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Xuldarinar
2013-08-21, 05:18 PM
EXPANDED SUBPSIONICS

"The psionic activity of the subconscious mind lies just below the level of awareness. In this level, a darker, more insidious side of the psyche resides. While most psionic characters never venture into the subconscious mind, some have embraced it. The subconscious mind provides a psionic character with an alternate conduit for manifesting powers.

"Those who utilize their subconscious mind suffer some disadvantages. First, the thoughts and secrets of the subconscious mind are disquieting and injurious to the mortal mind. Second, while the conscious mind serves equally well for any kind of power, the subconscious mind is best for the disciplines of Metacreativity, Clairsentience, and Telepathy, and it is unsuited to the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Third, powers with a visible display that involve the creation of light no longer create any visible light; creatures with darkvision can, however, see these powers.

"Finally, the more familiar a mortal becomes with the secrets of the subconscious mind, the more divorced they become from the conscious mind. An accomplished subpsionic character can manifest powers that normal psionic creatures find difficult to detect, counter, or nullify, but the subpsionic character becomes similarly unable to affect powers manifested by the conscious mind."

CLASSES

Artificer (Psionic)

Subpsionic Artificers
While not necessarily capable of taking Psionic feats normally, psionic artificers may be permitted to take the Conjunctive Mind feat. Doing so causes all psionic items they create to be created as subpsionic items.

Erudite

Convert Mystery to Power
Your training has included basic shadow theory as well as the usual psionic training

Replaces: You lose your 1st-level bonus feat

Benefit: You add Spellcraft to your class skill list, which allows you to attempt to convert a mystery into a power you can add to your repertoire. You treat the mystery as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the mystery's level) and then a Psicraft check as per the normal rules of learning a discipline power.

Each mystery costs a certain number of power points to manifest. The higher the level of the mystery, the more power points it costs. Each mystery costs an amount of power points appropriate for it's level. Fundimentals costs no power points to manifest. Instead you may manifest a number of fundamentals per day equal to three + the number of power points you gained at 1st level.

The erudite uses her manifester level for determining the effects of the mystery being manifested, with one significant exception. Mysteries that deal a number of dice of damage based on caster level deal damage as if cast by a character of the minimum level of shadowcaster required to attain the mystery. Mysteries whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster levee use the erudite's normal manifester level to determine damage. Use the erudite's normal manifester level for all other effects, including range and duration.

An erudite can pay additional power points to augment the dice of damage dealt by a mystery. Every 1 extra power point spent at the time of manifesting increases the mystery's effective caster level by 1 for the purposes of dealing damage. The damage-dealing mystery's caster level cannot be increased above the erudite's manifester level, or above the normal maximum allowed by the mystery.

Mysteries that allow a character to recall or recast mysteries cannot be learned.

Because the mysteries are now effectively psionic powers, they are no longer affected by metashadow feats. However, metapsionic feats can affect them as they would a psionic power.

Psion

New Discipline: Subpsion
To become a subpsion, a psion must take Conjunctive Mind as their 1st level bonus feat. Instead of choosing a single discipline to focus on, a subpsion is treated as being a seer, shaper, and telepath for the purpose of determining powers they may choose from. They, however, may not learn any psychometabolism, psychoportation, nor psychokinesis powers normally (they may still gain them through the use of methods such as Expanded Knowledge).

Your DM may rule that you may learn: Powers of the darkness or shadow descriptor regardless of class list and discipline, Spells of the darkness or shadow descriptor regardless of school, and/or mysteries. All spells and mysteries learned would function as if acquired via Spell to Power or Mystery to Power.

Shadowcaster

Shadowcaster Variant: Psi-shade
Table and Info (*) (http://www.giantitp.com/forums/showpost.php?p=14982348&postcount=1)
Prestige Classes and Feats (*) (//www.giantitp.com/forums/showpost.php?p=14984376&postcount=4)
Links to powers are listed under the powers section of this thread.


PRESTIGE CLASSES


Grim Psion


(Update of the Grim Psion (http://archive.wizards.com/default.asp?x=dnd/psm/20030628b) to 3.5)

Hit Die: d6

Requirements
Alignment: Any nongood.
Skills: Knowledge (psionics) 5, Knowledge (religion) 5.
Feats: Imprint Stone.
Manifesting: Able to manifest 4th-level powers.
Special: Must have defeated an undead creature that has an intelligence score.

Class Skills
The grim psion's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually)(Int), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.

The Grim Psion
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known
1st|+0|+2|+0|+2|HD promotion (d6), undeath|-
2nd|+1|+3|+0|+3|Cha +2, DR 2/-|+1 level of existing manifesting class
3rd|+1|+3|+1|+3|NA +2, fear cone|-
4th|+2|+4|+1|+4|HD promotion (d8), DR 3/-|+1 level of existing manifesting class
5th|+2|+4|+1|+4|Int +2, Tainted Construction|+1 level of existing manifesting class
6th|+3|+5|+2|+5|Wis +2, DR 4/-, turn immunity|+1 level of existing manifesting class
7th|+3|+5|+2|+5|HD promotion (d10), cold immunity|-
8th|+4|+6|+2|+6|NA +4, DR 5/-|+1 level of existing manifesting class
9th|+4|+6|+3|+6|Paralytic touch|-
10th|+5|+7|+3|+7|HD promotion (d12), mind construct|+1 level of existing manifesting class[/table]

Class Features
All the following are class features of the grim psion prestige class.

Weapon and Armor Proficiency: A grim psion gains no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.

Powers Known: At each level, except at 1st, 3rd, 7th and 9th, a grim psion gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before he added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that she adds to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a grim psion, she must decide to which class she adds the new level of grim psion for the purpose of determining power points per day, powers known, and manifester level.

Undeath (Ex): By embracing this path, the grim psion becomes an undead creature. She gains all traits associated with the undead type except for an increase of Hit Die to d12s.

Hit Dice Promotion (Ex): At 1st level, each previous Hit Die gained promotes to a d6 if it was less than a d6. At 4th level, each promotes to d8, and then they promote to d10 at 7th level and d12 at 10th level. Any levels gained after becoming a grim psion use the current grim psion Hit Dice type to determine hit points gained.

Ability Gains (Ex): As the grim psion gains levels in this prestige class, her ability scores increases as noted in the class table. These increases stack and are gained as if through level advancement.

Damage Reduction (Su): At 2nd level, the grim psion's body toughens, giving her damage reduction of 2/-, this power improves to 3/- at 4th level, 4/- at 6th level, and to 5/- at 8th level.

Natural Armor (Ex): Due to the increasing toughening of her body, the grim psion gains natural armor. At 3rd level, her natural armor increases to +2. At 8th level, her natural armor increases to +4.

