you cannot use ectoplasm to grow a new body for yourself. Instead, you must find a corpse of your original size and type (as appropriate to your type from before you entered this class and became undead) that was slain within the past 9 days. Upon making contact with the corpse, you may will the transfer, causing the storage crystal to shatter into dust. You become helpless for 24 hours, as the body decays to match your skeletal state.
  • An astral phylactery counts as an astral seed to determine the total number of astral seeds that you can have in existence at any given time. It also counts as a lich's phylactery for the purposes of powers and other effects.
  • Additionally, unlike with the astral seed power, you do not suffer any negative levels, level loss, or diminished psionic abilities for using this effect. Your powers known and maximum power points are as they were when you died, instead of when you manifested the power. In addition, you do not suffer an incurable negative level in your crystalline form, and you do not lose a level when you acquire a new body.


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Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #4 on: November 20, 2011, 01:09:55 PM »
Kineticist prestige class
Based on The Mind's Eye: The Kineticist (Prestige Class), by Mark A. Jindra, published 03/28/2003.

   Alignment: Any chaotic.
   Manifesting: Must be able to manifest 3rd-level or higher powers. Must know at least one power that can have the energy descriptor of his or her favored type when manifested.
   Skills: Concentration 8 ranks, Knowledge (Psionics) 4 ranks, Psicraft 4 ranks.
   Feats: Must have damaged or destroyed a structure or object by the use of a power of the favored energy type just to see what would happen or have survived a traumatic experience related to the character's favored energy such as being trapped in a burning building where someone close to the character died.

Hit Die: d6



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+2+0+2Energy Focus +1, Energy Lash, Favored Energy Type--
2+1+3+0+3Lesser Energy Barrier+1 level of existing manifesting class
3+2+3+1+3Bolt of Energy+1 level of existing manifesting class
4+3+4+1+4Energize Weapon+1 level of existing manifesting class
5+3+4+1+4Energy Breath, Energy Focus +2--
6+4+5+2+5Energy Walk+1 level of existing manifesting class
7+5+5+2+5Nimbus of Energy+1 level of existing manifesting class
8+6+6+2+6Piercing Energy+1 level of existing manifesting class
9+6+6+3+6Energy Death, Energy Focus +3+1 level of existing manifesting class
10+7+7+3+7Energy Lord, Greater Energy Barrier+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Psionics), Psicraft.

Weapon and Armor Proficiency: As a kineticist, you gain proficiency with the whip.

Manifesting: At each level except 1st and 5th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of kineticist to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an kineticist, you must decide to which class you add the new level of kineticist for the purpose of determining power points per day, powers known, and manifester level.

Favored Energy Type: At 1st level, you choose a favored energy type. This must be either acid, cold, electricity, fire, or sonic. As you gain levels in this class, you gain abilities that focus on the chosen energy type.

If you select acid for your favored energy type, you gain an additional option when manifesting powers that allow you to select the type of energy to deal from among cold, electricity, fire, and sonic energy, but not acid. You can choose for such a power to deal acid damage instead. In such a case, the power ignores half of an object's hardness and requires a Fortitude save instead of a Reflex save to reduce the damage, if applicable.

Energy Focus (Ex): At 1st level, you gain a +1 bonus to your manifester level when manifesting powers with descriptors of your favored energy type. This bonus increases to +2 at 5th level and +3 at 9th level.

Energy Lash (Ps): You gain the ability to fashion a 15-foot-long whip of your favored energy type from unstable ectoplasm as a move action. You take no damage from holding an energy lash you create, and if you release your hold, it immediately dissipates. The lash deals 1d8 points of damage of the favored energy to a target within 15 feet on a successful ranged touch attack. You can take Weapon Focus, Weapon Specialization (if you otherwise meet the prerequisites), and similar feats in conjunction with the energy lash, as well as any feats that apply to the use of a standard whip. The energy lash remains in existence as long as you hold it.

Lesser Energy Barrier (Ex): At 2nd level, you learn the energy adaptation, specified power as a 2nd level power. If you already know it, you can choose to instead learn a single power of 2nd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy adaptation, specified to reduce its power point cost by 2 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to grant resistance to your favored energy type. The effect of this power is still limited by your manifester level.

Bolt of Energy (Ex): At 3rd level, you learn the energy bolt power as a 3rd level power. If you already know it, you can choose to instead learn a single power of 3rd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy bolt to reduce its power point cost by 4 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.

Energize Weapon (Ex): At 4th level, you learn the claw of energy and weapon of energy powers as 4th level powers. If you already know both of them, you can choose to instead learn a single power of 4th level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting claw of energy or weapon of energy to reduce the power's power point cost by 6 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.

Additionally, you gain the ability to have claw of energy and weapon of energy deal damage of your favored energy type instead of their normal energy types. This must be chosen when you manifest the power. If you do so, you can manifest it as a move action instead of as a standard action.

Energy Breath (Ps): Beginning at 5th level, you can use the breath of the black dragon power as a psi-like ability once per day. It has a manifester level equal to your manifester level and deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you use this psi-like ability.

Additionally, once you know a power of 6th level or higher, you learn breath of the black dragon as a 6th level power. It deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you manifest it.

Energy Walk (Su): Beginning at 6th level, as a free action a you can expend your psionic focus to literally walk on air. You can move at your normal speed in all directions, including vertically, but cannot move more than double your speed in a round. While energy walking, you leave footprints in the form of your favored energy type in the air (footprints of flame, a sheet of ice, sparking thunderclouds, floating globs of weak acid, invisible but audible sources of a buzzing sound, or other thematically appropriate effects) that disperse in 2 rounds, but your tread does not deal damage. You must pay 1 power point per round spent traveling in this fashion.

Nimbus of Energy (Su): Beginning at 7th level, you can activate this ability as a move action. Motes of your favored energy that harm neither you nor your equipment engulf your entire body. While you are aflame, your primary manifesting score increases by 4 (if you have multiple primary manifesting scores, choose one), you can make a melee touch attack in place of a normal attack for 2d6 points of damage of your favored energy, and you gain damage reduction 5/magic. If you are struck in melee, the attacker takes 2d6 points of damage of your favored energy. This ability lasts for up to 1 minute per kineticist level and is usable once per day.

