Endarire
2011-03-19, 03:37 AM
How balanced are these?
Version Log
1.1: March 20, 2011
Dimensional Jaunt
-Clarified that this power needs line of effect but not line of sight.
-Removed the second paragraph about taking damage by jaunting too far.
-Clarified that you can only take your psicrystals and familiars, just anyone's.
Energy Tentacles
-Lowered damage to 3d6. Applied the standard damage mods (Cold/Fire: +1 damage/die, Elec: +2 'to hit,' +3 vs. PR, Sonic: -1 damage/die)
-Clarified that the tentacles are immune to damage and can't be moved.
Interposing Action
-Clarified the wording on 'You can be affected by this power once per round.'
1.0: March 18, 2011
Initial release.
Dimensional Jaunt
Psychoportation [Teleportation]
Level: Nomad1
Display: Visual
Manifesting Time: 1 swift action
Range: 10'
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1
Dimensional jaunt lets you instantly teleport anywhere within 10’. Unlike most Teleportation abilities, you need line of effect but not line of sight to your destination. Your destination must be on the same plane as your current space. You bring along any items, willing familiars, and willing psicrystals on your person, but this power fails if you try to use it when carrying more than a heavy load. An unwilling familiar or psicrystal falls to the ground in its space when you jaunt away.
Since manifesting this power is a swift action, you don’t provoke attacks of opportunity from its manifestation.
Augment
You may augment dimensional jaunt in one or more of these ways.
1: For every 1 more PP you spend, the range increases by 5’.
2: If you spend an extra 3 PP, you no longer need line of effect to your destination.
JUSTIFICATION: It's giving Nomads spiffy specialty powers.
Energy Tentacles
Psychokinesis [See Text]
Level: Psion/Wilder5
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Area: 20' radius spread; see text
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes; see text
Power Points: 9
You create a solid, writhing mass of invincible, immobile, 10’ long tentacles that can be any single opaque visible color you can imagine. They spring forth from ceilings, walls, floors, dirt, vegetation, and even underwater. The tentacles must be made on a surface large enough to support their area. If the surface is too small, the spread of the tentacles is reduced to fit the area.
Normally, the tentacles attempt to grapple and eventually pin any creature that comes within the power’s area, or within 10’ of any tentacle. The tentacles have a grapple modifier of your manifester level +8. Specifically, the tentacles have a STR score of 18 (a +4 modifier), a DEX score of 10 (a +0 modifier), no CON score, no INT score, no WIS score, and no CHA score. They have 9 AC, a BAB equal to your manifester level, and a melee accuracy of +3. In terms of grapple checks, treat the tentacles as a Large creature, though the mass of tentacles is neither creature nor object.
These tentacles are immune to damage of all kinds and can't be moved during the power's duration.
A victim grappled by energy tentacles only takes damage if the tentacles overcome power resistance. A victim whose power resistance is too high to be damaged by energy tentacles takes no damage from the grappling, but remains grappled or pinned.
As a free action, usable even when it isn’t your turn, you can mentally direct these tentacles to try to grapple only certain creatures or objects, not to try grabbing something, or to release a held target.
Upon manifesting this power, you choose cold, electricity, fire, or sonic. The effects are described below.
Cold
Each round a target is grappled by cold tentacles, it takes 3d6 cold damage, +1 cold damage per die.
Electricity
Electric tentacles get +2 on all grapple checks and checks to overcome power resistance. Each round a target is grappled by electric tentacles, it takes 3d6 electricity damage.
Fire
Each round a target is grappled by fiery tentacles, it takes 3d6 fire damage, +1 fire damage per die.
Sonic
Each round a target is grappled by resonating tentacles, it takes 3d6 sonic damage, -1 sonic damage per die (minimum 1 total damage), and ignores all victims’ hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment
For every 2 more PP you spend, the damage to grappled victims increases by 1d6.
JUSTIFICATION: I noticed no psionic analog of Evard's black tentacles (http://www.d20srd.org/srd/spells/blackTentacles.htm) and felt compelled to fill in the gaps.
Interposing Action
Psychoportation
Level: Nomad8
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15
If you manifest interposing action on your turn, you get another turn this round immediately after your current turn. Otherwise, you get an extra turn at the moment you manifest this power, but you’ve already spent this interrupting turn’s swift action manifesting interposing action. Either way, you move so quickly that you interrupt the normal flow of time, and your initiative count does not change.
Extrapersonal effects that happen on your turn (such as an astral construct’s actions, the need to save against a continual spell, or your psicrystal’s or familiar’s actions) don’t happen on this interposed turn.
Since manifesting this power is an immediate action, you don’t provoke attacks of opportunity from its manifestation.
You can’t manifest this power when flat-footed. You may only be affected by interposing action once per round.
JUSTIFICATION: Nomads get gimped as a specialty. Their best specialty power is normally teleport. Now, I added incentive.
This is a celerity analog meant to replace anticipatory strike (Complete Psionic 79).