Fear Cone (Su): As a standard action, beginning at 3rd level, the grim psion can create a cone of fear 30 feet long. Creatures in the cone must make a Will save of DC 10 + the grim psion's class level + grim psion's Charisma modifier. Those who fail are panicked for 2d6 rounds. (See the Dungeon Master's Guide for more information on the panicked condition.)

Tainted Construction (Ex): At 5th level, the grim psion gains this feat even if she does not meet the prerequisites for it. Any construct she manifests will now be of tainted ectoplasm.

Turn Immunity (Ex): At 6th level, the grim psion becomes immune to turning effects. She cannot be turned, rebuked, or commanded, but she is still subject to spells and powers that affect undead, such as sever the tie.

Cold Immunity (Ex): At 7th level, the grim psion becomes immune to cold damage.

Paralytic Touch (Su): At 9th level, the grim psion completes her connection to the Negative Energy Plane. She gains a touch attack that deals 1d8 points of negative energy damage; a Will save with a DC 10 + grim psion's class level + grim psion's Charisma modifier reduces the damage by half. If the target fails this save, it is also paralyzed for 1d3 rounds. She cannot heal herself through use of this.

Mind Construct (Su): At 10th level, the grim psion learns a form of the mind store power. She prepares a storage gem to capture her mind's essence if her physical form is destroyed. This gem must have a minimum value of 1,000 gp and takes a full day to prepare. The transfer from the destroyed physical form to the storage gem works over any distance, physical or extradimensional, unless some sort of special planar geometry supercedes the transfer. Upon transfer to storage crystal, the grim psion's psicrystal is lost, incurring the normal penalties. Once in the crystal, raw, tainted ectoplasm is drawn forth to surround the crystal with a Diminutive astral construct form. The grim psion now has the listed stats of this construct, but she still has full command of her psionic abilities. She has ten days to secure a new body, otherwise her essence will pass on. The new body must be humanoid and dead, and it must have been slain in the past 9 days. Upon making contact with the corpse, the grim psion wills the transfer and the storage gem shatters into dust. She is now helpless for 24 hours, as the body decays to match her skeletal state

Mind Construct
Size: Diminutive.
HD: As the grim psion.
Speed: 30 feet.
AC: 20 (+4 size, +6 natural).
Attack: None.
Special Attacks: The grim psion loses all special attacks except psionic powers.
Special Qualities: The grim psion loses all special qualities except psionic powers.
Base Saves: As the grim psion.
Ability Scores: Str 4, Dex 10, Con --, Mental ability scores as the grim psion.
Alignment: As the grim psion.

The mind construct is a Diminutive tainted astral construct. It is humanoid in shape, and it is made of swirling black and purple ectoplasm with a pair of glowing red eyes.



Night Manifester

Hit Die: d4

Requirements
Skills: Knowledge (psionics) 6, Knowledge (the planes) 6
Shadowcasting: Able to cast 2nd-level mysteries
Manifesting: Able to manifest 2nd-level powers

Class Skills
The night manifester's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (psionics) (Int), Knowledge (the planes) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int)

Skill Points at Each Level: 2 + Int modifier.

The Night Manifester
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known
1st|+0|+2|+0|+2|Manifesting Shadows (1st)|+1 level of existing mystery-using class/+1 level of existing manifesting class
2nd|+1|+3|+0|+3|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
3rd|+1|+3|+1|+3|Manifesting Shadows (2nd)|+1 level of existing mystery-using class/+1 level of existing manifesting class
4th|+2|+4|+1|+4|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
5th|+2|+4|+1|+4|Manifesting Shadows (3rd)|+1 level of existing mystery-using class/+1 level of existing manifesting class
6th|+3|+5|+2|+5|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
7th|+3|+5|+2|+5|Manifesting Shadows (4th)|+1 level of existing mystery-using class/+1 level of existing manifesting class
8th|+4|+6|+2|+6|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
9th|+4|+6|+3|+6|Manifesting Shadows (5th)|+1 level of existing mystery-using class/+1 level of existing manifesting class
10th|+5|+7|+3|+7|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
11th|+5|+7|+3|+7|Manifesting Shadows (6th)|+1 level of existing mystery-using class/+1 level of existing manifesting class
12th|+6|+8|+4|+8|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
13th|+6|+8|+4|+8|Manifesting Shadows (7th)|+1 level of existing mystery-using class/+1 level of existing manifesting class
14th|+7|+9|+4|+9|-|+1 level of existing mystery-using class/+1 level of existing manifesting class
15th|+7|+9|+5|+9|Manifesting Shadows (8th)|+1 level of existing mystery-using class/+1 level of existing manifesting class [/table]

Class Features
All the following are class features of the night manifester prestige class.

Weapon and Armor Proficiency: A night manifester gains no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.

Mysteries/Manifesting: When a new night manifester level is attained, the character gains new mysteries known as if he had also attained a level in any one mystery-using class he belonged to before adding the prestige class. He gains additional power poitns per day and access to new powers a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained. This essentially means that he adds the level of night manifester to the level of what ever other maystery-suing class and manifesting class the character has, then determines mysteries known, uses per mystery per day, caster level, power points per day, powers known, and manifester level accordingly.
If a character had more than one mystery-using class or more than one manifesting class before he became a night manifester, he must decide to which class he adds each level of night manifester for the purpose of determining mysteries known, caster level, power points per day, powers known, and manifester level.

Shadows of Magic, Shadows of the Mind: Night manifesters possessing the Conjunctive Mind feat may treat all mysteries they use as if they were powers of the Psychometabolism, Psychoportation, or Psychokinesis disciplines for the purposes of Conjunctive Mind. They do not, however, benefit from, nor are penalized by, feats that Conjunctive Mind is a prerequisite for.

Manifesting Shadows (Su): Night manifesters, upon entering this class, acquire the ability to use mysteries they know by expending power points appropriate for the level of the mystery, and manifesting powers they know by expending uses of mysteries. They may not do this with any power or mystery that costs, or would cost, more to manifest than they have levels in night manifester.


Shadow Psion
(Update of the Shadow Mind (http://archive.wizards.com/default.asp?x=dnd/psm/20021025b) to 3.5)

Hit Die: d4

Requirements
Alignment: Any non-good.
Skills: Knowledge (psionics) 8, Psicraft 8 ranks
Feats: Conjunctive Mind and any metapsionic feat
Manifesting: Ability to manifest 3rd-level powers

Class Skills
The shadow psion's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (psionics) (Int), Move Silently (Dex), Profession (Wis), and Psicraft (Int).

Skill Points at Each Level: 4 + Int modifier.