Piercing Energy (Ex): Beginning at 8th level, you can expend your psionic focus while manifesting a power or activating a psi-like ability that deals damage of your favored energy to have half of the damage that it deals of your favored energy to ignore resistances and immunities.

Energy Death (Ps): Beginning at 9th level, you can expend your psionic focus and pay 13 power points as a full round action to overwhelm one living creature within 100 feet with lethal levels of your favored energy (such as through boiling its blood, freezing its heart, electrocuting its nervous system, dissolving its internal organs, causing it to explode due to vibrations at its resonant frequency, or other thematically appropriate effects). The target must succeed on a Fortitude saving throw (DC 17 + your primary manifesting ability modifier) or die horrifically. Even on a successful save, the target takes 4d8 points of damage of your favored energy type. Even creatures normally immune to your favored energy type can be killed by this ability (although they are still immune to the energy damage on a successful saving throw). This is the equivalent of a 7th level power.

Energy Lord (Su): At 10th level, you gain the ability to transform into an energy lord once per day for up to 1 hour, as though using the metamorphosis power. An energy lord has the statistics of a greater fire elemental, except that the energy type and subtype are altered to match the your favored type of energy and you do not gain the burn ability (unless your favored energy type is fire, see below). Additionally, you gain darkvision out to 60 feet and DR 10/- in this form. You and your equipment are unharmed by your new body for the duration, and are immune to damage of your favored energy type for the duration. You must maintain your psionic focus while using the ability or it may end prematurely. Each round in which you do not maintain your psionic focus counts as 10 minutes with respect to the remaining duration of this ability.

In this form, you gain a subtype, an ability (in place of the fire elemental's burn ability) and a restriction according to your energy type.

  • Acid Lord: An acid lord is forbidden from entering water or any other liquid except acid. You gain the Acid subtype and the Dissolve ability.
    Acid Subtype (Ex): Acid immunity, +50% damage from electricity.
    Dissolve (Ex): An acid lord's slam attack deals an extra 2d6 acid damage from the elemental’s acidic body. This acid damage ignores half the hardness of objects. Living creatures hit by a acid lord's slam attack also must succeed on a Fortitude save or be sickened from the fumes for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting an acid lord with natural weapons or unarmed attacks take acid damage as though hit by the elemental’s attack, and may also sickened if they are living creatures unless they succeed on a Fortitude save. Manufactured weapons that strike the acid lord take acid damage as though hit by the elemental’s attack, which ignores half of the weapon's hardness.

  • Cold Lord: A cold lord cannot enter water but can walk on the surface of the water, which causes 5 cubic feet of water to instantly freeze beneath their feat; they cannot otherwise enter liquids. You gain the Cold subtype and the Freeze ability.
    Cold Subtype (Ex): Cold immunity, +50% damage from fire.
    Freeze (Ex): A cold lord's slam attack deals an extra 2d8 cold damage from the elemental’s frozen body. Those hit by a cold lord's slam attack also must succeed on a Fortitude save or be entangled by ice and frost for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting a cold lord with natural weapons or unarmed attacks take cold damage as though hit by the elemental’s attack, and are also entangled unless they succeed on a Fortitude save.

  • Electricity Lord: An electricity lord is forbidden from entering water or any other liquid. You gain the Electricity subtype and the Shock ability.
    Electricity Subtype (Ex): Electricity immunity, +50% damage from acid.
    Shock (Ex): An electricity lord's slam attack deals an extra 2d6 electricity damage from the elemental’s electrified body. Those hit by an electricity lord's slam attack also must succeed on a Reflex save or become psionically and electrically charged. Charged creatures attract attract weapons, magic, and psionic powers, providing a -3 penalty to their Armor Class, spell resistance, and power resistance. This lasts for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting an electricity lord with natural weapons or unarmed attacks take electricity damage as though hit by the elemental’s attack, and also become charged unless they succeed on a Reflex save.

  • Fire Lord: A fire lord cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it. You gain the Fire subtype and the Burn ability.
    Fire Subtype (Ex): Fire immunity, +50% damage from cold.
    Burn (Ex): A fire lord's slam attack deals an extra 2d8 fire damage from the elemental’s flaming body. Those hit by a fire lord's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. A burning creature can take a move action to put out the flame. Creatures hitting a fire lord with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

  • Sonic Lord: A sonic lord is forbidden from entering areas affected by silence. You gain the Sonic subtype and the Resonate ability.
    Sonic Subtype (Ex): Sonic immunity. All abilities based on sonic energy cease to function in an area of magical silence provided you fail the Will save. You may attempt the save to negate the silence, if centered on you, each round. If you succeed within the duration of the energy lord ability, you return to that form.
    Resonate (Ex): A sonic lord's slam attack deals an extra 2d4 sonic damage from the elemental’s resonant body. This sonic damage ignores the hardness of objects. Those hit by a sonic lord's slam attack also must succeed on a Reflex save or become shaken for 1d4 rounds. This does not stack (a shaken creature does not become frightened, nor does a frightened creature become panicked). The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting a sonic lord with natural weapons or unarmed attacks take sonic damage as though hit by the elemental’s attack, and also become shaken unless they succeed on a Reflex save. Manufactured weapons that strike the sonic lord take sonic damage as though hit by the elemental’s attack, which ignores the weapon's hardness.
Greater Energy Barrier (Ex): Beginning at 10th level, you gain an additional augmentation option when manifesting energy adaptation, specified. If you expend 12 additional power points while manifesting energy adaptation, specified to gain resistance to your favored energy type, you also gain immunity to that energy type.



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(Continued) 3.0 Psionics Conversion
« Reply #5 on: November 20, 2011, 01:10:02 PM »
Percipient prestige class
Based on The Mind's Eye: The Percipient (Prestige Class), by Scott Brocius and Mark A. Jindra, published 10/24/2003.

   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Feats: Alertness. Must also have any one of the following feats: Burrowing Power, Craft Universal Item, Improved Initiative, Inquisitor, or Opportunity Power.
   Skills: Intimidate 2 ranks, Knowledge (Psionics) 8 ranks, Spot 4 ranks.
   Special: Must perform the Ritual of the Oculist.

