TabletopNuke
2010-01-04, 10:58 PM
Here are some more anomalies for my mindscourge (http://www.giantitp.com/forums/showthread.php?t=131476) class.
I want to make more epic mindscourge feats based the feats off the "Epic Insights" warlock options (http://www.wizards.com/default.asp?x=dnd/ei/20061027a) available on the WotC website. I plan to design each feat around a common theme (offensive psychometabolsim, personal psychometabolism, telekinesis, ect) which will determine what anomalies are prerequisites (preferably one of each level). I definitely want to have an anomaly for each school of psionics available at each grade.
Should false perception be a Least anomaly? Does telekinetic marionette seem to powerful? It's based on control body (although altered somewhat), which is a 4th-level power.
I based Psychokinetic Scourge on Dragon Magic's Eldritch Glaive, but made it a lesser anomaly, instead of least. I added the ability to attack adjacent foes in addition of ones 10 feet away, and made it compatible with Weapon Finesse. Eldritch Glaive is regarded as a powerful ability, and this has even more usefulness. Is it still too weak to be a lesser anomaly?
Extradimensional Ejection
Greater, Psychoportation; 4th
Display: Auditory
Range: Close (25 ft +5 ft/2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
This anomaly forces an extraplanar creature back to its home plane if it fails a special Will save (DC = anomaly's save DC - creature’s HD + your manifester level). If the anomaly is successful, the creature is instantly teleported away, but there is a 20% chance of actually sending the subject to a plane other than its own.
False Perception
Least, Telepathy [Mind-Affecting]; 3rd
Display: None
Range: Personal or close (25 ft +5 ft/2 levels) (secondary effect)
Target: You or one creature (secondary effect)
Duration: 1 hour/level (D) or 1 min/level (secondary effect)
Save: Will negates if interacted with or Will negates (secondary effect)
Power Resistance: No or yes (secondary effect)
You project a faint telepathy that makes others perceive your appearance—including clothing, armor, weapons, and equipment—as something different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type (seem quadrupedal if humanoid, ect). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The anomaly does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this anomaly to create a disguise, you get a +10 bonus on the Disguise check. A creature that physically interacts with you gets a Will save to recognize your perceived appearance as fake.
If you dismiss the normal effect of this anomaly before the duration ends, you can trigger the secondary effect. You make yourself undetectable to a single creature by removing awareness of your presence from it's mind. You are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense, and cannot pinpoint your location by any means.
The subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the anomaly. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Psychokinetic Scourge
Lesser, Psychokinesis; 3rd; Lash Shape
Display: Visual
Range: As psychokinetic lash
Effect: As psychokinetic lash
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Your psychokinetic lash materializes into physical form that resembles a writhing, tentacle-like scourge. As a full-round action, you can use this appendage to make a single melee touch attack as if it were a reach weapon. However, unlike most reach weapons, a psychokinetic scourge can be used to attack adjacent foes. A target struck by a psychokinetic scourge is affected as if hit by your psychokinetic lash (including any lash composition applied to the lash). Unlike the psychokinetic strike anomaly, you cannot combine your psychokinetic scourge with damage from a held weapon. A psychokinetic scourge is treated as a natural weapon for the purposes of proficiency and feats such as Power Attack Weapon Finesse. You do not provoke attacks of opportunity when attacking with your psychokinetic scourge.
Until the start of your next turn, you threaten nearby squares as if wielding a reach weapon. Attacks of opportunity made with your psychokinetic scourge are melee touch attacks.
If you have a base attack bonus of +6 or higher, you can make as many attacks with your psychokinetic scourge with your full-round action as your base attack bonus allows. For example, a 16th-level mindscourge could make three attacks, the first with a base attack bonus of +12, the second with a base attack bonus of +7, and the third with a base attack bonus of +2.
Read Thoughts
Lesser, Telepathy; 3rd
Display: Mental
Range: 60 ft
Area: 60 ft-radius centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: No
You can perceive the surface thoughts of nearby creatures. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the anomaly ends. This anomaly does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must manifest read thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
This anomaly can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. A creature that successfully makes its Will save is immune to your read thoughts for 24 hours.
Telekinetic Marionette
Greater, Psychokinesis; 5th
Display: Material
Range: Close (25 ft + 10 ft/2 levels)
Target: One creature of the appropriate size and shape (see text)
Duration: Concentration, up to 1 min./level
Saving Throw: Fortitude negates
Power Resistance: Yes
You can psychokinetically control the body of any creature with a discernible anatomy that is within range and to which you have line of sight. The creature can be no more than one size category above Medium size per 5 manifester levels. For example, a 12th level mindscourge could manipulate a Huge creature, but not a Gargantuan one.
Manipulating the creature's body doesn’t require mental contact with the subject, since you are forcing limb movements independent of the target’s mind. You can make the subject stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also render the subject helpless by holding it subject immobile. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this anomaly ends.
If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Charisma bonus, and its bonus on damage rolls is equal to your Charisma bonus. A creature under the effect of this anomaly cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Charisma bonus.
Although the subject’s body is under your control, the subject’s mind is not. The creature is still capable of taking purely mental actions (such as manifesting powers).
I want to make more epic mindscourge feats based the feats off the "Epic Insights" warlock options (http://www.wizards.com/default.asp?x=dnd/ei/20061027a) available on the WotC website. I plan to design each feat around a common theme (offensive psychometabolsim, personal psychometabolism, telekinesis, ect) which will determine what anomalies are prerequisites (preferably one of each level). I definitely want to have an anomaly for each school of psionics available at each grade.
Should false perception be a Least anomaly? Does telekinetic marionette seem to powerful? It's based on control body (although altered somewhat), which is a 4th-level power.
I based Psychokinetic Scourge on Dragon Magic's Eldritch Glaive, but made it a lesser anomaly, instead of least. I added the ability to attack adjacent foes in addition of ones 10 feet away, and made it compatible with Weapon Finesse. Eldritch Glaive is regarded as a powerful ability, and this has even more usefulness. Is it still too weak to be a lesser anomaly?
Extradimensional Ejection
Greater, Psychoportation; 4th
Display: Auditory
Range: Close (25 ft +5 ft/2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
This anomaly forces an extraplanar creature back to its home plane if it fails a special Will save (DC = anomaly's save DC - creature’s HD + your manifester level). If the anomaly is successful, the creature is instantly teleported away, but there is a 20% chance of actually sending the subject to a plane other than its own.
False Perception
Least, Telepathy [Mind-Affecting]; 3rd
Display: None
Range: Personal or close (25 ft +5 ft/2 levels) (secondary effect)
Target: You or one creature (secondary effect)
Duration: 1 hour/level (D) or 1 min/level (secondary effect)
Save: Will negates if interacted with or Will negates (secondary effect)
Power Resistance: No or yes (secondary effect)
You project a faint telepathy that makes others perceive your appearance—including clothing, armor, weapons, and equipment—as something different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type (seem quadrupedal if humanoid, ect). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The anomaly does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this anomaly to create a disguise, you get a +10 bonus on the Disguise check. A creature that physically interacts with you gets a Will save to recognize your perceived appearance as fake.
If you dismiss the normal effect of this anomaly before the duration ends, you can trigger the secondary effect. You make yourself undetectable to a single creature by removing awareness of your presence from it's mind. You are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense, and cannot pinpoint your location by any means.
The subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the anomaly. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.
Psychokinetic Scourge
Lesser, Psychokinesis; 3rd; Lash Shape
Display: Visual
Range: As psychokinetic lash
Effect: As psychokinetic lash
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Your psychokinetic lash materializes into physical form that resembles a writhing, tentacle-like scourge. As a full-round action, you can use this appendage to make a single melee touch attack as if it were a reach weapon. However, unlike most reach weapons, a psychokinetic scourge can be used to attack adjacent foes. A target struck by a psychokinetic scourge is affected as if hit by your psychokinetic lash (including any lash composition applied to the lash). Unlike the psychokinetic strike anomaly, you cannot combine your psychokinetic scourge with damage from a held weapon. A psychokinetic scourge is treated as a natural weapon for the purposes of proficiency and feats such as Power Attack Weapon Finesse. You do not provoke attacks of opportunity when attacking with your psychokinetic scourge.
Until the start of your next turn, you threaten nearby squares as if wielding a reach weapon. Attacks of opportunity made with your psychokinetic scourge are melee touch attacks.
If you have a base attack bonus of +6 or higher, you can make as many attacks with your psychokinetic scourge with your full-round action as your base attack bonus allows. For example, a 16th-level mindscourge could make three attacks, the first with a base attack bonus of +12, the second with a base attack bonus of +7, and the third with a base attack bonus of +2.
Read Thoughts
Lesser, Telepathy; 3rd
Display: Mental
Range: 60 ft
Area: 60 ft-radius centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: No
You can perceive the surface thoughts of nearby creatures. The amount of information revealed depends on how long you study a particular area or subject.
1st Round
Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round
Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the anomaly ends. This anomaly does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round
Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must manifest read thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
This anomaly can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. A creature that successfully makes its Will save is immune to your read thoughts for 24 hours.
Telekinetic Marionette
Greater, Psychokinesis; 5th
Display: Material
Range: Close (25 ft + 10 ft/2 levels)
Target: One creature of the appropriate size and shape (see text)
Duration: Concentration, up to 1 min./level
Saving Throw: Fortitude negates
Power Resistance: Yes
You can psychokinetically control the body of any creature with a discernible anatomy that is within range and to which you have line of sight. The creature can be no more than one size category above Medium size per 5 manifester levels. For example, a 12th level mindscourge could manipulate a Huge creature, but not a Gargantuan one.
Manipulating the creature's body doesn’t require mental contact with the subject, since you are forcing limb movements independent of the target’s mind. You can make the subject stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also render the subject helpless by holding it subject immobile. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this anomaly ends.
If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Charisma bonus, and its bonus on damage rolls is equal to your Charisma bonus. A creature under the effect of this anomaly cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Charisma bonus.
Although the subject’s body is under your control, the subject’s mind is not. The creature is still capable of taking purely mental actions (such as manifesting powers).