neversterling
2016-10-19, 06:58 AM
NEGATIVE ENERGY AFFINITY [PSIONIC]
Your connection to the spirits of the dead allows you to
use negative energy.
Prerequisite: Ability to manifest a power that deals
cold, fire, electricity, or sonic damage
Benefit: When you select your active energy type, you
can choose negative energy. When manifesting a power
that deals cold, fire, electricity, or sonic damage, you
instead deal negative energy. Like a cleric using channel
energy, negative energy heals undead and harms living
creatures.
See above for the feat in question.
Many psychokinesis powers that deal cold, fire, elec, or sonic have a slight modification for the save or damage, but I will assume it stays as the typical reflex save for half and base Xd6 damage as it doesn't state otherwise.
How is this feat intended to work with Energy Splash? See below. I ask because it means free (SLOW) healing as a "cantrip" for Dhampir, a Hounforge's Eidolon, et cetera. My working assumption is that it does 1 negative energy damage, full stop.
Energy Splash
Discipline: Psychokinesis [see text]; ; Level: Psion/wilder 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None ; Power Resistance: Yes
Power Points: Psionic focus or 1
You create a ray of your active energy type (cold, electricity,
fire, or sonic) that shoots forth from your fingertip and
strikes a target within range, dealing damage if you succeed
on a ranged touch attack with the ray.
Cold: A ray of this energy type deals 2 points of damage.
Alternately, the manifester can choose to deal no damage
but instead chill up to 1 pound of non-living material (such
as cooling a drink).
Electricity: A ray of this energy type deals 1 point of
damage. Manifesting a ray of this energy type provides a
+3 bonus on your attack roll if the target is wearing metal
armor and a +2 bonus on manifester level checks for the
purpose of overcoming power resistance. Alternately, the
manifester can choose to deal no damage but instead cause
a relatively harmless static shock. This shock is painful
enough to wake someone sleeping, but is not painful to
interrupt concentration or spellcasting.
Fire: A ray of this energy type deals 2 points of damage.
Alternately, the manifester can choose to deal no damage but
instead light a readily flammable object such as a lantern or
torch, or warm up to 1 pound of nonliving material (such as
heating food).
Sonic: A ray of this energy type deals 1 point of damage
and ignores an object’s hardness. Alternately, the manifester
can choose to deal no damage but instead cause a loud bang
at the target location (DC 10 Perception check to hear it).
This power’s subtype is the same as the type of energy
you manifest.
Your connection to the spirits of the dead allows you to
use negative energy.
Prerequisite: Ability to manifest a power that deals
cold, fire, electricity, or sonic damage
Benefit: When you select your active energy type, you
can choose negative energy. When manifesting a power
that deals cold, fire, electricity, or sonic damage, you
instead deal negative energy. Like a cleric using channel
energy, negative energy heals undead and harms living
creatures.
See above for the feat in question.
Many psychokinesis powers that deal cold, fire, elec, or sonic have a slight modification for the save or damage, but I will assume it stays as the typical reflex save for half and base Xd6 damage as it doesn't state otherwise.
How is this feat intended to work with Energy Splash? See below. I ask because it means free (SLOW) healing as a "cantrip" for Dhampir, a Hounforge's Eidolon, et cetera. My working assumption is that it does 1 negative energy damage, full stop.
Energy Splash
Discipline: Psychokinesis [see text]; ; Level: Psion/wilder 0
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None ; Power Resistance: Yes
Power Points: Psionic focus or 1
You create a ray of your active energy type (cold, electricity,
fire, or sonic) that shoots forth from your fingertip and
strikes a target within range, dealing damage if you succeed
on a ranged touch attack with the ray.
Cold: A ray of this energy type deals 2 points of damage.
Alternately, the manifester can choose to deal no damage
but instead chill up to 1 pound of non-living material (such
as cooling a drink).
Electricity: A ray of this energy type deals 1 point of
damage. Manifesting a ray of this energy type provides a
+3 bonus on your attack roll if the target is wearing metal
armor and a +2 bonus on manifester level checks for the
purpose of overcoming power resistance. Alternately, the
manifester can choose to deal no damage but instead cause
a relatively harmless static shock. This shock is painful
enough to wake someone sleeping, but is not painful to
interrupt concentration or spellcasting.
Fire: A ray of this energy type deals 2 points of damage.
Alternately, the manifester can choose to deal no damage but
instead light a readily flammable object such as a lantern or
torch, or warm up to 1 pound of nonliving material (such as
heating food).
Sonic: A ray of this energy type deals 1 point of damage
and ignores an object’s hardness. Alternately, the manifester
can choose to deal no damage but instead cause a loud bang
at the target location (DC 10 Perception check to hear it).
This power’s subtype is the same as the type of energy
you manifest.