Ritual of the Oculist: Individual DMs should tailor the ritual to fit their campaign as far as gold piece expenditures and XP cost (it should have a negligible cost for 5th level characters, if any). It should be a psionic process that allows the character to grow a third eye.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2Foresight (-2), Low-Light Vision, Skill Bonus +2, Third Eye+1 level of existing manifesting class
2+1+0+0+3Insightful Precognition, Uncanny Dodge+1 level of existing manifesting class
3+1+1+1+3Skill Bonus +4, Vigilant Sight+1 level of existing manifesting class
4+2+1+1+4Foresight (+0), Mesmerizing Gaze+1 level of existing manifesting class
5+2+1+1+4Darkvision, Focused Eye, Skill Bonus +6+1 level of existing manifesting class
6+3+2+2+5Pain Gaze+1 level of existing manifesting class
7+3+2+2+5Auric Sight, Foresight (+2)  Skill Bonus +8+1 level of existing manifesting class
8+4+2+2+6Improved Uncanny Dodge+1 level of existing manifesting class
9+4+3+3+6Skill Bonus +10, True Sight+1 level of existing manifesting class
10+5+3+3+7Death Gaze, Foresight (+4), Gaze of Many+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Diplomacy, Intimidate, Knowledge (all skills, taken individually), Listen, Profession, Psicraft, Search, Sense Motive, Spot.

Weapon and Armor Proficiency: As a percipient, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of percipient to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an percipient, you must decide to which class you add the new level of percipient for the purpose of determining power points per day, powers known, and manifester level.

Foresight (Ex): Starting at 1st level, the you add a modifier to your initiative roll. Initially this is a -2 penalty due to the increased amount of information processed by your third eye, which includes occasional glimpses into the immediate future. As you gain levels as a percipient, you gain the ability to better deal with this increased information in tense situations. At 4th level this penalty is negated. At 7th level this becomes a +2 bonus. At 10th level this becomes a +4 bonus.

Low-Light Vision (Su): At 1st level, you gain low-light vision, or have your range tripled instead of doubled if you already possess it. This ability only functions while you maintain your psychic focus.

Skill Bonus (Ex): At 1st level, you gain a +2 bonus on Search and Spot checks. This bonus increases by +2 at every odd percipient level thereafter.

Third Eye (Ex): When you finish the ritual at 1st level, you grow a physical third eye. While this eye provides many benefits, you lose the ability to directly use any third eye psionic items. Instead, by meditating for 1 minute with a third eye item in your possession, you can transfer its enchantments into your own third eye. If you do not have any enchantments already in your third eye, the psionic item becomes a mundane gemstone suitable for re-enchantment into a new third eye item. Otherwise, it gains the enchantments already present in your eye as your eye takes on the item's original abilities. The enchantments in your third eye can be suppressed as a psionic item, but are maintained even if your face item slot is occupied, such as by goggles or a mask.

Insightful Precognition (Ex): Beginning at 2nd level, you gain an insight bonus to your Armor Class equal to one half your percipient level.

Uncanny Dodge (Ex): At 2nd level, you gain the uncanny dodge ability as the 2nd level barbarian ability.

Vigilant Sight (Su): Beginning at 3rd level, you gain blindsense out to 30 feet and blindsight out to 10 feet. These effects are based on your ability to read the psychic auras of your environment, so magical silence does not obstruct it. This ability only functions while you maintain your psychic focus.

Mesmerizing Gaze (Su): At 4th level, you learn the brain lock power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 1, it can target and affect any living creature independent of its type and the power's augmentation, and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Darkvision (Su): Beginning at 5th level, you gain darkvision out to 60 feet, or add 60 feet to your existing darkvision range. This ability only functions while you maintain your psychic focus.

Focused Eye (Ex): Beginning at 5th level, all powers from the Clairsentience discipline cost 1 less power point to manifest than normal, to a minimum cost of 1 power point.

Pain Gaze (Su): At 6th level, you learn the inflict pain power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 2 and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Auric Sight (Su): Beginning at 7th level, you can see psionic auras clearly. While you maintain your psychic focus, you are considered to be under the effects of the arcane sight spell.

Improved Uncanny Dodge (Ex): At 8th level, you gain the improved uncanny dodge ability as the 5th level barbarian ability.

True Sight (Ex): At 9th level, you learn the true seeing, psionic power as a 5th level power. It costs 1 less power point to manifest than normal, to a minimum cost of 1 power point. This benefit stacks with the one granted by your Focused Eye ability.

Death Gaze (Su): At 10th level, you learn the recall death power as an 8th level power. When you manifest it against a living creature that can see you, it can affect creatures immune to mind-affecting effects. This benefit only applies against living creatures.

Gaze of Many (Su): Starting at 10th level, your ability to channel certain psionic powers through your third eye increases. Whenever you manifest or concentrate upon brain lock, inflict pain, or recall death as a standard action against a living creature that can see you, you can manifest or concentrate upon one of the above powers (the same or a different one) against a living creature that can see you as a swift action in the same round, instead of as a standard action. You can do this for a number of rounds each day equal to your Wisdom modifier plus one (minimum once per day).



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(Continued) 3.0 Psionics Conversion
« Reply #6 on: November 20, 2011, 01:10:09 PM »
Shadow Mind prestige class
Based on The Mind's Eye: Shadow Mind (Prestige Class), by Mark A. Jindra and Scott Brocius, published 10/25/2002.

   Alignment: Any nongood.
   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Feats: Conjunctive Mind and at least one metapsionic feat.
   Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2Control Shadow, Subpsionic Feats+1 level of existing manifesting class
2+1+0+0+3Low-light Vision, Subpsionic Defense +1+1 level of existing manifesting class
3+1+1+1+3Subpsionic Power +1, Tainted Construction+1 level of existing manifesting class
4+2+1+1+4Subpsionic Shield+1 level of existing manifesting class
5+2+1+1+4Subpsionic Defense +2+1 level of existing manifesting class
6+3+2+2+5Subpsionic Power +2+1 level of existing manifesting class
7+3+2+2+5Darkvision, Dream Travel+1 level of existing manifesting class
8+4+2+2+6Greater Subpsionic Shield, Subpsionic Defense +3+1 level of existing manifesting class
9+4+3+3+6Shadow Body, Subpsionic Power +3+1 level of existing manifesting class
10+5+3+3+7Subpsionic Double+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Disguise, Hide, Knowledge (Psionics), Profession, Psicraft.

