This material is Open Game Content, and is licensed for
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v1.0a.
PSIONIC FEATS
Prerequisites
Some feats have prerequisites. A character must have the specified ability
score, feat, skill, or base attack bonus in order to select or use that feat. A
character can gain a feat at the same level at which he or she gains the
prerequisite.
A character can’t use a feat if he or she has lost a
prerequisite.
Types of Feats
Four types of feats are presented here: general, psionic, metapsionic, and
item creation feats.
General Feats
Any class can take a general feat.
Psionic Feats
To nonpsionic characters, all psionic feats are treated as special (only
psionic characters and creatures may take them). Psionic feats allow the psionic
character to enhance combat, augment psionic powers, and manipulate psionic
attack and defense modes.
Some psionic feats do not directly use the power
points of a psionic character, but the mere presence of those power points and
psionic potential allow psionic characters access to these feats. Feats that
have a prerequisite of “reserve power points [some number+]” require
the psionic character or creature to possess a number of unused power points
equal to or greater than the given number to use the feat in any given round.
These power points are not used to power the feat; however, if they are not held
in reserve the feat is temporarily unavailable.
Note: If a psionic
character’s total power point maximum never equals the reserve power point
prerequisite, the character cannot take the feat.
Metapsionic Feats
Metapsionic feats allow a psionic character to enhance the manifestation of
a regular power. Using a metapsionic feat doesn’t take any longer but does
increase the total power point cost to manifest the power.
A psionic
character can use multiple metapsionic feats on a power, and the extra power
point cost is cumulative, but a power altered by metapsionic feats can never
cost more power points than the manifester’s level minus one (minimum
one).
With the proper item creation feat, a character can store a power
enhanced by a metapsionic feat in a power stone, psionic tattoo, or dorje, but
the level limits for psionic tattoos, power stones, and dorjes apply to the
power’s higher, metapsionic level. The metapsionic level increases by 1
for every 2 points a metapsionic feat increases a power’s
cost.
Important: Metapsionic feats cannot be used to augment psionic attack
and defense modes. The feats that allow direct manipulation of psionic attack
and defense mode powers are specifically noted with the given feat.
Item Creation Feats
Psionic characters can use their personal power to create lasting psionic
items.
An item creation feat lets a psionic character create a psionic item
of a certain type. Regardless of the type of item, each item creation feat has
certain features in common.
XP Cost: Power and energy that the psionic
character would normally have is expended when making a psionic item. The XP
cost normally equals 1/25 the cost of the item in gp. A psionic character cannot
spend so much XP that he or she loses a level. However, he or she can, on
gaining enough XP to achieve a new level, immediately expend XP on creating an
item rather than keeping the XP to advance a level.
Raw Materials Cost:
Creating a psionic item requires costly components, most of which are consumed
in the process. The cost of these materials normally equals half the cost of the
item.
Using an item creation feat also requires access to a laboratory or
psionic workshop, special tools, and so on. A psionic character generally has
access to what he or she needs unless unusual circumstances apply.
Time: The
time to create a psionic item depends on the feat and the cost of the item. The
minimum time is one day.
Item Cost: Craft Dorje, Encode Stone, and Scribe
Tattoo create items that directly reproduce power effects and whose strength
depends on manifester level. A power from one of these items has the strength it
would have if manifested by a psionic character of that level. The base price of
these items (and thus the base XP cost and the base cost of the raw materials)
depends on the manifester level and the power level imprinted into the item. The
manifester level must be high enough that the psionic character creating the
item can manifest the power at that level. To find the final price in each case,
multiply the manifester level by the power’s level and then multiply that
figure by a cost in gold pieces noted in each specific feat.
Extra Costs: Any
dorje, power stone, or psionic tattoo that stores a power with a costly material
component or an XP cost also carries a commensurate cost. For psionic tattoos
and power stones, the psionic character must pay the XP cost when creating the
item. For a dorje, the psionic character must pay fifty times the XP
cost.
