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Prime32
2010-06-14, 04:13 PM
Here's what we have currently.

Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save
Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get a +3 bonus if the target is wearing metal armor. If the power allows a save the DC is increased by 2.
Fire: A power of this energy type deals +1 point of damage per die.
Sonic: A power of this energy type deals -1 point of damage per die and ignores an object’s hardness.


With this system there are "minor elements" (equivalent to the existing ones) and "major elements" which are more powerful. A character picks one major element at 1st level - this is the only element he can apply to psionic powers.

Minor Elements

Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save
Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get a +3 bonus if the target is wearing metal armor (or is made out of metal, carrying a lot of metal, etc.). If the power allows a save the DC is increased by 2.
Fire: A power of this energy type deals +1 point of damage per die.
Sonic: A power of this energy type deals -1 point of damage per die and ignores an object’s hardness.
[hr]
(No descriptor): No effect.
Acid: A power of this type halves the effects of an object's hardness.
Air: A power of this type deals -1 damage per die, and attempts to bull rush affected targets directly away from the origin of the effect as if it were a Medium creature with a Str score equal to your primary manifesting score.
Darkness: A power of this type deals -1 damage per die, and affected targets must make a Reflex save or suffer a 20% miss chance on all their attacks for 1 round.
Desiccation: A power of this type deals -1 damage per die, or +1 damage per die against water elementals and plant creatues, but does not affect creatures whose bodies do not contain water. Affected targets must make Fort saves or be fatigued for 1 round.
Earth: A power of this type deals -1 damage per die and ignores power resistance. If the power allowed a Reflex save it is changed to a Fortitude save.
Force: A power of this type deals -2 damage per die (minimum 0) and can affect incorporeal and ethereal creatures as if they were solid.
Good/Evil/Chaos/Law: A power of this type deals +2 damage per die against creatures of its opposing alignment. Characters of the alignment opposed to the element cannot use it (ie. an LG character cannot use the Chaos or Evil elements).
Light: A power of this type deals nonlethal damage, and affected targets are dazzled for 1 round. Undead instead take lethal damage. Creatures specifically vulnerable to sunlight take lethal damage, and the damage is increased by +1 point per die.
Metal: A power of this type deals -1 damage per die and ignores power resistance.
Negative energy: A power of this type deals -1 damage per die. Living creatures are damaged by this power, undead are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
Positive energy: A power of this type deals -1 damage per die. Undead are damaged by this power, living creatures are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
Repair: A power of this type deals -1 damage per die. Constructs are healed by this power rather than damaged, and other creatures are unaffected.
Water: A power of this type deals -1 damage per die (or +1 damage per die against creatures composed of fire or otherwise vulnerable to water) and attempts to trip affected targets as if it were a Medium creature with a Str score equal to your primary manifesting score. A target which cannot breathe water and is not holding its breath must make a Reflex save or be sickened for 1 round.

Major Elements

Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save. Affected targets are slowed for 1 round.
Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get +3 bonus if the target is wearing metal armor (or is made out of metal, carrying a lot of metal, etc.). If the power allows a save the DC is increased by 2. Affected targets take a -2 penalty to Dex for 1d4 rounds.
Fire: A power of this energy type deals +1 point of damage per die. Affected targets must make a Reflex save or catch fire, taking damage equal to one-third the initial damage dice for 1d4 rounds, and 1d6 damage on subsequent rounds (if one-third the initial damage dice is less than 1d6 the effect ends after 1d4 rounds). A target gets another Reflex save at the start of each round - if he succeeds he is no longer on fire. This otherwise follows the normal rules for catching on fire.
Sonic: A power of this energy type ignores an object’s hardness and deafens affected targets for 1 round.
[hr]
(No descriptor): A power of this type deals +1 damage per die.
Acid: A power of this type halves the effects of an object's hardness and sickens targets for 1d4 rounds.
Air: A power of this type attempts to bull rush affected targets directly away from the origin of the effect as if it were a Large creature with a Str score equal to your primary manifesting score.
Darkness: Targets affected by a power of this type must make a Reflex save or suffer a 50% miss chance on all their attacks for 1 round.
Desiccation: A power of this type deals +2 damage per die against water elementals and plant creatues, but does not affect creatures whose bodies do not contain water. Affected targets must make Fort saves or be fatigued for 1d4 rounds.
Earth (Sand): A power of this type ignores power resistance, and affected targets are dazzled for 1 round.
Force: A power of this type can affect incorporeal and ethereal creatures as if they were solid.
Good/Evil/Chaos/Law: A power of this type deals +2 damage per die against creatures of its opposing alignment, and they must make a Fortitude save or be dazed for 1 round. Characters of the alignment opposed to the element cannot use it (ie. an LG character cannot use the Chaos or Evil elements).
Light: A power of this type deals non-lethal damage and blinds targets for 1 round. Undead instead take lethal damage. Creatures specifically vulnerable to sunlight take lethal damage, and the damage is increased by +1 point per die.
Metal: A power of this energy type ignores power resistance. If the power requires an attack roll you get a +2 bonus on the attack, while if it allows a save the DC is increased by 2.
Negative energy: Living creatures are damaged by a power of this type, undead are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
Positive energy: Undead are damaged by a power of this type, living creatures are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
Repair: Constructs are healed by a power of this type rather than damaged, and other creatures are unaffected.
Water: A power of this type deals +2 damage per die against creatures composed of fire or otherwise vulnerable to water, and attempts to trip affected targets as if it were a Large creature with a Str score equal to your primary manifesting score. A target which cannot breathe water and is not holding its breath must make a Reflex save or be sickened for 1 round.