The Shadow Psion
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Powers Known
1st|+0|+0|+0|+2|Subpsionic feats, control shadow|+1 level of existing manifesting class
2nd|+1|+0|+0|+3|Subpsionic defense +1, low-light vision|+1 level of existing manifesting class
3rd|+1|+1|+1|+3|Subpsionic power +1, tainted construction|+1 level of existing manifesting class
4th|+2|+1|+1|+4|Subpsionic shield|+1 level of existing manifesting class
5th|+2|+1|+1|+4|Subpsionic defense +2|+1 level of existing manifesting class
6th|+3|+2|+2|+5|Subpsionic power +2|+1 level of existing manifesting class
7th|+3|+2|+2|+5|Dream travel, darkvision|+1 level of existing manifesting class
8th|+4|+2|+2|+6|Subpsionic defense +3, greater subpsionic shield|+1 level of existing manifesting class
9th|+4|+3|+3|+6|Subpsionic power +3, shadow body|+1 level of existing manifesting class
10th|+5|+3|+3|+7|Subpsionic double|+1 level of existing manifesting class [/table]

Class Features
All the following are class features of the shadow psion prestige class.

Weapon and Armor Proficiency: A shadow psion gains no proficiency in any armor or weapons, though they retain any knowledge gained from former classes.

Powers Known: At each level, a shadow psion gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he gained the class level. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of shadow psion to the level of whatever manifesting class the character has, the determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a shadow psion, he must decide to which class he adds the new level of shadow psion for the purpose of determining power points per day, powers known, and manifester level.

Subpsionic Feats: A shadow psion gains the Insidious Mind, and Tenacious Mind feats as bonus feats at 1st-level and the Tainted Construction feat at 3rd-level.

Control Shadow (Ps): A shadow psion can manifest the control shadow power as a psi-like ability a number of times per day equal to his shadow psion level. The shadow psion can manifest control shadow as though he has the power on his list of known powers. He can manifest the power even if he does not meet the minimum ability score requirement.

Subpsionic Defense (Ex): At 2nd-level and for every three levels after that, the shadow psion gains another point of subpsionic defense. Add this value to a shadow psion's saving throws against powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.

Low-light Vision (Su): A shadow psion gains low-light vision if he doesn't already have it.

Subpsionic Power (Ex): At 3rd-level and for every three levels after that, the shadow psion gains another point of subpsionic power. Add the subpsionic power value to the DC for saving throws and manifester level checks to overcome power resistance for powers the shadow psion manifests from the Metacreativity, Clairsentience, and Telepathy disciplines, and subtract the subpsionic power value from the DC for saving throws and manifest level checks to overcome power resistance for powers the shadow psion manifests from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. This stacks with other spell/power effects that affect the specified powers.

Subpsionic Shield (Ps): A shadow psion can create a mobile disk of purple-black force as a standard action. The subpsionic shield is made up of shadowstuff and psychokinetic force and intercepts attacks, providing a +7 cover bonus to Armor Class and concealment against attacks from the other side of the shield. The disk protects you only against attacks from one direction. You designate half the battlefield (with yourself on the dividing line) as being blocked by the shield. The other half is not. You can change the defensive direction of the shield (that is, rotate the dividing line) once as a free action on each of your turns. You can see and reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.

The subpsionic shield lasts 1 round per manifester level per day and need not be used all at once. Creating or dismissing a subpsionic shield is a standard action.

Dream Travel (Ps): A shadow psion can manifest dream travel as a psi-like ability once per day.

Darkvision (Su): A shadow psion can see in the dark as though he were permanently affected by the darkvision power.

Greater Subpsionic Shield (Ps): The greater subpsionic shield acts much like the subpsionic shield with the following exception: At 8th level, the greater subpsionic shield grants power resistance of 12 + the character's shadow psion level on attacks against the shadow psion that originate from the other side of the shield, as if the shadow psion were under the effects of the power resistance power.

Shadow Body (Ps): A shadow psion can manifest shadow body as a psi-like ability once per day.

Subpsionic Double (Ps): Once per day a shadow psion can use a standard action to create a double of himself woven from shadowstuff and psychokinetic force. The double looks, sounds, and smells like its creator and has the ability scores, base AC, hit points, saves, and attack bonuses as its creator, but no equipment. (Any apparent clothing or equipment is nonfunctional.) The double mimics the shadow psion's actions (including speech) unless he concentrates on making it act differently. It can attack the creator's enemies if given a weapon or items (since it can use anything its creator can).

The shadow psion can see through its eyes and hear through its ears as if he were standing where it is, and during his turn in a round he can switch from seeing through its eyes to seeing normally, or back again. If he desires, any power he manifests whose range is touch or greater can originate from the double instead of from him. (The double is quasi-real, just real enough to manifest powers that the creator originates.) The double can manifest powers on itself only if those powers affect shadows.

Mentally commanding the double is a free action. Using it as the originator of a power counts as an action for the creator and the double. The shadow psion must maintain a line of effect to the shadow at all times. If his line of effect is obstructed, or he manifests teleport, plane shift or similar power that breaks his line of effect, even momentarily, the double is dismissed. Causing the creator or the double to leave the plane they share dismisses the double.

The double lasts 1 round per manifester level. The death of the double does not affect the shadow psion or vice versa. The double still lasts to the end of its duration if the creator dies.

FEATS

{table=head]Feats|Prerequisite|Benefit
Conjunctive Mind|Manifesting ability score 13+|+1 to metacreativity, clairsentience and telepathy powers, -1 to psychometabolism, psychoportation, and psychokinesis
-Collective Strength|Conjunctive Mind|Draw power from other subpsionics users.
-Insidious Mind|Conjunctive Mind|Powers become harder to detect
-Shadow Draining|Conjunctive Mind|Gain the ability to drain power from manifesters
-Subconscious Power|Conjunctive Mind|Gain additional power points based on Conjunctive feats
-Subpsionic Immersion|Conjunctive Mind|Recover expended power points from failed Telepathy powers used against you
-Tainted Construction|Conjunctive Mind|Astral constructs gain the evil subtype and access to a larger list of abilities
-Tenacious Mind|Conjunctive Mind|Powers become harder to nullify
Subpsionic Blade|Shape Mindblade|Shape mind blade from the subconscious.
-Dreadful Blow|Subpsionic Mind Blade, Psychic Strike|Trade 1d8 Psychic strike damage to render foe shaken for 1 round [/table]

Collective Strength [Psionic](Contributed by: JoshuaZ)

Prerequisites:Conjunctive Mind

Benefit: You can draw on the power of the collective unconsciousness of those around you to strengthen your mind. You gain a +1 competence bonus to will saves for every being (including yourself) that has the Conjunctive Mind feat within 100 feet of you. Thus for example, if 2 other creatures had the Conjunctive Mind feat, your total bonus would be +3. Your bonus cannot exceed the total number of sunpsionic feats you have. Thus, in the earlier example, if you only had Conjunctive Mind and Collective Strength, your bonus would only be +2 rather than +3.

Conjunctive Mind [Psionic]

You have discovered the dark and dangerous side of the mind that is buried deep within the subconscious.