Weapon and Armor Proficiency: As a shadow mind, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of shadow mind to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became a shadow mind, you must decide to which class you add the new level of shadow mind for the purpose of determining power points per day, powers known, and manifester level.

Subpsionic Feats: You gain the Insidious Mind and Tenacious Mind feats as bonus feats.

Control Shadow (Ps): You learn the control light power as a 1st level power. Additionally, you can manifest the control light power as a psi-like ability a number of times per day equal to your shadow mind level. Whenever you manifest control light, it has the Darkness descriptor instead of the Light descriptor.

Low-light Vision (Su): You gain low-light vision at 2nd level if you don't already have it.

Subpsionic Defense (Ex): Beginning at 2nd level, you gain a +1 bonus on your saving throws against powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines. This bonus increases by +1 for every three shadow mind levels you possess beyond 2nd.

Tainted Construction: You gain the Tainted Construction feat at 3rd-level as a bonus feat if you know the astral construct power. If you don't know the astral construct power, you instead gain the Expanded Knowledge (astral construct) feat as a bonus feat.

Subpsionic Power (Ex): Beginning at 3rd level, you gain a +1 bonus to your manifester level when manifesting powers from the Metacreativity, Clairsentience, and Telepathy disciplines. This bonus increases by +1 for every three shadow mind levels you possess beyond 3rd. This stacks with the benefit granted by being a subpsionic character.

Subpsionic Shield (Su): Beginning at 4th level, you gain the ability to create a mobile disk of purple-black force as a swift action. This subpsionic shield is made up of shadowstuff and psychokinetic force and intercepts attacks, providing a +4 deflection bonus to your Armor Class and a 20% miss chance against attacks. You can see and reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.

The subpsionic shield lasts 1 round per manifester level per day and need not be used all at once. Creating or dismissing a subpsionic shield is a swift action.

Darkvision (Su): Beginning at 7th level, you gain darkvision out to 60 feet.

Dream Travel (Ps): Beginning at 7th level, you gain the ability to use dream travel as a psi-like ability once per day. In addition, once you gain the ability to manifest 7th level powers, you learn the dream travel power as a 7th level power.

Greater Subpsionic Shield (Su): Beginning at 8th level, your mastery of the subpsionic shield improves. It also grants you power resistance of 12 + your manifester level.

Shadow Body (Ps): Beginning at 9th level, you gain the ability to use shadow body as a psi-like ability once per day. In addition, once you gain the ability to manifest 8th level powers, you learn the shadow body power as an 8th level power.

Subpsionic Double (Su): Once per day at 10th level, you can use a standard action to create a double of yourself within 30 feet woven from shadowstuff and psychokinetic force. The double looks, sounds, and smells like you and has your ability scores, base AC, hit points, saves, attack bonuses, natural attacks, senses, and movement modes, but no equipment. Any apparent clothing or equipment is nonfunctional and the double's aforementioned statistics are as you would be without your equipment. Similarly, it does not benefit from any powers or effects active on you, even though it appears to. The double mimics your actions (including speech) unless you concentrate on making it act differently (a free action, see below). It can attack your enemies if given a weapon or items (since it can use anything you can). It does not have any other abilities you possess, even though it appears to use them as you do.

You can see through the double's eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from seeing through its eyes to seeing normally, or back again, as a free action. If you desire, any power you manifest whose range is touch or greater can originate from the double instead of from you. The double is quasi-real -- just real enough to manifest powers that you originate. You can use it to manifest powers on itself only if those powers affect non-living creatures.

Mentally commanding the double is a free action. Using it as the originator of a power counts as an action for you and the double (the same action as manifesting the power). You must maintain a line of effect to the double at all times. If your line of effect is obstructed, or you manifest a power that teleports or plane shifts you or your double but not both, the double is dismissed. Causing you or your double to leave the plane you share dismisses the double.

The double lasts 1 round per manifester level. The death of the double does not affect you or vice versa. The double still lasts to the end of its duration if you die, acting as you would were you still alive, including seeming to manifest illusionary powers. If the double dies before its duration ends, it acts as you would if you were dead (usually by slumping on the ground as a corpse).



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(Continued) 3.0 Psionics Conversion
« Reply #7 on: November 20, 2011, 01:10:16 PM »
Truth Seeker prestige class
Based on The Splintered Mind: Rebels of the Scarlet Brotherhood, by Jesse Decker, Will McDermott, & Stephen Schubert, published 06/23/2002, originally appeared in Dragon Magazine #281.

   Alignment: Any non-evil.
   Base Attack Bonus: +5.
   Feats: Improved Unarmed Strike, Combat Reflexes.
   Skills: Diplomacy 8 ranks, Sense Motive 4 ranks.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Power
Points
Per Day

Powers
Known
Maximum
Power
Level
1+0+2+0+2Monk Abilities, Share Mind111st
2+1+3+0+3Share Mind (AC bonus +1)321st
3+2+3+1+3Psychoanalyst632nd
4+3+4+1+4Share Mind (Cannot be flanked)1042nd
5+3+4+1+4Share Mind (AC bonus +2)1553rd
6+4+5+2+5Share Mind (Attack bonus)2363rd
7+5+5+2+5Inquisitor3174rd
8+6+6+2+6Share Mind (Swap initiative)4384th
9+6+6+3+6Share Mind (AC bonus +3)5595th
10+7+7+3+7Share Mind (Grant share mind)71105th

Class skills (4 + Int modifier per level): Concentration, Diplomacy, Disguise, Forgery, Knowledge (local), Knowledge (nobility and royalty), Knowledge (psionics), Listen, Psicraft, Sense Motive.

Weapon and Armor Proficiency: As a truth seeker, you gain no new weapon or armor proficiencies.

Monk Abilities: Your truth seeker class levels stack with your monk levels for the purpose of determining your unarmed damage, or with levels in other classes that grant that ability as a monk. Your class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on. If you lack any levels in monk or similar classes, you instead gain the unarmed damage of a monk of your truth seeker level.