Version Log
1.1: March 20, 2011
Dimensional Jaunt
-Clarified that this power needs line of effect but not line of sight.
-Removed the second paragraph about taking damage by jaunting too far.
-Clarified that you can only take your psicrystals and familiars, just anyone's.
Energy Tentacles
-Lowered damage to 3d6. Applied the standard damage mods (Cold/Fire: +1 damage/die, Elec: +2 'to hit,' +3 vs. PR, Sonic: -1 damage/die)
-Clarified that the tentacles are immune to damage and can't be moved.
Interposing Action
-Clarified the wording on 'You can be affected by this power once per round.'
1.0: March 18, 2011
Initial release.
Dimensional Jaunt
Psychoportation [Teleportation]
Level: Nomad1
Display: Visual
Manifesting Time: 1 swift action
Range: 10'
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1
Dimensional jaunt lets you instantly teleport anywhere within 10’. Unlike most Teleportation abilities, you need line of effect but not line of sight to your destination. Your destination must be on the same plane as your current space. You bring along any items, willing familiars, and willing psicrystals on your person, but this power fails if you try to use it when carrying more than a heavy load. An unwilling familiar or psicrystal falls to the ground in its space when you jaunt away.
Since manifesting this power is a swift action, you don’t provoke attacks of opportunity from its manifestation.
Augment
You may augment dimensional jaunt in one or more of these ways.
1: For every 1 more PP you spend, the range increases by 5’.
2: If you spend an extra 3 PP, you no longer need line of effect to your destination.
JUSTIFICATION: It's giving Nomads spiffy specialty powers.
Energy Tentacles
Psychokinesis [See Text]
Level: Psion/Wilder5
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100’ + 10’/level)
Area: 20' radius spread; see text
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes; see text
Power Points: 9
You create a solid, writhing mass of invincible, immobile, 10’ long tentacles that can be any single opaque visible color you can imagine. They spring forth from ceilings, walls, floors, dirt, vegetation, and even underwater. The tentacles must be made on a surface large enough to support their area. If the surface is too small, the spread of the tentacles is reduced to fit the area.
Normally, the tentacles attempt to grapple and eventually pin any creature that comes within the power’s area, or within 10’ of any tentacle. The tentacles have a grapple modifier of your manifester level +8. Specifically, the tentacles have a STR score of 18 (a +4 modifier), a DEX score of 10 (a +0 modifier), no CON score, no INT score, no WIS score, and no CHA score. They have 9 AC, a BAB equal to your manifester level, and a melee accuracy of +3. In terms of grapple checks, treat the tentacles as a Large creature, though the mass of tentacles is neither creature nor object.
These tentacles are immune to damage of all kinds and can't be moved during the power's duration.
A victim grappled by energy tentacles only takes damage if the tentacles overcome power resistance. A victim whose power resistance is too high to be damaged by energy tentacles takes no damage from the grappling, but remains grappled or pinned.
As a free action, usable even when it isn’t your turn, you can mentally direct these tentacles to try to grapple only certain creatures or objects, not to try grabbing something, or to release a held target.
Upon manifesting this power, you choose cold, electricity, fire, or sonic. The effects are described below.
Cold
Each round a target is grappled by cold tentacles, it takes 3d6 cold damage, +1 cold damage per die.
Electricity
Electric tentacles get +2 on all grapple checks and checks to overcome power resistance. Each round a target is grappled by electric tentacles, it takes 3d6 electricity damage.
Fire
Each round a target is grappled by fiery tentacles, it takes 3d6 fire damage, +1 fire damage per die.
Sonic
Each round a target is grappled by resonating tentacles, it takes 3d6 sonic damage, -1 sonic damage per die (minimum 1 total damage), and ignores all victims’ hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment
For every 2 more PP you spend, the damage to grappled victims increases by 1d6.
JUSTIFICATION: I noticed no psionic analog of Evard's black tentacles (http://www.d20srd.org/srd/spells/blackTentacles.htm) and felt compelled to fill in the gaps.
Interposing Action
Psychoportation
Level: Nomad8
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15
If you manifest interposing action on your turn, you get another turn this round immediately after your current turn. Otherwise, you get an extra turn at the moment you manifest this power, but you’ve already spent this interrupting turn’s swift action manifesting interposing action. Either way, you move so quickly that you interrupt the normal flow of time, and your initiative count does not change.
Extrapersonal effects that happen on your turn (such as an astral construct’s actions, the need to save against a continual spell, or your psicrystal’s or familiar’s actions) don’t happen on this interposed turn.
Since manifesting this power is an immediate action, you don’t provoke attacks of opportunity from its manifestation.
You can’t manifest this power when flat-footed. You may only be affected by interposing action once per round.
JUSTIFICATION: Nomads get gimped as a specialty. Their best specialty power is normally teleport. Now, I added incentive.
This is a celerity analog meant to replace anticipatory strike (Complete Psionic 79).