Extra Element [General]
Benefit: Select one major element or two minor elements. When you manifest a power with an elemental descriptor you may use any of the elements with which you are familiar instead of the one you chose at character creation. If you select a minor element which you already possess then it is upgraded to a major element.
Normal: When manifesting powers with an elemental descriptor you may only use the element which you chose at 1st level.
Special: You may select this feat multiple times. Each time you may choose new elements or upgrade minor elements to major ones.

Double Element [Metapsionic]
Prerequisite: 2 elements
Benefit: You can expend your psionic focus while manifesting a power to apply two elements at once. These can be minor or major elements. The power gains the benefits and drawbacks of both elements at once, and gains both descriptors. The saving throw DC of such a power is also increased by 1 (if it does not allow a save, you instead gain a +1 bonus to the attack roll).

EDIT: Bonus
Modified powers

Energy Bolt
{table="head"]{colsp=2}Psychokinesis [see text]
Level: | Psion/wilder 1
Display: |Auditory
Manifesting Time: | 1 standard action
Range: |60 ft.
Area: | 60-ft. line
Duration: | Instantaneous
Saving Throw: | Reflex half or Fortitude half; see text
Power Resistance: | Yes
Power Points: | 1
[/table]

Upon manifesting this power, you choose one element. You release a powerful stroke of energy of the chosen type that deals 1d6 points of damage to every creature or object within the area. The beam begins at your fingertips.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its range increases by 15ft. For each extra two dice of damage, this power’s save DC increases by 1.

Energy Cone
{table="head"]{colsp=2}Psychokinesis [see text]
Level: | Kineticist 1
Display: | Auditory
Manifesting Time: | 1 standard action
Range: | 30 ft.
Area: | Cone-shaped spread
Duration: | Instantaneous
Saving Throw: | Reflex half or Fortitude half; see text
Power Resistance: | Yes
Power Points: | 1
[/table]

Upon manifesting this power, you choose one element. You create a cone of energy of the chosen type, extending outward from your hand, that deals 1d6 points of damage to every creature or object within the area.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its range increases by 5ft. For each extra two dice of damage, this power’s save DC increases by 1 and its range increases by an additional 5ft.


Energy Ball
{table="head"]{colsp=2}Psychokinesis [see text]
Level: | Kineticist 1
Display: | Auditory
Manifesting Time: | 1 standard action
Range: | Long (400 ft. + 40 ft./level)
Area: | 5-ft.-radius spread
Duration: | Instantaneous
Saving Throw: | Reflex half or Fortitude half; see text
Power Resistance: | Yes
Power Points: | 1
[/table]

Upon manifesting this power, you choose one element. You create an explosion of energy of the chosen type that deals 1d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1 and its radius increases by 5ft.


Energy Burst
{table="head"]{colsp=2}Psychokinesis [see text]
Level: | Psion/wilder 1
Display: | Auditory
Manifesting Time: | 1 standard action
Range: | 20 ft.
Area: | 20-ft-radius burst centered on you
Duration: | Instantaneous
Saving Throw: | Reflex half or Fortitude half; see text
Power Resistance: | Yes
Power Points: | 1
[/table]

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 1d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire: A burst of this energy type deals +1 point of damage per die.
Sonic: A burst of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its radius increases by 5ft. For each extra two dice of damage, this power’s save DC increases by 1.


Energy Stun
{table="head"]{colsp=2}Psychokinesis [see text]
Level: | Psion/wilder 2
Display: | Auditory
Manifesting Time: | 1 standard action
Range: | Close (25 ft. + 5 ft./2 levels)
Area: | 5-ft.-radius burst
Duration: | Instantaneous
Saving Throw: | Reflex half or Fortitude half; see text
Power Resistance: | Yes
Power Points: | 3
[/table]

Upon manifesting this power, you choose one element. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.

This power’s subtype is the same as the type of energy you manifest.

Augment
For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. For each extra four dice of damage, this power's radius increases by 5ft.

When casting a spell or manifesting a psionic power with an area that radiates from you, you may make a melee touch attack against one adjacent enemy as part of the casting. If it hits, the effect of the spell is maximised (as if by the Maximise Spell feat) for that target only. You may use this with area spells which would not normally radiate from you (such as fireball) by targetting an adjacent opponent.

Since casting a spell at such close range will normally provoke attacks of opportunity from the enemy, this strategy carries a certain degree of risk. It becomes worse in the case of spells such as fireball, since you must also include yourself in the area.

PairO'Dice Lost
2010-06-15, 02:44 AM
I've only skimmed this, but the one thing that jumps out at me is that the untyped damage deals more damage than normal. That obsoletes the majority of other minor damage types and gives most major types a run for their money; picking up just that and positive energy would be enough for most manifesters, and there's little compelling reason to pick anything else.

DragonOfUndeath
2010-06-15, 05:36 AM
i agree with dice the non-described is way to powerful it needs to be toned down otherwise people will become way too uber.

radmelon
2010-06-15, 09:10 AM
The idea is cool, but it seems a bit TOO complete.

Prime32
2010-06-15, 05:46 PM
The idea is cool, but it seems a bit TOO complete.
:smallconfused: