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View Full Version : [Psi Feat & Powers] My mind to your mind, my thoughts to your thoughts...



The Vorpal Tribble
2006-10-29, 10:32 PM
Here's just a number of psionic creations I've done of late...

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Patagium
Psychometabolism
Level: Egoist 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 3

The skin along your sides and arms thickens and stretches until a large, loose flap hangs loose, blowing in the wind...

You grow a set of elastic membranes that grants you a minimal gliding ability. You negate all damage from a fall of any height as well as allowing 20 feet of forward travel for every 5 feet of descent. You may glide at a speed of 40 feet (poor maneuverability). Even if the manifester's maneuverability improves by augmentation, the manifester can't hover while gliding. The manifester can't glide while carrying a medium or heavy load.
If the manifester becomes unconscious or helpless while in midair they fall as normal from their current height.
Augment: You can augment this power in one or both of the following ways.
1. For every two power points you spend your maneuverability increases by one category to a maximum of Good.
2. If you spend 2 additional power points you grow special ligaments within the skin flaps that stiffens when the manifester is rendered unconscious or helpless. The manifester descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
3. If you spend 4 additional power points the ligaments harden into a bone-like structure, granting you a true fly speed of 40 feet (poor maneuverability).

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Immune Response
Psychometabolism
Level: Psion/Wilder 2, Psychic Warrior 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Power Points: 3

A strange, musty smell radiates out from you as your eyes brighten and your skin glows with health...

You ramp up your body's immune system to ward off diseases. You automatically succeed on saves against contracting non-supernatural diseases for the duration of the power.
If you are already infected with a disease, whether incubating or active, you are not cured, although you do gain an immediate extra save with +4 bonus to the check.
Augment: For two additional power points you can apply this power to supernatural diseases such as mummy rot or an aboleth's slime.

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Increased Momentum
Psychokinesis
Level: Psion/wilder 2, psychic warrior 2
Display: Visual
Manifesting Time: One immediate action
Range: Medium (100 ft. +10 ft./level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 3

As you run you find yourself suddenly heading along at a breakneck speed as some unseen force pushes you inexorably forward...

You make it difficult for a quickly moving being to stop by speeding up their momentum. Any being or object overshoot their destination by five feet (one square). This is particularly useful for disrupting charges and flyby attacks, and those making such attacks take a -4 penalty to their attack roll. If this overshooting would bring them directly into your square you may make an attack of opportunity. If you hit them they are pushed back out of your square the way they came. If you do not hit them you must take one step back into an adjoining square.
If manifested while an arrow or other ranged projectiles are being shot the attack takes a -2 penalty.
Those who make a successful reflex save only move half the normal extra movement (rounded down), and take half the penalty to attack rolls.
Augment: For every four additional power points spent the momentum of the target increases by another 5 feet. The attack penalty of ranged projectiles also increases by 1 and charge and flyby attacks by 2.

Jack Mann
2006-10-29, 10:43 PM
I think you mean one "swift" action on Increased Momentum. Actions aren't quickened.

The Vorpal Tribble
2006-10-29, 10:44 PM
I think you mean one "swift" action on Increased Momentum. Actions aren't quickened.
Whoops, yeah, meant swift. Thank ye.

Jack Mann
2006-10-30, 01:45 AM
Actually, thinking on this, immediate would probably be better. Otherwise, you can't act on their turn, so you wouldn't be able to force them to overrun or their arrows to miss.

The Vorpal Tribble
2006-11-01, 09:45 AM
Actually, thinking on this, immediate would probably be better. Otherwise, you can't act on their turn, so you wouldn't be able to force them to overrun or their arrows to miss.
Always getting swift, immediate, and quickened mixed up...

Also just gave all of them a readjustment.

Triaxx
2006-11-02, 08:32 PM
I think increased momentum should have an additional effect of adding +1 to the charge attack, so if you use it and they succeed at the save, you're in for a more powerful hit, to give some risk to the ability.