Some psionic items similarly incur extra costs in material components
or XP as noted in their descriptions.
Feat Descriptions
This is the format for feat descriptions.
Feat Name [Type of Feat]
Description of what the feat does or represents in plain
language.
Prerequisite: A minimum ability score, another feat or feats, a
minimum base attack bonus, a skill, a base number of power points, or a level
that a character must have in order to acquire this feat. This entry is absent
if a feat has no prerequisite. A feat may have more than one
prerequisite.
Benefit: What the feat enables the character to do.
Normal:
What a character who does not have this feat is limited to or restricted from
doing. If not having the feat causes no particular drawback, this entry is
absent.
Special: Any special rules concerning the feat, such as rules for
taking the feat multiple times (normally not allowed).
Body Fuel [Psionic]
Prerequisite: Inner Strength, Talented.
Benefit: The character can
“burn” ability points as power points on the basis of 1 power point
per 2 ability score points burned. Burning ability points for power points is a
free action: A character could burn more than 2 ability score points to gain
several power points per free action. Treat reduced ability scores as temporary
ability damage. The character can burn no more than 60 ability points in a day,
regardless of any ability healing he or she may receive.
Combat Manifestation [Psionic]
Benefit: The character gets a +4 bonus on Concentration checks made to
manifest a power while on the defensive.
Craft Crystal Capacitor [ItemCreation]
Prerequisite: Manifester level 9th+.
Benefit: The character can create a
crystal capacitor that stores a number of power points equal to or less than his
or her base power points for his or her highest manifester level. The nature of
power point storage, at least in conjunction with this feat, allows a maximum of
17 power points to be stored in a single crystal capacitor. Moreover, a crystal
capacitor’s maximum is always an odd number. Note that during use, a
crystal capacitor very often contains even numbers of power points, just not
when fully charged.
Crafting a crystal capacitor takes one day for each 1,000
gp in its base price. The base price of a crystal capacitor is equal to the
highest-level power it could manifest using all its stored power points,
squared, multiplied by 1,000 gp. To encode a crystal capacitor, a character must
spend 1/25 of this base price in XP and use up raw materials costing half this
base price.
Craft Dorje [Item Creation]
Prerequisite: Manifester level 5th+.
Benefit: The character can create a
dorje of any psionic power of 9th level or lower that he or she knows (or can
gain access to). Crafting a dorje takes one day for each 1,000 gp in its base
price. The base price of a dorje is its manifester level x the power level x 750
gp (treat 0-level powers as one-half level). To craft a dorje, a character must
spend 1/25 of this base price in XP and use up raw materials costing half of
this base price.
A newly created dorje has enough power points to manifest
its primary power fifty times.
Any dorje that stores powers with an XP cost
also carries a commensurate cost. In addition to the cost derived from the base
cost, the character must pay fifty times the XP cost.
Craft Psionic Arms and Armor [ItemCreation]
Prerequisite: Manifester level 5th+.
Benefit: The character can create
any psionic weapon, armor, or shield whose prerequisites he or she meets.
Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in
the price of its psionic features. To enhance a weapon, suit of armor, or
shield, the character must spend 1/25 of its features’ total price in XP
and use up raw materials costing half of this total price.
A character can
also mend a broken psionic weapon, suit of armor, or shield if it is one that he
or she could make. Doing so costs half the XP, half the raw materials, and half
the time it would take to empower that item in the first place.
The weapon,
armor, or shield to be enhanced must be a masterwork item that the character
must provide. (Its cost is not included in the above cost.)
Craft Universal Item [Item Creation]
Prerequisite: Manifester level 3rd+.
Benefit: The character can create
any miscellaneous psionic item whose prerequisites he or she meets. Crafting a
miscellaneous psionic item takes one day for each 1,000 gp in its price. To
empower a miscellaneous psionic item, the psionic character must spend 1/25 of
the item’s price in XP and use up raw materials costing half of this
price.