Prerequisite: Manifesting ability score of at least 13.

Benefit: From now on, your powers have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage.

Add a +1 to all saving throws of powers you manifest from Metacreativity, Clairsentience, and Telepathy disciplines. You get a +1 bonus on manifester level checks to overcome power resistance for powers from these disciplines.

The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. Your effective manifester level for powers you manifest from these disciplines is lessened by -1. (Subpsionic characters cannot manifest powers from these disciplines if they are 1st-level characters.) The reduced manifester level affects the power's range, duration, damage, and any other level-dependant variables the power might have, including nullify checks against you.

From now on any psionic item you create is a subpsionic item. Furthermore you may no longer use any powers of the light descriptor. Powers used to create or control shadow, such as control shadow or shadow body, gain a +1 bonus on manifester level checks regardless of their discipline as well as benefit from feats and class features that require this feat as a prerequisite.

Dreadful Blow [Psionic]

Drawing from your subconscious, you can relinquish damage to assault one's mind with visions of terror.

Prerequisite: Subpsionic Mind Blade, Psychic Strike +2d8

Benefit: The target of your psychic strike is shaken for 1 round. The effect doesn't stack with any other fear effects, including itself. This is a mind-affecting fear effect.
Using this feat reduces your psychic strike damage by 1d8.

Insidious Mind [Metapsionic]

You can use your subconscious mind to make your powers harder for normal psionic creatures to detect. Any psionic creature that does not possess the Conjunctive Mind feat is considered to be a normal psionic creature.

Prerequisite: Conjunctive Mind.

Benefit: When a normal psionic creature employs a psi-like ability, psionic item, or power (such as detect psionics) that can detect the psionic aura of one of your powers, the normal psionic creature must make a level check (DC 12 + your manifester level) to successful detect your powers. Similarly, a normal psionic creature attempting to use a power to reveal the effects of one of your powers, such as sense psychoportation, must make a level check to reveal your power's effects. The normal psionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit does not extend to powers you manifest from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.

From now on, your ability to detect normal psionic powers is impaired. Any power you use to detect a normal psionic power is successful only if you make a level check against a DC of 8 + the manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines. (You detect them normally.)

Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.

Shadow Draining [Psionic](Contributed by: JoshuaZ)

Prerequisites:Conjunctive Mind

Benefit: You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they must make a will save. The DC of this save is 10 + 1/2 your character level + your ability modifier of your primary manifesting stat (if you have more than one from multiple manifesting classes, choose the highest). If they fail this save, they lose 1d6 power points from their pool of power points, and you gain half that many power points (rounded down) in your own pool. This is a [mind-affecting] supernatural effect.

Special: For the purposes of this feat, any creature that has a manifester level but does not have the Conjunctive Mind feat is considered to be a normal psionic creature.

Subconscious Power [Psionic](Contributed by: JoshuaZ)

Prerequisites:Conjunctive Mind

Benefit: You have access to wells of hidden power deep within your psyche. You gain 1 additional power point for every feat you have that has Conjunctive mind as a prerequisite (including this one). If you gain additional feats, you gain further points.

Subpsionic Immersion [Psionic](Contributed by: Network)

Prerequisites:Conjunctive Mind

Benefit: You can absorb residual energy resulting from failed attempts to psionically affect your mind. Whenever a psionic creature attempts to affect you with a power from the Telepathy discipline and fails, you can dip into your subconscious to recover 1d3 power points or the amount that was spent on the failed power, whichever is lower. You can only use this feat if the power failed for one of the following reasons :
* You succeeded on your save.
* Your psionic resistance (if any) protected you from the power.
* The psionic creature failed a Concentration check and lost the power points as a result.
* You were immune to the power and/or all of its effects.

Subpsionic Mind Blade [Psionic]

You learn to shape your mind blade from the subconscious mind.

Prerequisite: Shape Mind Blade

Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 bonus to attack and damage rolls using your mind blade. Furthermore, you add shadow striking (+3 enhancement bonus, Tome of Magic) to the list of weapon special abilities you may apply to your mind blade. Your mind blade's surface becomes a shimmering black bathed in a deep purple glow.

Tainted Construction [Psionic]

As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs.

Prerequisite: Conjunctive Mind.

Benefit: You may select astral construct abilities from an extended menu. Each special ability can come from your normal menu or from the following table. Astral constructs you create are formed from a darker, tainted ectoplasm and now have the [Evil] subtype. Their surface is a shimmering black bathed in a deep purple glow.

Menu A

Lesser Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.

Lesser Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or greater withering.

{table=head]Menu B

Aura of Fear: Creatures within 10 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks and flee from the construct as quickly as they can. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.

Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with lesser withering or greater withering.

[/table]{table=head]Menu C

Greater Aura of Fear: Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken and suffer a -2 morale penalty on attack rolls, saves, and checks, flee from the construct as quickly as they can and have a 50% chance to drop what they're holding. Anyone whose HD exceed those of the construct are not affected. This ability cannot be chosen more than once.

Greater Withering: Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of temporary ability damage and 1 point of permanent ability drain to the ability score chosen by the manifester at the time the construct is created. This ability cannot be chosen more than once. This ability does not stack with withering or lesser withering.

Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (supernatural disease; incubation period 1d6 days; damage 1d3 temporary Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or until it is magically removed (such as by means of a Remove disease spell).[/table]

Tenacious Mind [Metapsionic]

You can use your subconscious mind to make your powers harder for normal psionic creatures to nullify.

Prerequisite: Conjunctive Mind.

Benefit: Your powers resist dispel attempts by normal psionic creatures. When a normal psionic creature makes a check to dispel one of your powers, the DC is 14 + your manifester level. This benefit does not extend to powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines.

From now on your ability to dispel powers manifested by normal psionic creatures is impaired. When you make a check to dispel a power manifested by a normal psionic creature, the DC is 14 + the opponent's manifester level. This penalty does not extend to powers from the Metacreativity, Clairsentience, and Telepathy disciplines, which you can negate normally.

Special: For the purposes of this feat, any creature that has a manifester level but does not havethe Conjunctive Mind feat is considered to be a normal psionic creature.


POWERS

Subpsionic Powers
While most powers can be manifested by those who draw from any part of the mind, there are a few that may only come to be when drawn from the subconscious. These subpsionic powers are available to members of any manifesting class. Manifesters lacking the conjunctive mind feat take a -1 penalty to their effective manifester level for the purposes of manifesting subpsionic powers. Subpsionic powers will be listed as; "Level: Subpsionic x".

Mysteries as Powers
There are a those who manage to draw shadow from their minds to create effects similar to mysteries. While their effects may be nearly identical, they are still psionic powers in a sense.

