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PSIONIC COMBAT
Overview
There are five psionic attack modes and five psionic defense modes. Each
mode is like a specialized psionic power and generally follows the rules for
using a psionic power, but there are some differences. Successful psionic
attacks deal temporary ability damage, while successful psionic defenses protect
the subject from taking that ability damage. Psionic characters can target
nonpsionic opponents with attack modes, though nonpsionic creatures are
naturally resistant to most such attacks.
Psionic Attack Modes Psionic
Defense Modes
Ego Whip (Dex) Empty Mind
Id Insinuation (Str) Intellect
Fortress
Mind Blast (Cha) Mental Barrier
Mind Thrust (Int) Thought
Shield
Psychic Crush (Wis) Tower of Iron Will
(Nonpsionic
buffer)
Attack and defense modes do not fall under any one discipline,
nor do they possess levels (though for the purposes of Concentration checks an
equivalent level is given in Table: Psionic Attack Modes); however, each attack
mode is keyed to a particular ability score (noted next to each attack mode in
parentheses). The attacker adds his or her key ability modifier to his or her
roll to set the defender’s Will save DC against the attack. The ability
also indicates the specific type of temporary ability damage the attack deals if
successful.
Making a Psionic Attack
A psionic character initiates psionic combat by targeting any opponent in
range with one of the five psionic attack modes he or she knows. Using a psionic
attack mode is a standard action, and normally only one attack is allowed in a
round.
Each psionic attack mode has a power point cost (as noted on Table:
Psionic Attack Modes). The attacker sets the defender’s Will save DC with
a d20 roll modified by two additional components: the attacker’s
appropriate ability modifier and the DC modifier. The attacker’s ability
modifier is always his or her key ability modifier, regardless of the specific
attack mode used. The DC modifier is determined by the defense mode raised by
the defender, if any, which is found by cross-referencing the attack mode and
defense mode on Table: Psionic Combat DC Modifiers. The defender does not know
what specific attack he or she is defending against until after the defense is
raised, nor does the attacker know what defense will be raised until after the
attack is launched.
The attacker may choose to enhance the psionic attack
through the use of specific feats, if possessed. An attacker cannot use feats in
conjunction with psionic combat that are not specially for use with psionic
attack modes.
Making a Psionic Defense
A character defending against a psionic attack mode makes a Will save to
determine the success or failure of the attack. Unless flat-footed or out of
power points, psionic characters can respond to a psionic attack by putting up
one of the five psionic defense modes. The defender is aware of the attack but
not the specific attack mode. Following the attack, the defender knows which
attack mode it was, regardless of the success or failure of the attack to deal
temporary ability damage.
A psionic character must be conscious to raise a
psionic defense mode. Regardless of initiative order, a defender may always
attempt to put up a defense mode as a free action if he or she has sufficient
power points to pay for it and is not flat-footed.
If caught flat-footed, or
if the defender’s power points are exhausted, the defender must make a
Will save without the benefit of a psionic defense mode’s bonus on the
saving throw. The DC modifier of an unanswered psionic attack mode is +8.
A
defender who successfully raises a psionic defense mode gains a bonus on the
Will save against that psionic attack (and that attack only) and possibly mental
hardness against temporary ability score damage, depending on the mode utilized
(again, only for the specific attack). This Will save bonus is set out in Table:
Psionic Combat DC Modifiers.
Special Considerations: If the defender raises a
psionic defense mode but still fails the Will save, the mental hardness granted
by the mode, if any, still reduces the total ability damage dealt by the attack
(except in the special case of id insinuation). A defender who fails the Will
save and does not have sufficient mental hardness to block out all the ability
damage takes the balance as the appropriate amount and type of temporary ability
damage.
The defender may choose to enhance the psionic defense through the
use of specific feats, if possessed. A defender cannot use feats in conjunction
with psionic combat that are not specially for use with psionic defense
modes.
Defending against Multiple Attacks
Unless flat-footed, a psionic character can defend against multiple psionic
attacks from different aggressors in the same round, if he or she has sufficient
power points to pay the cost of each defense.
Psionic Attacks against Nonpsionic Creatures
Like psionic creatures, nonpsionic creatures make a Will save to defend
against psionic attacks. Nonpsionic creatures do not chose defense modes,
however, they have protection from psionic attacks in the form of a nonpsionic
buffer (see Table: Psionic Combat DC Modifiers). Furthermore, they naturally
convert ability damage to rounds of being stunned on a 1-for-1 basis.
Even
when stunned a nonpsionic being retains its nonpsionic buffer.
