The Vorpal Tribble
2006-04-14, 09:55 PM
So I don't devote an entire thread to just my one most recent creation here is where you can put your homebrew psionic powers (if there isn't already one and I've missed it).
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Elfshot
Telepathy [Mind Affecting]
Level: Telepath 4, psychic warrior 4
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Permanent
Saving Throw: Will negates partial; see text
Power Resistance: Yes
Power Points: 7
Your touch causes a surge of disrupting mental impulses that run up to the brain and causes it to think it is damaged. The victim becomes paralyzed on one side, and his dexterity lowers to 2. He loses the ability to use half his available limbs, which means a winged creature is unable to fly, and a walking creature can only move at a quarter their speed (minumum of 5 feet) and is unable to run. They must make a DC 20 balance check to remain upright when they walk, and take a -10 penalty on an opposed trip check. The victim may only use half his available weapons, and if it possesses a bite attack the attack is treated as a secondary weapon even if it was once the primary. As well, a DC 15 concentration check is required for any spell with a somatic component.
If the victim makes the save he still takes 2 points of dexterity damage, and his land speed decreases by only 5 feet (to a minimum of 5 feet). A second use of this ability on one who has failed a save and not yet been healed paralyzes them.
Those affected by elfshot can be slowly cured with ability healing spells and powers such as Body Purification and Restoration. They may also be retaught to use their limbs. A successful DC 20 heal check every week heals 2 points of ability damage if two hours a day are spent on therapy with the victim. A successful DC 20 autohypnosis check may be made once per day that allows a victim to regain 1 point of ability damage, which stacks with the damage healed with therapy.
Once they have healed half the damage they are able to walk without assistance, their speed improving by half, and need not make a balance check. Only once all ability damage has been healed may an elfshot victim go at full speed and use the run action.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points you may also cause the victim to lose the ability to speak.
2. If you spend 4 extra power points they must save against total paralyzation.
In addition, for every 2 additional power points you spend, this power's save DC increases by 1.
Special: This ability may also be manifested into a psionic weapon or projectile created by the use of the Bolt power. The power remains charged within them until they disipate or are used.
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Elfshot
Telepathy [Mind Affecting]
Level: Telepath 4, psychic warrior 4
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Permanent
Saving Throw: Will negates partial; see text
Power Resistance: Yes
Power Points: 7
Your touch causes a surge of disrupting mental impulses that run up to the brain and causes it to think it is damaged. The victim becomes paralyzed on one side, and his dexterity lowers to 2. He loses the ability to use half his available limbs, which means a winged creature is unable to fly, and a walking creature can only move at a quarter their speed (minumum of 5 feet) and is unable to run. They must make a DC 20 balance check to remain upright when they walk, and take a -10 penalty on an opposed trip check. The victim may only use half his available weapons, and if it possesses a bite attack the attack is treated as a secondary weapon even if it was once the primary. As well, a DC 15 concentration check is required for any spell with a somatic component.
If the victim makes the save he still takes 2 points of dexterity damage, and his land speed decreases by only 5 feet (to a minimum of 5 feet). A second use of this ability on one who has failed a save and not yet been healed paralyzes them.
Those affected by elfshot can be slowly cured with ability healing spells and powers such as Body Purification and Restoration. They may also be retaught to use their limbs. A successful DC 20 heal check every week heals 2 points of ability damage if two hours a day are spent on therapy with the victim. A successful DC 20 autohypnosis check may be made once per day that allows a victim to regain 1 point of ability damage, which stacks with the damage healed with therapy.
Once they have healed half the damage they are able to walk without assistance, their speed improving by half, and need not make a balance check. Only once all ability damage has been healed may an elfshot victim go at full speed and use the run action.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points you may also cause the victim to lose the ability to speak.
2. If you spend 4 extra power points they must save against total paralyzation.
In addition, for every 2 additional power points you spend, this power's save DC increases by 1.
Special: This ability may also be manifested into a psionic weapon or projectile created by the use of the Bolt power. The power remains charged within them until they disipate or are used.