A characrer can also mend a broken universal item if it is one that
he or she could make. Doing so costs half the XP, half the raw materials, and
half the time it would take to empower that item in the first place.
Some
universal items incur extra costs in materials components or XP as noted in
their descriptions. These costs are in addition to those derived from the
item’s base price. The character must pay such a cost to create an item or
mend a broken one.
Deep Impact [Psionic]
Prerequisite: Str 13+, Power Attack, Psionic Weapon, base attack bonus +3
or more.
Benefit: If the character pays 5 power points per strike, he or she
can resolve his or her melee attack with a weapon as a touch attack for purposes
of assessing the foe’s Armor Class. The character must decide whether or
not to pay the cost prior to making the melee attack. The weapon remains
“charged” for a maximum number of rounds equal to the
character’s Strength modifier +1, or until the character makes his or her
next attack, whichever occurs first. If the attack misses, the power point
expenditure is wasted.
Delay Power [Metapsionic]
Benefit: A delayed power doesn’t activate until 1 to 5 rounds after
the character finishes manifesting it. The character determines the delay when
manifesting the power, and it cannot be changed once set. The power activates
just before the character’s turn on the round designated. Only area,
personal, and touch powers may be affected by this feat. Any decisions the
character would make about the power (including attack rolls, designating
targets, or determining or shaping an area) are decided when the power is
manifested, while any effects resolved by those affected by the power (including
saving throws) are decided when the power triggers. A delayed power may be
negated normally during the delay, and can be detected normally in the area or
on the target with powers that can detect psionic effects. A delayed power costs
a number of power points equal to its standard cost +6.
Disarm Mind [Psionic]
Prerequisite: Cha 13+, Mental Adversary.
Benefit: The character depletes
a number of power points equal to his or her Charisma modifier x4 from his or
her opponent on any psionic attack that deals 1 or more ability damage, after
accounting for the opponent’s mental hardness. To use this feat, the
character must pay power points equal to the cost of the psionic attack +3. The
character decides whether or not to pay the extra cost after discovering the
failure or success of the psionic attack to deal ability damage.
Encode Stone [ItemCreation]
Prerequisite: Manifester level 1st+.
Benefit: The character can create a
power stone of any power that he or she knows. Encoding a power stone takes one
day for each 1,000 gp in its base price. The base price of a power stone is the
level of the stored psionic power x its manifester level x 25 gp (treat a
0-level power as one-half level). To encode a power stone, a character must
spend 1/25 of this base price in XP and use up raw materials costing half of
this base price.
Any power stone that stores a psionic power with an XP cost
also carries a commensurate cost. In addition to the costs derived from the base
price, the character must pay the XP when encoding the stone.
Enlarge Power [Metapsionic]
Benefit: An enlarged power has its range doubled. Powers whose ranges are
not defined by distance do not have their ranges increased. Determine an
enlarged power’s area or effect as if the character were two manifester
levels higher than he or she actually is. An enlarged power costs a number of
power points equal to its standard cost +2.
Extend Power [Metapsionic]
Benefit: An extended power lasts twice as long as normal. Powers with a
concentration, instantaneous, or permanent duration are not extended. An
extended power costs a number of power points equal to its standard cost
+2.
Fell Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, base attack bonus +3
or more.
Benefit: If the character pays 5 power points per shot, he or she
can resolve his or her ranged attack as a touch attack for purposes of assessing
the foe’s Armor Class. The character must decide whether or not to pay the
cost prior to making the ranged attack. The character’s bullet, bolt, or
arrow remains “charged” for a maximum number of rounds equal to his
or her Dexterity modifier +1, or until the character makes his or her next
attack, whichever occurs first. If the attack misses, the power point
expenditure is wasted.
Great Sunder [Psionic]
Prerequisite: Str 13+, Power Attack, Sunder, reserve power points
5+.