Psi-Shade Powers and Augmentations:(*) (http://www.giantitp.com/forums/showpost.php?p=14984369&postcount=3)
Psi-Shade Power Descriptions (A-K):(*) (http://www.giantitp.com/forums/showpost.php?p=14995674&postcount=10)
Psi-Shade Power Descriptions (L-Z):(*) (http://www.giantitp.com/forums/showpost.php?p=14995678&postcount=11)


Bury Thoughts(Contributed by: JoshuaZ)
Telepathy
Level: Subpsionic 3
Display: Mental
Manifesting Time: 1 standard action
range: Personal; see text
Target: You
Duration: 1 hour/level
Power Points: 5

By manifesting this power one gains the ability to take memories and bury them deep into one's subconscious. While this power is active, you gain a +2 circumstance bonus on any bluff check, and a +2 circumstance bonus on any will save against an effect that would read your thoughts or emotions, such as Detect Thoughts. Unlike Mind Blank, this power does not protect against abilities such as scrying, but only those which attempt to directly gain information from your mind.

Augment: For For every 2 additional power points you spend, the bonus to bluff checks and will saves increases by 1.


Control Shadow
Psychokinesis
Level: Psion/Wilder 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Shadow cast by object or creature with a total area of up to 100 square ft.
Duration: Concentration, up to 1 min./level.
Saving Throw: None
Power Resistance: No
Power Points: 1

You control the shadow cast by anyone or anything. The controlled shadow is like a puppet that parodies imagined actions of the object or creature casting the shadow, even if the subject stands still. You can even make the shadow move away from it's source, so long as it is cast along a wall or flat surface and remains within range.


Manifest Subconscious Mind(Contributed by: Network)
Metacreativity
Level: Subpsionic 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level
Power Points: 7

You give physical form to your subconscious mind, albeit temporarily. When you manifest this power, a cloak of a black, semi-tangible material forms around you, and two tentacles of the same substance emanate from your head. The cloak grants you a +2 deflection bonus to Armor Class. The tentacles can be used as primary or secondary natural weapons, but they only inflict 1d4 points of damage per successful hit. Because the tentacles are only semi-real, you do not get to apply your strength modifier to the damage roll, though you can apply it to the attack roll. However, they have a reach that varies depending of your size : 5 feet for a tiny-sized or smaller character, 10 feet for a small or medium-sized character, and 5 additional feet per size category above medium. They can be used to deliver attacks with a range of touch. Using the tentacles is treated purely as a mental action and can be done even when you are paralyzed. You still must be able to take mental actions, however.

Augment
For every additional power point you spend, the duration of this power increases by 1 round. For each four extra round, the deflection bonus to Armor Class increases by 1.

vasharanpaladin
2013-08-21, 05:21 PM
...Bookmarked. I suggest you start this by updating the existing material to 3.5. :smallamused:

Xuldarinar
2013-08-22, 06:01 AM
-Continued-

MANTLES

Shadow Mantle
Granted Ability: You gain Use Magic Device as a class skill. If you purchased ranks in Use Magic Device or Use Psionic Device at the cross-class rate, you get additional ranks in Use Magic Device or Use Psionic Device as if it had always been a class skill for you.
in addition, you always treat shadow magic and psionics as identical. Therefore, powers such as dispel psionics work for both shadow magic and psionics. If you do not possess the magic mantle, dispel psionics can still be used on standard magical effects, but at a -4 penalty.
1 Control Shadow: Manipulates shadows.
2 Claws of Darkness: Gain claw attacks and slow grappled targets
3 Dispel Psionics: Cancels psionic powers and effects.
4 Manifest Subconcious Mind: Form a cloak and tentacles of shadow-stuff to deal damage and protect yourself.
4 Shadow Eft: Summon a shadow eft to aid you.
5 Shadow Walk, Psionic: Step into shadow to travel rapidly
8 Shadow Body: You become a living shadow (not the creature).

VESTIGES

Vestiges by Level
{table=head]Vestige Level|Vestige|Binding DC|Special Requirement
5th|Umbgrian|24|Yes [/table]

Umbgrian, The Shadow Aspect
Umbgrian, the shadow aspect, is a living vestige formed of the remnant subconscious minds of powerful manifesters.
Legend: Little is known as to how Umbgrian formed. It is believed that as powerful manifesters pass, while their conscious mind ascends, their subconscious minds may go elsewhere. Neither being aware nor possessing the powers they do in life, these motes of subpsionic energy and consciousness simply exist. Some believe these subpsionic motes are the vestige Umbgrian, others believed they coalesced into a full consciousness that became Umbgrian.
Special Requirement: When conducting the rite to summon Umbgrian,your shadow must fall across it's seal.
Manifestation: Upon completion of the ritual, a faintly humanoid shape rises from your shadow, made of darkness itself. before long it's features become more detailed, appearing as someone of your gender but as if viewed standing in deep shadows. As it communicates with you, while you hear nothing you understand it's meaning.
Sign: Your eyes become solid orbs of dark violet, almost black.
Influence: Umbgrian's influence makes you incredibly impulsive. If you desire something, you must go for it (taking at least 1 round to attempt to obtain what is desired, or do what is desired, pending upon the impulse).
Granted Abilities: Umbgrian grants you the ability to tap into your subconscious mind and the darkness that resides there.
Psionic Boon: You gain 15 power points when you bind Umbgrian. These are added to your pool of power if you already possess psionic power, or they create a pool and you become a psionic creature for the duration of this binding.
Subpsionics: For the duration of the bind, you are treated as having the Conjunctive Mind feat for the purposes of manifesting.
See in Darkness: You can see perfectly through darkness of any kind, even that created by a deeper darkness spell.
Assimilation of the Shadow: You gain acces to the psionic powers Control Shadow, Id Insinuation and Manifest Subconscious Mind for the duration of the binding. You may manifest each power as a psion would as as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.

DEITIES AND GODMINDS

The Waking Id
Demigodmind
Worshippers: Subpsionic manifesters
Nodes (http://dsp-d20-srd.wikidot.com/nodes): Creation, Fear, Secrets
Alignment: CE
State of Consciousness: Dormant, entity
Favored Weapon: Fear

Doctrine: The cultists and worshippers of the waking id believe that one must embrace their subconscious minds, some even to the exclusion of conscious thought. They believe that following their impulses, they are closer to their true nature, and that embracing the darkness that resides within is the path to enlightenment.

SUBPSIONIC ITEMS

Psionic items created by those who use the subconscious mind are rare and dangerous. These items are nearly identical to items created by the conscious mind, but the differences that exist are profound.

Powers and psi-like abilities manifested from subpsionic items have the same benefits and limitations that a subpsionic manifester has: Effects from the Metacreativity, Clairsentience, and Telepathy disciplines gain a +1 bonus to their save DCs and +1 bonus on manifester level checks to overcome power resistance. Effects from the Psychometabolism, Psychoportation, and Psychokinesis disciplines have their manifester levels reduced by -1 (though their costs are based on the original manifester level). The reduced manifester level affects the power's range, duration, damage, and any other level-dependant variables the effect might have. The effect's save DC is lessened by -1 and manifester level checks to overcome power resistance suffer a -1 penalty. The DC to nullify psychometabolic, psychoportation, or psychokinetic effects from a subpsionic item is 10 + the reduced manifester level.

Subpsionic items can pose a serious danger to users that are not familiar with the subconscious mind. Activating a subpsionic item through power trigger, command thought, or use-activation deals 1d4 points of temporary ability damage to the user unless the user has the Conjunctive Mind feat. The temporary ability damage is applied to the manifesting ability of the manifester. Non-psionic creatures take the loss from their Intelligence. If the item functions continuously, the temporary ability damage occurs at dusk each day or when the user takes off or puts aside the item, whichever comes first.

MONSTERS

Elemental Steward: Idling

Shadows seems to waver in the presence of this little humanoid-shaped elemental. Its flesh is pitch black and translucent, and its eyes glow with a deep purple.

IDLING --------------------- CR 2
NE Small elemental (evil, extraplanar, psionic)
Init +3; Senses darkvision 60ft.; Listen +0, Spot +0
Languages Abyssal, Common
_____________________________
AC 14 ,touch 14, flat-footed 11
hp 16 (3 HD)
Fort +2,Ref +6, Will +1
Weakness aversion to daylight
_____________________________
Speed 30ft. (6 squares)
Melee slam +3 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -2
Psi-Like Abilities (ML 2nd):
2/day- control shadow, mind thrust (1d10 damage, DC 12), primal fear (DC 12)
_____________________________
Abilities Str 10, Dex 16, Con 13, Int 12, Wis 11, Cha 12
SQ elemental traits
Feats Combat Manifestation, Improved Natural Attack*, Weapon Finesse
Skills Concentration +7, Hide +10, Listen +0, Move Silently +5, Psicraft +7, Spot +0

Idlings inhabit the Plane of Shadow, where they indulge their destructive impulses. Their bond to the subconscious far exceed their bond to the conscious mind, leaving them instinctual and often violent beings. Fortunately, they are intelligent enough to keep their impulses under control when necessary, especially when indulgence would likely result in their demise.

Characters with both the Conjunctive Mind and Elemental Envoy feats can select Idlings as their elemental envoy. If they possess the Privileged Energy feat, they may still select an idling but they exchange their mind thrust psi-like ability for the appropriate form of energy ray, and gain the appropriate elemental subtype (cold, fire, earth, electricity).

Shadow Elemental, Psionic

Born from the shadows of the subconscious mind, psionic shadow elementals are vitally identical to their standard counterparts. Due to their nature, most are the servants of psi-shade masters of shadow.

Shadow Elemental
[Small, Medium, Large, or Huge] Elemental (Extraplanar, Incorporeal, Psionic)
Special Attacks: Shadow mastery, dusk and dawn

Combat
A psionic shadow elemental relies on tactics identical to those described for shadow elementals in the Tome of Magic.
Dusk and Dawn (Su): Three times per day, a psionic shadow elemental can use dusk and dawn, as the power. It has a manifester level equal to one-half it's HD.

Dusk and Dawn (Psionic)

Shutters and Clouds
Level/School: 1st/Psychokinesis
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft. radius emanation centered on a point in space
Duration: 10 minutes/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1

By drawing shade from the Plane of Shadow, or banishing the shadows back to it, you control the level of illumination in the area.

You make a dark area lighter or a light area darker, blanketing the affected area in shadowy illumination. Creatures with dark vision can see through this area normally.



__________________
For Official subpsionics content (3e), the inspiration for this thread, follow the following link: (*) (http://archive.wizards.com/default.asp?x=dnd/pse/20021025a)

Network
2013-08-22, 09:34 PM
Look good. I'm worried about allowing psions to select spells and mysteries via the subpsion discipline, though it isn't free of cost either.

I didn't know about subpsionic formely. I must admit it gives me some ideas.

Xuldarinar
2013-08-22, 10:12 PM
Look good. I'm worried about allowing psions to select spells and mysteries via the subpsion discipline, though it isn't free of cost either.

I didn't know about subpsionic formely. I must admit it gives me some ideas.

I was concerned as well, which is the main reason why I made it a note that it was by DM approval and not the default. If a DM felt that the subpsion just wasn't strong enough, due to its now limited list, then they could expand into the shadow magics of arcane and divine and/or mysteries.

I'll admit, I've not known of it for very long myself. I was surfing around, after taking a look at the shadow adept (forgotten realms campaign setting), I wondered what the shadow magic of psionics would be. Now, I had previously done a psionic adaptation of the shadowcaster, which is listed above under the shadowcaster tab. But doing the search I saw the shadow mind from Mind's Eye. I click to check out the prerequisite feat, and I found what I think I will be working a lot with. Hey, if I had a DM that would let me (or a dm at all really). I'd be a Subpsion (with mysteries), and throw shadow eft, tainted astral construct, and shadow elementals at my enemies.

Speaking of which, I want to make some subpsionic content for all the psionic classes. Any ideas?

Network
2013-08-22, 10:47 PM
I can throw in some ideas, sure. Here are a few suggestions until tomorrow :
* A bunch of powers from the Telepathy discipline that would turn the subconscious of the targets against them. For example, they may be tortured by repressed, painful memories (real or false), suffer sensory overload or simply have their vital functions modified to harmful effects.
* A power from the Metacreativity discipline that would allow the subpsionic to extend her subconscious to the point that it physically manifests.
* Feats for subpsionic soulknives. They would allow the character to channel part of his subconscious in his mind blade when he uses Psychic Strike. The end result would be a debuff of the target.

I assume you already know about it, but did you hear of the shadow aspect? It's just a google search away, and I think it's kinda relevant.

Xuldarinar
2013-08-22, 10:52 PM
I can throw in some ideas, sure. Here are a few suggestions until tomorrow :
* A bunch of powers from the Telepathy discipline that would turn the subconscious of the targets against them. For example, they may be tortured by repressed, painful memories (real or false), suffer sensory overload or simply have their vital functions modified to harmful effects.
* A power from the Metacreativity discipline that would allow the subpsionic to extend her subconscious to the point that it physically manifests.
* Feats for subpsionic soulknives. They would allow the character to channel part of his subconscious in his mind blade when he uses Psychic Strike. The end result would be a debuff of the target.

I assume you already know about it, but did you hear of the shadow aspect? It's just a google search away, and I think it's kinda relevant.

-On the points for the powers, those are some interesting ideas. Some great flavor. I'll figure out how to make them work.

-For the feats.. I like that idea. I was having trouble figuring out an approach, some feats should do wonderfully. I'll get to work on that first.