Power Points/Day: As a truth seeker, your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on the table above. In addition, you receive bonus power points per day if you have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. If you have power points from a different class, those points are pooled together and usable to manifest powers from either class.

Powers Known: As a truth seeker, you learn one power of your choice at 1st level. At every class level after 1st, you unlock the knowledge of new powers.

As a truth seeker, you choose your powers from the psion power list, the psion (seer) power list, and the psion (telepath) power list, but only those of the Clairsentience or Telepathy disciplines. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow you to learn powers from the lists of other classes and from other disciplines.) You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against your truth seeker powers is 10 + the power’s level + the your Wisdom modifier.

Maximum Power Level Known: As a 1st level truth seeker, you gain the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

To learn or manifest a power, you must have a Wisdom score of at least 10 + the power’s level.

Share Mind (Ps): Truth seekers have the ability to connect to other minds and share thoughts and senses. Once per class level per day, you can create a lesser mindlink with one willing target. This functions as the mindlink power with a manifester level equal to your truth seeker manifester level, except that it can never be augmented. You can maintain share mind with only one creature at a time.

In addition to the mindlink, you (not your partner) gain some advantages, based on your level:
  • At 1st level, you tap into the emotions of your partner's mind. As a result, you gain any morale bonus or penalty that affects your partner.
  • At 2nd level, the additional awareness of your partner's mind gives you a +1 insight bonus to AC. This bonus increases to +2 at 5th level and to +3 at 9th level.
  • At 4th level, you gain even greater perception of your surroundings and cannot be flanked, provided you and your partner are within line of sight. You can still be flanked by a rogue of four levels higher than your character level.
  • At 6th level, by understanding how your partner is moving, you gain a +2 insight bonus to attack rolls against any target that both you and your partner threaten.
  • At 8th level, you can communicate to such a degree with your partner's mind that you are able to act when your partner would normally act, or cause your partner to act more quickly. Once during the duration of any share mind, your can swap initiatives with your partner. This must be declared at the beginning of a round, before anyone has acted, and your partner must be willing.
  • At 10th level, you can filter information back to your partner, bestowing any of the above abilities onto your partner, who acts as if he had used share mind on you. This ability lasts for 1 minute and can be used once per day. It can be activated as a free action.

You gain these benefits whenever a mindlink is established between you another willing creature, regardless of whether or not it came from your share mind ability or even if it was you who manifested it. If you are already mindlinked with another creature when a new mindlink is established, you must choose whether to maintain your original partner or switch to the new linked creature. You can only have one partner at any given time.

Psychoanalyst (Su): Beginning at 3rd level, you gain a +2 bonus to Diplomacy, Bluff, Intimidate, and Charisma checks (but not other Charisma-based skill checks), but only while you maintain your psionic focus.

Inquisitor: You gain the Inquisitor feat as a bonus feat at 7th level, even if you do not qualify for it.



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(Continued) 3.0 Psionics Conversion
« Reply #8 on: November 20, 2011, 01:10:29 PM »
Updated Feats
Feats based on the following sources:
Subpsionics (Psionics of the subconscious mind)
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Psionic FeatsPrerequisitesBenefit
Conjunctive MindInt, Wis, or Cha 15Use subpsionics, +1 ML with Metacreativity, Clairsentience, and Telepathy.
   Insidious MindConjunctive MindYour powers are harder to detect by non-subpsionic creatures.
   Tenacious MindConjunctive MindYour powers are harder to dispel by non-subpsionic creatures.
   Tainted ConstructionConjunctive Mind, ability to manifest astral constructYour Astral Constructs use tainted ectoplasm and have additional options.
Psionic SidestepDex 13, Wis 13, DodgeAvoid attacks of opportunity once per round while you maintain your psionic focus.
   Improved Psionic SidestepDex 15, Wis 15, Dodge, Psionic SidestepUse Psionic Sidestep one more time per round and move farther when you do.



Conjunctive Mind [Psionic, Subpsionic]
Prerequisite: Intelligence, Wisdom, or Charisma 15.
Benefit: You are now a subpsionic character. From now on, your powers and psionic abilities have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage. You gain the subpsionic subtype. This grants you the following benefits and penalties.

You gain a +1 bonus to your manifester level when manifesting powers or psi-like abilities from the Metacreativity, Clairsentience, and Telepathy disciplines.

The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. You suffer a -1 penalty to your manifester level when manifesting powers or psi-like abilities from these disciplines. You cannot use a psi-like ability if this reduces your manifester level to less than the normal power point cost of the power it mimics.

From now on any psionic item you create is a subpsionic item.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, choose one of your Intelligence, Wisdom, or Charisma scores. You suffer a -2 penalty to the chosen ability score for the purposes of ability checks, skill checks, fulfilling prerequisites, determining save DCs, and determining bonus spells and power points per day.



Insidious Mind [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to detect. When a non-subpsionic creature employs a psi-like ability, a psionic item, or a power (such as detect psionics) that can detect the psionic aura of one of your powers, the non-subpsionic creature must make a manifester level check (DC 11 + your manifester level) to successful detect your powers. Similarly, a non-subpsionic creature attempting to use a power to reveal the effects of one of your powers, such as detect teleportation, must make a manifester level check to reveal your power's effects. The non-subpsionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit only extends to powers you manifest from the Metacreativity, Clairsentience, and Telepathy disciplines.

From now on, your ability to detect non-subpsionic powers is impaired. Any power you use to detect a non-subpsionic power from the Psychometabolism, Psychoportation, or Psychokinesis disciplines is successful only if you make a manifester level check against a DC of 9 + the manifester level. This penalty does not extend to powers from other disciplines; you detect them normally.
Special: Only creatures with the subpsionic subtype are subpsionic creatures. Non-subpsionic powers are powers manifested by creatures that were non-subpsionic at the time of manifesting.



Improved Psionic Sidestep [Psionic]
Prerequisites: Dex 15, Wis 15, Dodge, Psionic Sidestep.
Benefit: You can use your Psionic Sidestep feat an additional time per round (to a total of twice per round). It allows you to move up to 5 additional feet (to a total of 10 feet) and the dodge bonus to your Armor Class improves by +2 (to a total of +4).