Benefit: When the character strikes at an opponent’s weapon, he or
she ignores half of the weapon’s total hardness (round down). “Total
hardness” includes any magical or psionic enhancements possessed by the
weapon that normally add to its hardness. However, to strike and do any damage
to a magically or psionically enhanced weapon, the character still needs a
weapon of equal or better enhancement.
Special: A character can also sense
the stress points in any hard construction, such as wooden doors or stone walls,
and can ignore half of the object’s total hardness (round down) when
attacking that object.
Greater Power Penetration [Psionic]
Prerequisite: Power Penetration.
Benefit: The character gets a +4 bonus
on manifester level checks (1d20 + manifester level) to beat a creature’s
power resistance. This bonus overlaps (does not stack with) the bonus from Power
Penetration.
Greater Psionic Focus [Psionic]
Prerequisite: Psionic Focus.
Benefit: Add +4 to the DC for all saving
throws against powers from within the character’s discipline if the
character has already taken the Psionic Focus feat for the selected discipline.
This bonus overlaps (does not stack with) the bonus from Psionic
Focus.
Special: A character can gain this feat multiple times. Its effects do
not stack. Each time a character takes this feat, it applies to a new
discipline, but a psion must choose his or her primary discipline the first time
he or she takes this feat.
Heighten Power [Metapsionic]
Benefit: A heightened power has a higher psionic power level than normal
(up to 9th level). Unlike other metapsionic feats, Heighten Power actually
increases the effective level of the power that it modifies. All effects
dependent on power level (such as saving throw DCs and ability to penetrate a
minor dead psionics zone or a minor globe of invulnerability) are calculated
according to the heightened level. The heightened power costs as many power
points as a power of its effective level.
Hide Power [Metapsionic]
Benefit: A psionic power can be manifested without one associated display
characteristic chosen by the character when he or she takes the feat: auditory,
material, mental, olfactory, or visual. The hidden power costs a number of power
points equal to the standard cost +2.
Special: A character can take this feat
multiple times, each time choosing a different display characteristic to hide
while manifesting a given power.
Improved Psicrystal [Psionic]
Benefit: The character can implant another personality fragment in his or
her psicrystal. The character gains the benefits listed for both psicrystal
types. The psicrystal’s personality adjusts and becomes a blend between
all implanted personality fragments.
Special: A character can gain this feat
multiple times. Each time, he or she implants a new personality fragment in the
psicrystal, from which the character derives the noted benefits.
Inertial Armor [Psionic]
Prerequisite: Reserve power points 1+.
Benefit: While the character
retains 1 or more power points, his or her mind automatically generates a
tangible field of force that provides a +4 armor bonus to AC. Unlike mundane
armor, Inertial Armor entails no armor check penalty or speed reduction. Because
inertial armor is composed of psychokinetic force, incorporeal creatures
can’t bypass it the way they do normal armor. The inertial armor can be
invisible or appear as a colored glow, at the character’s option. The
armor bonus provided by Inertial Armor does not stack with the armor bonus
provided by a shield or regular armor.
Inner Strength [Psionic]
Benefit: The character gains +1 power points.
Special: A character may
gain this feat multiple times, each time gaining a number of power points equal
to the previous Inner Strength gain +1.
Master Dorje [Metapsionic]
Benefit: The character can manifest a power stored in a dorje without
expending a charge. Instead, the character pays for the imbedded power from his
or her own power point reserve by spending a number of power points equal to its
standard cost +2. When all the charges of a dorje are exhausted, the dorje
becomes inert; thus, this feat no longer affects that individual
dorje.
Maximize Power [Metapsionic]
Benefit: All variable, numeric effects of a maximized power are maximized.
Saving throws and opposed rolls are not affected. Powers without random
variables are not affected. The maximized power costs a number of power points
equal to its standard cost +6.
Mental Adversary [Psionic]
Prerequisite: Cha 13+.
Benefit: The character deals +1 ability damage on
a successful psionic attack when he or she pays the cost of the psionic attack
+3 power points. The character decides whether or not to pay the extra cost
after determining the failure or success of the psionic attack to breach the
defender’s Will save.
Special: A character can gain this feat multiple
times, each time gaining the potential to deal bonus damage equal to the
previous damage bonus +1, but at a cost equal to the previous cost plus 8 power
points. The character decides what increment of bonus damage to deal within the
range granted by gaining this feat multiple times.
Mental Leap [Psionic]
Prerequisite: Str 13+, 6 ranks of the Jump skill, reserve power points
3+.
Benefit: The character jumps twice as far or as high as is indicated on
his or her Jump check. The character’s maximum jump (a function of his or
her height) is twice normal, and extra distance jumped (above and beyond the
normal distance rolled) is not counted against the character’s total
allowed movement in the round.
Special: A character can take this feat
multiple times. Each time increases his or her jump multiple by one and
increases the prerequisite of reserve power points by +8.
Metacreative [Psionic]
Prerequisite: Any item creation feat.
Benefit: The character can create
psionic items (including psionic armors and weapons, psionic tattoos, dorjes,
power stones, and universal items) as if his or her effective manifester level
were one less than his or her actual level (minimum 1st level). The character
must still be of high enough level to manifest the power in question. The
chatacter can choose to use or not use this feat on each new psionic item he or
she creates.
Mind Trap [Psionic]
Prerequisite: Psychic Bastion.
Benefit: The character depletes a number
of power points equal to 10 + his or her Charisma modifier from the attacking
opponent on any psionic attack that deals 1 or more ability damage to the
character. Against freely manifested attack modes, Mind Trap deals back ability
score damage equal in type and amount to that dealt the character, plus an
additional 2 points. The opponent cannot raise defense modes against this
damage. To do so, the character must pay power points equal to the cost of the
psionic defense +3. The character decides whether or not to pay the extra cost
after discovering the failure or success of the opponent’s psionic attack
to deal ability damage.
Persistent Power [Metapsionic]
Prerequisite: Extend Power.
Benefit: A persistent power has a duration
of 24 hours. The persistent power must have a personal range or a fixed range; a
character can’t use this feat on a power with a variable range, or on a
power with an instantaneous duration. Note that the character must concentrate
on some powers to use their effects; concentration on such a power is a standard
action that does not provoke an attack of opportunity. A persistent power costs
a number of power points equal to its standard cost +8.
Power Penetration [Psionic]
Benefit: The character gets a +2 bonus on manifester level checks (1d20 +
manifester level) to beat a creature’s power resistance.
Power Touch [Psionic]
Prerequisite: Str 13+, Psionic Fist.
Benefit: The character can make
attacks of opportunity using any power he or she knows with a range of touch, if
he or she has at least one hand free. The Power Touch attack of opportunity does
not preclude the normal manifestation of a psionic power during the same round.
The power used in conjunction with this feat costs a number of power points
equal to its standard cost +2.
Normal: Attacks of opportunity do not involve
casting spells or manifesting powers.
Special: Possession of the Quicken
Power feat reduces the extra cost of Power Touch to 0 power points (the
character still must pay the standard cost for the power used in the attack of
opportunity).
Psionic Body [Psionic]
Benefit: At 1st level, the character may use his or her key ability
modifier determined by his or her primary discipline, if a psion, instead of his
or her Constitution modifier to determine bonus hit points. At higher levels,
the character’s bonus hit points are determined by his or her
Constitution, as normal. However, the character now gains +1 hit point every
time he or she learns a metapsionic feat.
Special: A character may only take
this feat as a 1st-level character.
Psionic Charge [Psionic]
Prerequisite: Wis 13+, Speed of Thought, reserve power points
3+.
