pwykersotz
2012-09-22, 09:24 PM
So my GM asked me to come up with a way to steal skills via a psionic power. Below is my attempt. Let me know what you think, I'm especially waffling about how many additional power points it takes to make the power permanent. I based the power largely off of Feat Leech (some of the text is copied/pasted), though since skills are less used in battle, I extended the duration to allow the manifester to get use out of it.
Skill Leech
Clairsentience
Level: Psion/wilder 2, psychic warrior 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
You can use another’s skills for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s skills, if any, and you can choose a number of these skills to “leech” equal to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if you possessed the stolen skills. During this same period, the target can make no use of the stolen skills. When the power’s duration expires, you lose access to the skills, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of skill leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, the power ends.
This power only steals ranks in skills, not any associated bonuses. Any synergies, ability enhancements or other increases are not taken along with the ranks. This may mean that the target retains use of the skill to a certain degree if it is usable untrained. Any feats which are dependant upon a number of ranks are unavailable for use until the skills are returned.
In addition, the manifester uses his own ability scores, synergies, and other bonuses to determine his total skill. Multiple uses of this skill overlap, they do not stack. If five ranks of the Jump skill are taken from one person and then ten ranks are taken from another, the manifester has ten ranks.
Skills can be stolen, even if the manifester has more ranks than the target. Since they overlap however, this means that the manifester gains no benefit, merely that the target loses access to the skills taken for the normal duration.
Augment
If you spend 14 additional power points on this power, you can make the normal duration permanent. The target gets no additional saving throws. If the target gains a level and thus new skill points, he may spend them as normal, up to his ordinary maximum ranks. If at a later point the power is dispelled and the skill points return, the target regains the ranks up to his current maximum, and any additional points are lost.
At the time of permanency, the GM rolls secret percentile dice to determine the lifespan of the creature if not otherwise accounted for. A 1-25 indicates the creature dies within a month. 26-50 indicates it dies in a year. 51-75 indicates it survives one further age category. 75-90 indicates it survives two further age categories. 91-100 indicates it survives the rest of its natural life. If any roll would take the creature to the end of its natural life anyway, the creature dies as normal.
Special
This power can be reversed through Skill Leech used against the manifester, or by a properly worded Reality Revision, Wish, or Miracle.
Skill Leech
Clairsentience
Level: Psion/wilder 2, psychic warrior 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
You can use another’s skills for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s skills, if any, and you can choose a number of these skills to “leech” equal to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if you possessed the stolen skills. During this same period, the target can make no use of the stolen skills. When the power’s duration expires, you lose access to the skills, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of skill leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, the power ends.
This power only steals ranks in skills, not any associated bonuses. Any synergies, ability enhancements or other increases are not taken along with the ranks. This may mean that the target retains use of the skill to a certain degree if it is usable untrained. Any feats which are dependant upon a number of ranks are unavailable for use until the skills are returned.
In addition, the manifester uses his own ability scores, synergies, and other bonuses to determine his total skill. Multiple uses of this skill overlap, they do not stack. If five ranks of the Jump skill are taken from one person and then ten ranks are taken from another, the manifester has ten ranks.
Skills can be stolen, even if the manifester has more ranks than the target. Since they overlap however, this means that the manifester gains no benefit, merely that the target loses access to the skills taken for the normal duration.
Augment
If you spend 14 additional power points on this power, you can make the normal duration permanent. The target gets no additional saving throws. If the target gains a level and thus new skill points, he may spend them as normal, up to his ordinary maximum ranks. If at a later point the power is dispelled and the skill points return, the target regains the ranks up to his current maximum, and any additional points are lost.
At the time of permanency, the GM rolls secret percentile dice to determine the lifespan of the creature if not otherwise accounted for. A 1-25 indicates the creature dies within a month. 26-50 indicates it dies in a year. 51-75 indicates it survives one further age category. 75-90 indicates it survives two further age categories. 91-100 indicates it survives the rest of its natural life. If any roll would take the creature to the end of its natural life anyway, the creature dies as normal.
Special
This power can be reversed through Skill Leech used against the manifester, or by a properly worded Reality Revision, Wish, or Miracle.