Psionic Sidestep [Psionic]
Prerequisites: Dex 13, Wis 13, Dodge.
Benefit: While you maintain your psionic focus, once per round when you provoke an attack of opportunity, you can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack.
Special: This feat also counts as the Mobility feat for the purposes of qualifying for feats, prestige classes, and other options.



Tenacious Mind [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to nullify. Your powers resist dispel attempts by non-subpsionic creatures. When a non-subpsionic creature makes a dispel check to dispel one of your Metacreativity, Clairsentience, or Telepathy powers, the DC increases by +4 (to 15 + your manifester level). This benefit does not extend to powers from other disciplines.

From now on your ability to dispel non-subpsionic powers is impaired. You suffer a -2 penalty on dispel checks to dispel a non-subpsionic Psychometabolism, Psychoportation, or Psychokinesis power.
Special: Only creatures with the subpsionic subtype are subpsionic creatures.



Tainted Construction [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character, ability to manifest astral construct.
Benefit: As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs. You can select astral construct abilities from an extended menu. Each special ability can come from your normal menu or Table: Subpsionic Extended Construct Abilities. Astral constructs you create are formed from a darker tainted ectoplasm. Their surface is a shimmering black bathed in a deep purple glow. As an additional benefit, the natural weapons and manufactured weapons that your tainted constructs use bypass damage reduction as though they were Evil-aligned.

Table: Subpsionic Extended Construct Abilities
  • Menu A
    • Lesser Aura of Fear (Su): Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the aura of fear or greater aura of fear abilities.
    • Lesser Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the withering or greater withering abilities.
  • Menu B
    • Aura of Fear (Su): Creatures within 20 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or greater aura of fear abilities.
    • Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
    • Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.
  • Menu C
    • Greater Aura of Fear (Su): Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or aura of fear abilities.
    • Greater Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.


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« Last Edit: July 06, 2017, 11:47:10 AM by Garryl »

Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #9 on: November 20, 2011, 01:10:38 PM »
Updated Powers
Powers based on the following sources:
Quote from: Expanding Your Mind: Thirteen New Slightly Evil Powers and More..., http://archive.wizards.com/default.asp?x=dnd/pse/20030628a
Vile Damage

(From the Book of Vile Darkness, page 34.)

Vile damage, like regular damage, results in the loss of hit points or ability score points. Unlike regular damage, vile damage can be healed only by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.

Vile Displays

Normal psionic powers create various "displays" when they are manifested. However, some of the slightly darker powers create horrifying displays that show off the dreadful nature of the manifester. Some examples of vile displays may include the following:

    Auditory (Au): A dreadfully shrill death scream, rattling chains, or eerie howling winds that echo dissonantly.

    Material (Ma): Instead of an area being briefly slicked in goo, the area is slicked in bubbling pools of thick black tar or even sickening pools of blood.

    Mental (Me): Minds that notice the mental displays view a glimpse of absolute and personal fear taken form that sends shivers up their spine.

    Olfactory (Ol): The scent of rotted, decaying, or burning flesh fills the area.

    Visual (Vi): Instead of a rainbow or harmless light, a creeping mist or an eerie crimson light appear and the manifester's eyes burn may burn with crimson or an unwholesome green fire.

Psion Powers
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Psion Discipline Powers
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Psychic Warrior Powers
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Brittle Psyche
Telepathy [Mind-Affecting]
Level: Psychic Warrior 4, Telepath 3
Display: Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None or Will negates; See text
Power Resistance: Yes
Power Points: Psychic Warrior 7, Telepath 5

The affected creature suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. Creatures with 10 or more Hit Dice can avoid this effect with a successful Will save. Creatures with less than 10 Hit Dice get no saving throw to reduce the initial effect. Creatures who succeed at their first save are immune to the further effects of the power.

Furthermore, when the affected creature takes damage during a round, the penalties increase. At the beginning of each of the subject's turns, it must make an additional saving throw if it has taken any damage since the beginning of its previous turn. on a failed saving throw, the morale penalty increases by an additional -2. Successfully making a saving throw prevents the penalty from increasing but does nothing to prevent the penalty from increasing next round, nor does it rid the creature of penalties already accrued.

Augment: For every additional power point that you spend, the number of hit dice required to get a saving throw against this power's initial effect increases by 1. For every 2 power points spent this way, this power's save DC increases by 1.



Burning Blood
Psychokinesis [Evil]
Level: Psion 5
Display: Vi (see text)
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates (see text)
Power Resistance: Yes
Power Points: 9

Similar to matter agitation, you excite the blood of a living creature, heating it to the point of combustion over time. The subject of this power receives a Fortitude save to avoid the effect. If the save succeeds, it cannot be affected by this manifestation of the power, otherwise the subject's blood begins to heat up. If you shift your focus to another subject (normally a move action), the first subject's blood cools and the second subject begins to heat up. You automatically lose concentration if the subject leaves the power's range.

1st Round: The creature's blood heats up, causing 2d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 1 point of Strength damage.

2nd Round: The creature's blood boils, causing 3d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 2 points of Strength damage.

3rd Round: The creature's blood ignites, causing 4d6 points of fire damage and 1d4+1 points of Strength damage. The creature must also make an additional Fortitude save or fall unconscious for as long as the power affects the creature.

4th+ Round: For every round of concentration beyond the 3rd, the subject takes 1d6 points of fire damage, since its blood continues to burn, and 1 point of Strength damage. The creature must also make an additional Fortitude save each round to avoid falling unconscious for as long as the power affects the creature.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the damage dealt each round by this power increases by 1, and the Strength damage dealt in the 3rd round increases by 1. Every 2 power points spent this way also increases this power's save DC by 1.
  • For every 4 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.
  • If you spend 2 additional power points, this power's range becomes medium (100 ft. + 10 ft./level).



Darkness Cloak
Clairsentience [Darkness]
Level: Psion 4, Psychic Warrior 4
Display: Vi
Manifestation Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

This power shrouds the subject in an aura of shadow. This aura grants the recipient a +5 deflection bonus to Armor Class. The subject sees through the cloak as though it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any light powers or effects.