Benefit: When taking a charge action in combat, the character can make a
number of turns, each of not more than 90 degrees, equal to his or her Dexterity
modifier. The action still counts as a charge.
Psionic Dodge [Psionic]
Prerequisite: Dex 13+, Dodge, reserve power points 5+.
Benefit: During
the character’s action, he or she designates an opponent and receive a +1
dodge bonus to Armor Class against attacks from that opponent. This can be the
same opponent designated for the standard Dodge feat, or a separate opponent. If
the same opponent is chosen for both Dodge and Psionic Dodge, the bonuses stack.
The character can select a new opponent on any action. Note: A condition that
makes the character lose his or her Dexterity bonus to Armor Class (if any) does
not make the character lose the dodge bonus from the Psionic Dodge feat. Also,
dodge bonuses stack with one another, unlike most other types of bonuses.
Psionic Fist [Psionic]
Prerequisite: Str 13+.
Benefit: The character’s unarmed strikes
deal +1d4 points of bludgeoning damage when he or she pays the cost of 1 power
point. The character must decide whether or not to pay the cost prior to making
the melee attack. The character’s hand or foot remains
“charged” for a maximum number of rounds equal to the
character’s Strength modifier +1, or until the character makes his or her
next attack, whichever occurs first. If the attack misses, the power point
expenditure is wasted.
Psionic Focus [Psionic]
Benefit: Add +2 to the DC for all saving throws against powers from the
selected discipline.
Special: A character can gain this feat multiple times.
Its effects do not stack. Each time the character takes the feat, it applies to
a new discipline, but a psion must choose his or her primary discipline the
first time he or she takes this feat.
Psionic Metabolism [Psionic]
Prerequisite: Con 13+, Rapid Metabolism.
Benefit: The character converts
1 point of normal damage to 1 point of subdual damage per hour, if he or she
pays the cost of 1 power point per hour. If the character is unconscious or
dying, Psionic Metabolism does not work.
Psionic Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot.
Benefit: The character’s
ranged shots deal +1d4 points of piercing damage when he or she pays the cost of
1 power point. The character must decide whether or not to pay the cost prior to
making the ranged attack. The arrow, bolt, or bullet remains
“charged” for a maximum number of rounds equal to the
character’s Strength modifier +1, or until he or she makes his or her next
attack, whichever occurs first. If the attack misses, the power point
expenditure is wasted.
Psionic Weapon [Psionic]
Prerequisite: Str 13+, Power Attack.
Benefit: The character’s
melee weapon deals +1d4 points of damage (slashing, piercing, or bludgeoning, as
appropriate to the weapon) when the character pays the cost of 1 power point.
The character must decide whether or not to pay the cost prior to making the
melee attack. The weapon remains ” for a maximum number of rounds equal to
the character’s Strength modifier +1, or until he or she makes his or her
next attack, whichever occurs first. If the attack misses, the power point
expenditure is wasted.
Psychic Bastion [Psionic]
Benefit: The character gains +1 mental hardness against a foe’s
successful psionic attack when he or she pays the cost of 3 power points. The
character decides whether or not to pay the cost after determining the failure
or success of the psionic attack to breach his or her Will save.
Special: A
character can gain this feat multiple times, each time gaining bonus mental
hardness equal to the previous bonus +1, but the character must pay a cost equal
to the previous cost + 8. The character decides what mental hardness increment
to use within the range granted by gaining this feat multiple
times.
Psychic Inquisitor [Psionic]
Prerequisite: Cha 13+, Psychoanalyst.
Benefit: When a living humanoid
lies directly to the character, he or she perceives it. The character detects a
maximum number of lies per conversation equal to his or her Charisma modifier. A
conversation with an individual, once concluded, may not be renewed with Psychic
Inquisitor active for a period of 8 hours. The character decides when, or if, to
begin using this feat during a conversation.
Psychoanalyst [Psionic]
Prerequisite: Cha 13+.