-As for the shadow aspect, If you are referring to the concept in Jungian Psycology, previously no but it could serve to be quite the source of inspiration. Thank you. If its something else, then I'm not aware.

JoshuaZ
2013-08-23, 08:29 AM
One issue with this from a balance standpoint is a problem in the original: Conjunctive Mind takes a whole feat and costs a fair bit for a fairly small advantage. I'd suggest taking away the ability score reduction.

Xuldarinar
2013-08-23, 08:44 AM
One issue with this from a balance standpoint is a problem in the original: Conjunctive Mind takes a whole feat and costs a fair bit for a fairly small advantage. I'd suggest taking away the ability score reduction.

I have now removed the ability score reduction from Conjunctive Mind.

Do you have any other suggestions?

Network
2013-08-23, 10:44 AM
-As for the shadow aspect, If you are referring to the concept in Jungian Psycology, previously no but it could serve to be quite the source of inspiration. Thank you. If its something else, then I'm not aware.
Yes, I was referring to that. I couldn't word it properly at the time (too sleepy), so I somehow forgot to mention it.

Here's the Metacreativity power I suggested yesterday :
Manifest Subconscious Mind
Metacreativity
Level: Subpsionic 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level
Power Points: 7

You give physical form to your subconscious mind, albeit temporarily. When you manifest this power, a cloak of a black, semi-tangible material forms around you, and two tentacles of the same substance emanate from your head. The cloak grants you a +2 deflection bonus to Armor Class. The tentacles can be used as primary or secondary natural weapons, but they only inflict 1d4 points of damage per successful hit. However, they have a reach that varies depending of your size : 5 feet for a tiny-sized or smaller character, 10 feet for a small or medium-sized character, and 5 additional feet per size category above medium. They can be used to deliver attacks with a range of touch.

Augment
For every additional power point you spend, the duration of this power increases by 1 round. For each four extra round, the deflection bonus to Armor Class increases by 1.

Xuldarinar
2013-08-23, 11:12 AM
-Snip-

Posted the power. It looks good, and I appreciate all of the contributions this far. Thank you.


_____________
Note: You wouldnt believe how agonizing working on the forum is on a smartphone. Least this is worth it.

Network
2013-08-23, 11:29 AM
Posted the power. It looks good, and I appreciate all of the contributions this far. Thank you.
Ah, yes, I just realized I forgot two lines to the power :

Manifest Subconscious Mind
Metacreativity
Level: Subpsionic 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level
Power Points: 7

You give physical form to your subconscious mind, albeit temporarily. When you manifest this power, a cloak of a black, semi-tangible material forms around you, and two tentacles of the same substance emanate from your head. The cloak grants you a +2 deflection bonus to Armor Class. The tentacles can be used as primary or secondary natural weapons, but they only inflict 1d4 points of damage per successful hit. Because the tentacles are only semi-real, you don't get to apply your strength modifier to the damage roll, though you can apply it to the attack roll. However, they have a reach that varies depending of your size : 5 feet for a tiny-sized or smaller character, 10 feet for a small or medium-sized character, and 5 additional feet per size category above medium. They can be used to deliver attacks with a range of touch. Using the tentacles is treated as a purely mental action and can be done even if you are paralyzed. You must still be able to take mental actions, however.

Augment
For every additional power point you spend, the duration of this power increases by 1 round. For each four extra round, the deflection bonus to Armor Class increases by 1.
I must specify this is my first attempt at making a power, and I'm quite glad you like it. Sorry for the lines I forgot.

Xuldarinar
2013-08-23, 11:40 AM
Ah, yes, I just realized I forgot two lines to the power :

I must specify this is my first attempt at making a power, and I'm quite glad you like it. Sorry for the lines I forgot.

It is fine. I've now added the lines. Im not one who tends to make spells/powers/ect, and in all honesty im not the best judge of balance when it comes to them. But, I do like what I see here.

Network
2013-08-23, 06:01 PM
I just noticed the addition of Subpsionic Mind Blade to the list of feat, however I find something quite problematic about it :

Benefit: From this point forward, you are treated as a subpsionic character. While in areas of shadowy illumination or darkness, you gain a +1 bonus to attack and damage rolls using your mind blade. While in areas of bright illumination, you gain a -2 penalty to attack and damage rolls using your mind blade. Further more, you add shadow striking (+3 enhancement bonus, Tome of Magic) to the list of weapon special abilities you may apply to your mind blade. Your mind blade's surface becomes a shimmering black bathed in a deep purple glow.
It shouldn't have such penalty in bright illumination, especially since most places where characters are going to fight are illuminated, not shadowy. A -2 penalty in most circumstances for only a +1 bonus isn't so much of a fair trade for a feat ; I'd easily see the penalty removed.

Xuldarinar
2013-08-23, 06:14 PM
I just noticed the addition of Subpsionic Mind Blade to the list of feat, however I find something quite problematic about it :

It shouldn't have such penalty in bright illumination, especially since most places where characters are going to fight are illuminated, not shadowy. A -2 penalty in most circumstances for only a +1 bonus isn't so much of a fair trade for a feat ; I'd easily see the penalty removed.

Thank you for the input, I have removed the penalty while in bright illumination. They simply have no benefit outside shadowy illumination and darkness.

Xuldarinar
2013-10-16, 12:45 AM
New Section(s) Added: Mantles

JoshuaZ
2013-10-16, 01:05 AM
These subpsionic powers are available to members of any meldshaping class

"Meldshaping" is a typo for manifesting.

Also, it might be neat to have a subpsionic power that amplifies bluff and gives a bonus against things like detect thoughts, with the fluff being that it allows one to take thoughts one doesn't want known and bury them deep in the subconcious.

Xuldarinar
2013-10-16, 01:13 AM
"Meldshaping" is a typo for manifesting.

Also, it might be neat to have a subpsionic power that amplifies bluff and gives a bonus against things like detect thoughts, with the fluff being that it allows one to take thoughts one doesn't want known and bury them deep in the subconcious.

Typo fixed. I can't believe I missed that, or that it was there in the first place..

Hmm, that is an interesting idea. I like it. I'll get to work on something, and put it up when its finished. If someone else decides to make such a power, or any power really, they are free to post it and I'll gladly put it up.

Edit: A re-fluffed and lower-level version of Personal Mind Blank?

Note/Edit: I've added an update to the grim psion PrC. I had to trim down the text, summarizing certain points, because I have run against the text limit in the OP. Much more and I will be forced to stop adding content or providing a new thread for additional room.

JoshuaZ
2013-11-17, 04:06 PM
Note/Edit: I've added an update to the grim psion PrC. I had to trim down the text, summarizing certain points, because I have run against the text limit in the OP. Much more and I will be forced to stop adding content or providing a new thread for additional room.

Suggest that you instead make it multiple comments. Your second comment in this thread would be a logical place to put stuff. Keep the feats, powers and PrCs in the first post then and move the other material to the second.