Augment: For every 4 additional power points that you spend, the deflection bonus to Armor Class granted by this power increases by 1.



Discover Truth
Clairsentience
Level: Psion 2
Display: Au
Manifestation Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This subtle power uses the subject's memories to uncover hidden truths. When activated, the subject can visualize a specific 30-second period of time that he remembers. The subject sees not what he remembers but rather what was truly there. In the subject's memory, invisible creatures and objects can be seen, and illusions have no effect. For discover truth to work, the time period recalled must have occurred at least 24 hours before the power's activation.

Augment: For every 2 additional power points you spend, length of time that the subject can remember increases by 30 seconds and the save DC increases by 1.



Distraction
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

This power affects the mind of the subject, clouding his anticipation of attacks and disrupting his ability to focus on an attacker. The subject suffers a -2 circumstance penalty to its Armor Class, and it can be affected by Sneak Attack, Sudden Strike, and other abilities as though it was denied its Dexterity modifier to its Armor Class.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, the subject also provokes an attack of opportunity from all creatures that threaten it if it fails its saving throw against this power as you manifest it.
  • For every 2 additional power points that you spend, the circumstance penalty to the subject's Armor Class increases by -1.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Ectoplasmic Mist
Metacreativity
Level: Psion 2
Display: Ma, Ol
Manifestation Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 20-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None; Will negates; Reflex half; See text
Power Resistance: No
Power Points: 3

You call forth a deep purple mist of ectoplasm that billows out from the point you designate. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. The power does not function underwater.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 2 additional power points, this power gains the [Evil] descriptor and anyone in the area takes 1d6 points of vile damage per round. A successful Will save negates the damage for the round for that creature, but provides no protection against damage in future rounds, nor does it allow the creature to see through the mist.
  • If you spend 4 additional power points, this power gains the [Fire] descriptor and the mist that it creates bursts into flames 3 rounds after you manifest this power. This burst of flame instantly deals 6d6 points of damage to all creatures within the mist (Reflex half), but burns up and dissipates the mist at the end of the round. For each additional power point you spend beyond that, the ectoplasmic mist smolders for an additional round instead of dissipating, dealing another 2d6 points of fire damage to those within (no save).
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.



Fairy Tale
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

Where illusions create images or sounds that do not exist, fairy tale causes its target to believe that something that does or did exist is merely imaginary. The caster chooses one object that becomes imaginary in the mind of the subject. The target acts as though any memories or appearances of the chosen object of creature are merely caused by her imagination.

Because the mind is very hard to influence in this way, the use of fairy tale is difficult. The target can avoid the power's effects with a successful Will save. Furthermore, even if the target fails her saving throw, each time she is exposed to the "imaginary" object, she gets another saving throw. The DM has the final word on what circumstances allow the target an additional saving throw. Any time the target of fairy tale is attacked by the object she believes to be imaginary, the effect automatically ends. Also, if the target comes in physical contact with the "imaginary" object or creature, the effects of fairy tale end.

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the duration of this power is permanent instead of Concentration + 1 round/level. It can still end if the subject is exposed to an "imaginary" object.
  • For every 2 additional power points that you spend, you can cause the target to believe that an additional object or thing is imaginary. After failing the initial saving throw, a successful Will save after being exposed to an "imaginary" object only ends this power with respect to that object.
  • For every 3 additional power points that you spend, you can affect one additional creature with this power. Each creature to be affected must be within 15 feet of every other creature to be affected when this power is manifested. Each creature treats the same objects as being imaginary.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Find the Heart
Clairsentience
Level: Psychic Warrior 2, Seer 2
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 3

Find the heart gives its user an intuitive feel for striking a creature's anatomy. Using this insight allows you to make more precise, damaging strikes. This power grants you the equivalent of +2d6 Sneak Attack damage, as the Rogue ability. Unlike the actual Rogue ability, this bonus damage only applies to melee attacks. If you already have the Sneak Attack ability from another source, the bonus damage stacks when both apply.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 6 additional power points, you can manifest this power as a swift action.
  • For every 3 additional power points that you spend, you gain an additional +1d6 melee Sneak Attack damage.



Multiply Pain
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This power causes the subject to believe that any wounds it suffers while this power is in effect are worse than they actually are. This belief so strong that the sheer mental stress causes the subject to suffer physically, taking an additional 1d6 points of nonlethal damage for each attack against it that causes damage, once per round.

Augment: You can augment this power in one or both of the following ways:
  • For every 2 additional power points you spend, the number of times per round that the subject can suffer additional damage increases by 1 and this power's save DC increases by 1.
  • For every 2 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.



Narrow Thoughts
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi, Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

Like its counterpart distraction, narrow thoughts affects the subject's ability to concentrate on combat. However, where distraction dulls the perceptions and focus of the target, narrow thoughts heightens the subject's awareness of a single foe.

A creature affected by narrow thoughts must choose one visible creature that it considers an enemy to focus on when the power is manifested. For the duration of the power, the subject's Dexterity bonus, dodge bonuses, and shield bonus to AC apply only when attacked by the chosen enemy. Furthermore, the subject gains an additional +2 dodge bonus to AC against the chosen enemy. If the subject's chosen enemy is killed, destroyed, flees the battle, surrenders in a manner that the subject trusts to be genuine, or is otherwise rendered unable to hurt the subject, this power immediately ends.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, you can choose which creature the subject focuses on when you manifest this power. The chosen creature must be a valid option that the subject could have chosen.
  • For every 2 additional power points that you spend, the subject also suffers a -1 circumstance penalty to its Armor Class, even against the creature that it focuses on.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Psionic Armor
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 set of crystal armor or a crystal shield you possess
Duration: 1 minute/level
Power Points: 1

You infuse a set of crystal armor or a crystal shield with psionic energy. The item gains one or more special psionic abilities it does not currently have. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.



Psionic Weapon
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 crystal weapon you possess
Duration: 1 minute/level
Power Points: 1

You infuse a crystal weapon with psionic energy. The item gains one or more special psionic abilities it does not currently have from the appropriate table. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal. If you possess a mind blade, you can affect your own mind blade with this power as though it was made of crystal, and the limit of the total market modifier of all bonuses and special abilities does not count the bonuses and special abilities of your mind blade that you gain as class features.
   Alternatively, you can affect up to fifty crystal arrows, bolts, bullets, or other units of ammunition. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their abilities when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.) If you possess the ability to create mind arrows, you can choose to affect the next fifty of them that you would create as though they were made of crystal and were together, even though they don't exist yet. (The duration of this power counts from when you manifest it, not from when you create the mind arrows.)