Table:
Psionic Combat DC
Modifiers
Ego Id Mind Mind Psychic
Whip Insinuation Blast Thrust Crush
Empty
Mind +1 –2 +3 –3 –5
Intellect
Fortress –2 +1 +0 +6 +4
Mental
Barrier –1 +4 –3 +1 +3
Thought
Shield –4 –1 –2 +4 +2
Tower
of Iron
Will +3 +0 –1 +5 –3
Nonpsionic
buffer –8 –9 +4 –8 –8
Flat-footed
or out +8 +7 +8 +8 +8
of power
points
The defender knows he or she is being attacked, but
not what attack is coming in, and can put up a defense he or she knows unless
flat-footed. Depending on the combination of attack mode and defense mode, the
defender’s DC is modified as noted on the table.
Table: Psionic
Attack
Modes
Attack Ability Power
Mode††
Range Damage Points
Mind
Thrust Close (25 ft. + 5 ft./2 levels) 1d2
Int 1
Ego Whip Close (25 ft. + 5
ft./2 levels) 1d4 Dex 3
Id
Insinuation Close (25 ft. + 5 ft./2 levels) 1d2
Str* 3
Psychic Crush Close (25 ft. +
5 ft./2 levels) 2d4 Wis 5
Mind
Blast 60 ft. cone** 1d4 Cha† 9
*A defender who
fails a Will save ignores mental hardness, if any.
**All creatures caught in
the area must save or be affected.
†Nonpsionic beings affected by mind
blast are stunned for 3d4 rounds.
††Attack mode level equivalents
for the purpose of Concentration checks: Mind Thrust, 1st; Ego Whip and Id
Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.
Table: Psionic
Defense
Modes
Defense Power
Mode Secondary
Protection Points
Empty
Mind None 1
Thought Shield 1
mental hardness* 1
Mental Barrier 2
mental hardness* 3
Intellect
Fortress 3 mental hardness* 5
Tower
of Iron Will 2 mental hardness*, 5
10-ft.
radius**
Nonpsionic buffer Ability
damage=stun† n/a
*Mental hardness reduces total ability
damage dealt by successful psionic attack.
**Bonus on defender’s Will
save does not stack with overlapping psionic defenses, but mental hardness does
stack.
†Nonpsionic creatures are stunned for a number of rounds equal
to the points of ability damage that would be dealt.
Ability Damage from Psionic Attacks
All damage taken during psionic combat is in the form of temporary ability
damage. The specific attack mode used determines the type of temporary ability
damage dealt. Temporary ability damage returns naturally at a rate of 1 point
per day for each damaged ability (2 points per day under the care of someone
versed in the Heal skill).
If a psionic being’s score in any one
ability damaged by an attack mode reaches 0, he or she drops helpless. All
further psionic attacks against that target deal temporary Constitution damage.
The downed being cannot raise psionic defenses against these attacks. If his or
her Constitution reaches 0, he or she immediately dies. If brought back to life
through magical or psionic means, the victim comes back with a Constitution
score of 1. Lost ability points continue to return normally as the temporary
damage fades.
Psionic Attack and Defense Modes
Psionic attack and defense modes are in many ways akin to standard powers,
but they differ in some ways. Since they do not really belong to any one
discipline, a psionic character can use any mode he or she has access to without
worrying about a key ability score. Psionic attack and defense modes are
supernatural, not spell-like. Using an attack mode draws an attack of
opportunity, but using a defense mode does not.
Ego Whip
Attack Mode (Dex)
Display: Me
Manifestation Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Will negates (see text)
Power Resistance:
No
Power Points: 3
The defender makes a Will save (DC 1d20 +
manifester’s Dexterity modifier + DC modifier).
Psionic creatures are
allowed to raise a psionic defense mode, which modifies the defender’s
Will save DC. Those who fail their saving throw take 1d4 points of temporary
Dexterity damage.
Nonpsionic creatures always enjoy a nonpsionic buffer
against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a
failed saving throw, nonpsionic creatures are stunned for 1d4
rounds.
Empty Mind
Defense Mode
Display: Au
Manifestation Time: 1 action
Range:
Personal
Target: You
Duration: Instantaneous
Power Points: 1
A
manifester can raise empty mind as a reaction in response to a psionic attack
mode, even if he or she has already taken the full allotment of actions for the
round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC.
Id Insinuation
Attack Mode (Str)
Display: Me
Manifestation Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Will negates (see text)
Power Resistance:
No
Power Points: 3
The defender makes a Will save (DC 1d20 +
manifester’s Strength modifier + DC modifier).
Psionic creatures are
allowed to raise a psionic defense mode, which modifies the defender’s
Will save DC. Those who fail their saving throw take 1d2 points of temporary
Strength damage, regardless of mental hardness.
Nonpsionic creatures always
enjoy a nonpsionic buffer against a psionic attack mode (see Table: Psionic
Combat DC Modifiers). On a failed saving throw, nonpsionic creatures are stunned
for 1d2 rounds.