Benefit: The character gets a +2 bonus on all
Diplomacy, Bluff, and Intimidate checks against living humanoids with an
Intelligence score of 4 or higher. He or she gets the same +2 bonus on Charisma
checks used to influence or interact with living humanoids having an
Intelligence score of 4 or higher.
Quicken Power [Metapsionic]
Benefit: Manifesting a quickened power is a free action. A character can
perform another action, even manifest another power, in the same round as he or
she manifests a quickened power. A character may only manifest one quickened
power per round. A power whose time to manifest is more than 1 full round cannot
be quickened. The quickened power costs a number of power points equal to its
standard cost +8.
Special: Possession of the Power Touch feat allows the use
of that feat and one quickened power in the same round.
Rapid Metabolism [Psionic]
Prerequisite: Con 13+.
Benefit: The character naturally heals a number
of hit points per day of rest equal to the standard healing rate + his or her
Constitution modifier.
Return Shot [Psionic]
Prerequisite: Dex 13+, Point Blank Shot, Psionic Shot, reserve power points
5+.
Benefit: The character need not have a free hand (holding nothing) to use
this feat, but he or she must relinquish a two-handed hold on a single item or
drop a shield as a free action. Once per round when the character would normally
be hit with a ranged weapon, he or she may make a Reflex save (DC 20; if the
ranged weapon has an enhancement bonus to attack, the DC increases by that
amount). If the character succeeds, he or she snatches the ranged weapon. The
character must be aware of the attack and not flat-footed, and cannot already
have acted in the round. A character may only use this feat once in any given
round.
Snatching a ranged weapon or ammunition (such as an arrow, bolt, or
sling bullet) counts as a free action. If the character successfully retrieves a
bolt, arrow, or sling bullet, the character can load and fire it back at the foe
if the character holds the appropriate weapon. A bow requires a move-equivalent
action, a crossbow requires a standard action, and a thrown weapon such as a
spear or knife is a free action to throw back. If the character is not holding a
ranged weapon suitable to the snatched ammunition in, the character cannot
return the attack.
A character makes the return attack at a bonus equal to
half the foe’s ranged attack bonus (round down) + the character’s
full ranged attack bonus. Exceptional ranged weapons, such as boulders hurled by
giants or spells, can’t be snatched.
Special: If the character also has
the Deflect Arrows feat, the character makes return attacks at a bonus equal to
the foe’s full ranged attack bonus + the character’s full attack
bonus.
Scribe Tattoo [Item Creation]
Prerequisite: Manifester level 3rd+.
Benefit: The character can create a
psionic tattoo of any psionic power of 3rd level or lower that he or she knows
and that targets a creature or creatures (see Special, below). Scribing a
psionic tattoo takes one day. When the character creates a psionic tattoo, he or
she sets the manifester level. The manifester level must be sufficient to
manifest the power in question and no higher than the character’s own
level. The base price of a psionic tattoo is its power level x its manifester
level x 50 gp (inscribing a 0-level power costs 25 gp). To scribe a tattoo, the
character must spend 1/25 of this base price in XP and use up raw materials
costing half of this base price.
When a character creates a psionic tattoo,
he or she makes any choices that he or she would normally make when manifesting
the power. When its wearer physically activates the tattoo, the wearer is the
target of the power.
Any psionic tattoo that stores a power with an XP cost
also carries a commensurate cost. In addition to the costs derived from the base
price, the character must pay the XP when creating the tattoo.
Special: All
Psychometabolism powers are an exception to the target criteria, and may be
scribed into a tattoo despite the fact that they are personal
powers.
Speed of Thought [Psionic]
Prerequisite: Wis 13+, reserve power points 1+.
Benefit: The
character’s base speed is equal to his or her normal speed
+10.
Special: A character can take this feat multiple times. Each time
increases his or her base speed by 10 feet and increases the prerequisite of
reserve power points by 4.
Stand Still [Psionic]
Prerequisite: Str 13+, reserve power points 1+.