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.



Scream of Death
Psychokinesis [Death, Evil, Sonic]
Level: Psion 9
Display: Au
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level all unattended objects, and all undead creatures within a 30-ft-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 17

You release a terrible scream of negatively charged sonic energy that kills living creatures (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their initial Fortitude save to avoid death, as well as unattended inanimate objects, still suffer 3d6 points of vile damage, as unseen razor sharp claws rip and tear at them relentlessly, rending large swatches of flesh from living victims. Damage dealt this way ignores hardness.

If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.

The negative energy of this power also rebukes undead creatures, causing them to cower in fear. Undead in the area may be rebuked. You make a turning check to rebuke them as a cleric of 2 levels lower than your manifester level. You cannot control undead through this power unless you have the ability to rebuke and control undead through other sources, in which case your normal limitations for controlling undead from those abilities apply.

Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points and its save DC increases by 1.



Synaptic Shock
Psychometabolism
Level: Psion 1, Psychic Warrior 1
Display: Vi, Me
Manifestation Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 1

This power shrouds your hand in a shimmering violet radiance that can cause synaptic damage to living opponent. A successful melee touch attack overloads synapses in the subject's body, causing 1d6 points of nonlethal damage and 2 points of Constitution damage. If the subject succeeds at a Fortitude save, it does not suffer any Constitution damage.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the nonlethal damage dealt by this power increases by 1d6. If you spend at least 4 additional power points this way, the damage dealt by this power becomes lethal damage instead of nonlethal.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, all Constitution damage and lethal damage it deals (if any) is considered vile damage, and a successful saving throw does not prevent the Constitution damage.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, causes 2d6 additional points of damage, and causes the subject to be dazed for 1d3 rounds on a failed Fortitude save, but it does not cause any Constitution damage.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.



Targeted Mind
Clairsentience [Mind-Affecting]
Level: Psion 2, Psychic Warrior 2
Display: Vi
Manifestation Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature with an Intelligence score
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You can pinpoint the location of a creature by knowing the location of its mind. The creature loses any concealment bonus it might have had. You must be able to perceive the creature initially when manifesting this power. If the target moves out of your line of sight after being targeted, you still know where it is. If the creature becomes immune to mind-affecting powers, this power ends. If the creature moves out of range, the power ends.

Augment: If you spend 6 additional power points, the duration of this power becomes 1 hour per level and it does not end if the subject moves out of range. You cannot pinpoint a creature on another plane, but you can tell what plane it is on.



Vile Claw
Psychometabolism [Evil]
Level: Psion 3, Psychic Warrior 3
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5

Your fingers grow into long, dark talons that drip with ichor. The power grants you a natural claw attack with a base damage of 1d8 for a medium creature. You can use this claw attack with any free hand, but you can only make attacks as though you had one claw (you can use other claw attacks and take advantage of bonus attacks with this claw as normal).

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the base damage of the claw increases by one step and it causes 1 point of Constitution damage on each hit.
  • If you spend 2 additional power points, the base damage of the claw increases by one step and the damage it causes is considered vile damage.
  • If you spend 6 additional power points, the claw becomes semimaterial when you attack with it, allowing you to use it as an incorporeal touch attack instead of as a normal claw, whichever is more beneficial.



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« Last Edit: July 06, 2017, 11:47:19 AM by Garryl »

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Re: 3.0 Psionics Conversion
« Reply #10 on: November 20, 2011, 01:10:44 PM »
Reserved for future use.

(Formerly Vile Powers.)
« Last Edit: July 06, 2017, 11:44:10 AM by Garryl »

Offline Garryl

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(Continued) 3.0 Psionics Conversion
« Reply #11 on: November 20, 2011, 01:28:50 PM »
By Prime32, Sardior's Powers (Updated from http://www.wizards.com/default.asp?x=dnd/psm/20030926b)
(Sardior Mantle, Sardior's Calling, Blithen's Calling, Sardior's Scout, Sardior's Guardian)

Quote from: Prime32, http://brilliantgameologists.com/boards/index.php?topic=9161.msg309080#msg309080
(Work in Progress)

Quote from: Sardior Mantle
Granted Ability: ?

1 Sardior's Mount
2 Sardior's Scout
3 Sardior's Calling
4 Sardior's Presence
5 Sardior's Breath
6 Sardior's Flight
7 Sardior's Sight
8 Sardior's Transference
9 Sardior's Wrath
Powers
Sardior's/Blithen's Calling
(click to show/hide)

Sardior's Scout
(click to show/hide)

Sardior's Guardian [Psionic]
Prerequisites: Ability to manifest astral construct, manifester level 6th
Benefit: Your astral constructs gain +4 Wisdom, and their slam attacks are replaced by claw attacks. In addition, you may expend your psionic focus when manifesting astral construct to grant it the following abilities. These take the place of the menu option it would normally receive. Additional menu items from the Boost Construct feat are not affected.
  • Fiery Bite (Ex): Your construct gains a bite attack with damage as a claw of one size category larger. The construct's bite attack deals +1 point of fire damage per level.
  • Ectoplasm Resistance (Ex): Your construct cannot be dismissed by the dismiss ectoplasm power. It suffers 3d8 points of damage on a failed save.
« Last Edit: July 06, 2017, 11:47:51 AM by Garryl »

Offline Garryl

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Re: 3.0 Psionics Conversion
« Reply #12 on: November 20, 2011, 01:34:47 PM »
Reserved for future use.

(Formerly Subpsionic Feats.)
« Last Edit: July 06, 2017, 11:44:32 AM by Garryl »

Offline Garryl

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Re: 3.0 Psionics Conversion
« Reply #13 on: November 20, 2011, 01:58:00 PM »
Reserved for future use.

(Formerly Psionic Sidestep feats.)
« Last Edit: July 06, 2017, 11:44:59 AM by Garryl »

Offline Jackinthegreen

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