Intellect Fortress
Defense Mode
Display: Au
Manifestation Time: 1 action
Range:
Personal
Target: You
Duration: Instantaneous
Power Points: 5
A
manifester can raise intellect fortress as a reaction in response to a psionic
attack mode, even if he or she has already taken the full allotment of actions
for the round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC. The manifester
also gains mental hardness 3, which is applied against any temporary ability
damage dealt by the attack mode if the manifester fails his or her Will save
(except against id insinuation).
Mental Barrier
Defense Mode
Display: Au
Manifestation Time: 1 action
Range:
Personal
Target: You
Duration: Instantaneous
Power Points: 3
A
manifester can raise mental barrier as a reaction in response to a psionic
attack mode, even if he or she has already taken the full allotment of actions
for the round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC. The manifester
also gains mental hardness 2, which is applied against any temporary ability
damage dealt by the attack mode if the manifester fails his or her Will save
(except against id insinuation).
Mind Blast
Attack Mode (Cha)
Display: Vi (see text)
Manifestation Time: 1
action
Range: 60 ft.
Area: Cone
Duration: Instantaneous
Saving
Throw: Will negates (see text)
Power Resistance: No
Power Points:
9
This attack blasts the minds of all creatures in a 60-foot cone. Defenders
within the area make a Will save (DC 1d20 + manifester’s Charisma modifier
+ DC modifier).
Psionic creatures are allowed to raise a psionic defense
mode, which modifies the defender’s Will save DC. Those who fail their
saving throw take 1d4 points of temporary Charisma damage.
A nonpsionic
creature’s buffer is less helpful against mind blast than other psionic
attack modes. The Will save DC increases by +4, and on a failed saving throw, a
nonpsionic creature is stunned for 3d4 rounds (rather than 1d4).
Mind Thrust
Attack Mode (Int)
Display: Me
Manifestation Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Will negates (see text)
Power Resistance:
No
Power Points: 1
The defender makes a Will save (DC 1d20 +
manifester’s Intelligence modifier + DC modifier).
Psionic creatures
are allowed to raise a psionic defense mode, which modifies the defender’s
Will save DC. Those who fail their saving throw take 1d2 points of temporary
Intelligence damage.
Nonpsionic creatures always enjoy a nonpsionic buffer
against a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a
failed saving throw, nonpsionic creatures are stunned for 1d2
rounds.
Psychic Crush
Attack Mode (Wis)
Display: Me
Manifestation Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration:
Instantaneous
Saving Throw: Will negates (See text)
Power Resistance:
No
Power Points: 5
The defender makes a Will save (DC 1d20 +
manifester’s Wisdom modifier + DC modifier).
Psionic creatures are
allowed to raise a psionic defense mode, which modifies the defender’s
Will save DC. Those who fail their saving throw take 2d4 points of temporary
Wisdom damage.
Nonpsionic creatures always enjoy a nonpsionic buffer against
a psionic attack mode (see Table: Psionic Combat DC Modifiers). On a failed
saving throw, a nonpsionic creature is stunned for 2d4 rounds.
Thought Shield
Defense Mode
Display: Au
Manifestation Time: 1 action
Range:
Personal
Target: You
Duration: Instantaneous
Power Points: 1
A
manifester can raise thought shield as a reaction in response to a psionic
attack mode, even if he or she has already taken the full allotment of actions
for the round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC. The manifester
also gains mental hardness 1, which is applied against any temporary ability
damage dealt by the attack mode if the manifester fails his or her Will save
(except against id insinuation).
Tower of Iron Will
Defense
Mode
Display: Au
Manifestation Time: 1 action
Range: 5 feet
Area:
10-ft.-radius emanation, centered on you (see text)
Duration:
Instantaneous
Saving Throw: Yes (harmless)
Power Resistance: No
Power
Points: 5
A manifester can raise tower of iron will as a reaction in response
to a psionic attack mode, even if he or she has already taken the full allotment
of actions for the round (unless the manifester is flat-footed or out of power
points). Cross-reference this defense with the attack mode on Table: Psionic
Combat DC Modifiers to get the appropriate modifier to the Will save DC. The
manifester and those within the area also gain mental hardness 2, which is
applied against any temporary ability damage dealt by the attack mode if the
manifester fails his or her Will save (except against id
insinuation).
Because tower of iron will has an area, it specifically grants
mental hardness (but not a DC modifier) to other living, willing creatures
against a psionic attack. These bonuses stack.
Nonpsionic creatures within
the area also gain this mental hardness, which shields them from potential
rounds of being stunned instead of temporary ability damage, on a
point-for-point basis.