Benefit: When a
foe’s movement would otherwise grant the character an attack of
opportunity, the character may give up that attack and instead attack the foe
prior to the foe’s actual movement. This is akin to a readied action, but
Stand Still doesn’t affect the character’s initiative count or
actual readied actions, if any. The foe must succeed at a Fortitude save against
a DC equal to 10 + the damage dealt, or be unable to move into or out of the
area the character threatens—essentially, this ends the movement of a foe
who is closing, and prevents any movement of a foe who is fleeing (if the
character is normally allowed an attack of opportunity against the fleeing foe).
Since the character uses the Stand Still feat in place of his or her attack of
opportunity, the character may only do so a number of times per round equal to
the number of times per round he or she could make an attack of
opportunity.
Normal: Attacks of opportunity occur after a foe has already
moved within the area a character threatens; thus, a character is unable to
affect their movement with an attack.
Talented [Psionic]
Prerequisite: Inner Strength.
Benefit: The character can manifest three
more 0-level powers for free per day than normal.
Trigger Power [Psionic]
Prerequisite: Inner Strength, Talented, reserve power points (see
below).
Benefit: Choose any 0-, 1st-, 2nd-, or 3rd-level power the character
knows. From now on the character can attempt to trigger that power without
paying its cost. To trigger a power, the character must first satisfy the
requirement of a power point reserve equal to or greater than what it would
normally cost to manifest the power. Then, make an ability check appropriate for
the power’s discipline. If the character meets or exceed the ability check
DC (see below), the power is manifested normally with no power point cost. If
the character fails the check, he or she is forced to pay its cost, but the
power is still manifested normally. A character can’t use Trigger Power in
conjunction with psionic attack or defense modes.
DCs for the ability check
are determined by level: 0-level, 11; 1st level, 13; 2nd level, 15; and 3rd
level, 17.
A character cannot take 10 when using Trigger Power.
Special: A
character can take this feat multiple times, each time using it for a new
triggered power.
Twin Power [Metapsionic]
Benefit: Manifesting a power altered by this feat causes the power to take
effect twice on the target, as if the character were simultaneously manifesting
the same power two times on the same location or target. Any variables in the
power (such as targets, shaping an area, and so on) apply to both of the
resulting powers. The target suffers all the effects of both powers individually
and receives a saving throw for each. In some cases, failure of both of the
target’s saving throws results in redundant effects, although any ally of
the target would have to succeed at two negate attempts in order to free the
target from the charm. A twinned power costs a number of power points equal to
its standard cost +8.
Unavoidable Strike [Psionic]
Prerequisite: Str 13+, Psionic Fist, base attack bonus of +3 or
more.
Benefit: If the character pays 5 power points per unarmed attack, he or
she can resolve his or her unarmed attack as a touch attack for purposes of
assessing the foe’s Armor Class. The character must decide whether or not
to pay the cost prior to making the unarmed melee attack. The character’s
hand or fist remains “charged” for a maximum number of rounds equal
to his or her Strength modifier +1 or until the character’s next attack,
whichever occurs first. If the attack misses, the power point expenditure is
wasted.
Up the Walls [Psionic]
Prerequisite: Wis 13+, Speed of Thought, Psionic Charge, reserve power
points 5+.
Benefit: The character can take part of one of his or her move
actions on a wall if the character begins and end the move on a horizontal
surface. The height the character can achieve on the wall is limited only by
this movement restriction. If the character does not end his or her move on a
horizontal surface, he or she falls prone, taking damage as appropriate for his
or her height above the floor. Treat the wall as a normal floor for the purposes
of measuring movement. Passing the boundary between horizontal and vertical is
equivalent to 5 feet of movement along a normal floor. Opponents on the floor
still get attacks of opportunity as the character moves up the wall within areas
they threaten.
Special: A character can take other move actions in
conjunction with moving on a wall.