As for the suggested power and related stuff:

Bury Thoughts
Telepathy
Level: Subpsionic 3
Display: Mental
Manifesting Time: 1 standard action
range: Personal; see text
Target: You
Duration: 1 hour/level
Power Points: 5

By manifesting this power one gains the ability to take memories and bury them deep into one's subconscious. While this power is active, you gain a +2 circumstance bonus on any bluff check, and a +2 circumstance bonus on any will save against an effect that would read your thoughts or emotions, such as Detect Thoughts. Unlike Mind Blank, this power does not protect against abilities such as scrying, but only those which attempt to directly gain information from your mind.

Augment: For For every 2 additional power points you spend, the bonus to bluff checks and will saves increases by 1.

And three suggested feats:

Subconscious Power[Psionic]

Prerequisites:Conjunctive Mind, must not have the Psionic Talent feat.

Benefit: You have access to wells of hidden power deep within your psyche. You gain 1 additional power point for every feat you have that has Conjunctive mind as a prerequisite (including this one). If you gain additional feats, you gain further points. If you take this feat, you may not also take Psionic Talent.

Collective Strength[Psionic]

Prerequisites:Conjunctive Mind

Benefit: You can draw on the power of the collective unconsciousness of those around you to strengthen your mind. You gain a +1 competence bonus to will saves for every being (including yourself) that has the Conjunctive Mind feat within 100 feet of you. Thus for example, if 2 other creatures had the Conjunctive Mind feat, your total bonus would be +3. Your bonus cannot exceed the total number of sunpsionic feats you have. Thus, in the earlier example, if you only had Conjunctive Mind and Collective Strength, your bonus would only be +2 rather than +3.

Shadow Draining[Psionic]

Prerequisites:Conjunctive Mind

Benefit: You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they lose 1+1d6 power points from their pool of power points, and you gain half that many power points in your own pool.

Special: For the purposes of this feat, any creature that has a manifester level but does not havethe Conjunctive Mind feat is considered to be a normal psionic creature.

Xuldarinar
2013-11-17, 04:40 PM
Suggest that you instead make it multiple comments. Your second comment in this thread would be a logical place to put stuff. Keep the feats, powers and PrCs in the first post then and move the other material to the second.

As for the suggested power and related stuff: -Snip-

Oh, thank you for the contribution and the suggestion. I have split things up now as suggested. The feats look good and so does the power. I was thinking of making such a power myself, but it slipped my mind.

Network
2013-11-17, 06:51 PM
Subconscious Power[Psionic]

Prerequisites:Conjunctive Mind, must not have the Psionic Talent feat.

Benefit: You have access to wells of hidden power deep within your psyche. You gain 1 additional power point for every feat you have that has Conjunctive mind as a prerequisite (including this one). If you gain additional feats, you gain further points. If you take this feat, you may not also take Psionic Talent.
Why does this feat has such strict interactions with Psionic Talent? I think letting the character have both should be fair game.


Shadow Draining[Psionic]

Prerequisites:Conjunctive Mind

Benefit: You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they lose 1+1d6 power points from their pool of power points, and you gain half that many power points in your own pool.

Special: For the purposes of this feat, any creature that has a manifester level but does not havethe Conjunctive Mind feat is considered to be a normal psionic creature.
This looks like a better, constantly active version of Mind Trap, which is a 3rd-level power with a duration of 1 round. It should be toned down in some ways.

Xuldarinar
2013-11-17, 07:26 PM
Why does this feat has such strict interactions with Psionic Talent? I think letting the character have both should be fair game.


This looks like a better, constantly active version of Mind Trap, which is a 3rd-level power with a duration of 1 round. It should be toned down in some ways.


(possibly) remove the mention of Psionic Talent from the former, reduce to 1+1d4 on the latter?

If you have more precise suggestions for balancing on the latter then by all means say so.

Network
2013-11-17, 11:02 PM
(possibly) remove the mention of Psionic Talent from the former, reduce to 1+1d4 on the latter?

If you have more precise suggestions for balancing on the latter then by all means say so.
I'd say that, given that the fluff of Shadow Draining seems to imply a counter-attack against the original attacker, it should allow a Will save and be mind-affecting. Also, the 1d6+1 may as well be reduced to 1d6, though only because the +1 doesn't fulfill any obvious purpose. The amount you regain, being a fraction, should be explicitely rounded up or down (probably down).

For the save DC, it could be 10 + 1/2 your character level + any relevant ability modifier (say, your primary manifesting stat. If you have many, use the higher).

Talking about which, I just had the idea for a suspiciously similar feat :

Subpsionic Immersion [Psionic]

Prerequisites:Conjunctive Mind

Benefit: You can absorb residual energy resulting from failed attempts to psionically affect your mind. Whenever a psionic creature attempts to affect you with a power from the Telepathy discipline and fails, you can dip into your subconscious to recover 1d3 power points or the amount that was spent on the failed power, whichever is lower. You can only use this feat if the power failed for one of the following reasons :
* You succeeded on your save.
* Your psionic resistance (if any) protected you from the power.
* The psionic creature failed a Concentration check and lost the power points as a result.
* You were immune to the power and/or all of its effects.

JoshuaZ
2013-11-18, 12:01 AM
Why does this feat has such strict interactions with Psionic Talent? I think letting the character have both should be fair game.


I was thinking something like Psionic Talent representing conscious psionic power and thus being in conflict. But there's no mechanical/balance reason to prevent one from taking both, so yeah removing that would make sense.



This looks like a better, constantly active version of Mind Trap, which is a 3rd-level power with a duration of 1 round. It should be toned down in some ways.

Hmm, ok how about the following then, following most of your suggestions:

Benefit:You can drain the psionic power of others into your subconscious. Whenever you succeed on a save against a psionic power manifested by a normal psionic creature, you may choose to drain some of their psionic power. If you do, they must make a will save. The DC of this save i 10 + 1/2 your character level + your ability modifier of your primary manifesting stat (if you have more than one from multiple manifesting classes, choose the highest). If they fail this save, they lose 1d6 power points from their pool of power points, and you gain half that many power points (rounded down) in your own pool. This is a [mind-affecting] supernatural effect.

Xuldarinar
2013-11-18, 12:15 AM
I've updated the two feats as well as including the new one.

JoshuaZ
2013-11-18, 12:22 AM
There's an extra [/quote] at the end of Psionic Immersion. Also I think you meant to remove the last mention of Psionic Talent from the other feat, not just in the prerequisite bit.

Xuldarinar
2013-11-18, 12:31 AM
There's an extra (/quote) at the end of Psionic Immersion. Also I think you meant to remove the last mention of Psionic Talent from the other feat, not just in the prerequisite bit.


Thank you for pointing those out, i've taken care of them, and caught another minor typo.