The Demented One
2008-08-21, 02:07 PM
Epic Psionics
Just like spellcasters, psions and manifesters of epic power gain access to almost unlimited potential. They are capable of creating, learn, and manifesting epic powers with the potential to totally reshape the world. Epic powers function in many ways like epic spells, but with a few differences, listed below. In order to manifest epic powers, you must take the Epic Psionics feat, listed below.
Epic Power Points and Psicraft
While epic spells are prepared in epic spell slots, an epic manifester must expend epic power points in order to manifest epic powers. An epic manifester gains one epic power point each day for every 10 ranks he has in Knowledge (Psionics). While epic spells require a Spellcraft check in order to cast, an epic manifester must make a Psicraft check to use his epic powers.+
Seeds
Manifesters use seeds to create their epic powers, just like epic spellcasters. Psionic seeds have a discipline instead of a school, displays instead of components, and may function differently than their magical counterparts. Any manifester can use any seed when making a power, unless otherwise noted. Not all magical seeds have a psionic version. A full list of psionic seeds and the differences can be found below.
Augmenting
When a manifester manifests an epic power, he may augment it, similar to have normal powers can be augmented. He may choose any number of factors and apply them to the power, though mitigating factors cannot be applied. The DC increase of those factors is increased by 50% for determining the total Psicraft DC of the power.
Developing Epic Powers
Developing epic powers functions just like developing epic spells, but the factors and mitigating factors that can be applied to them are different. Below is a full list of all factors and mitigating factors that can be added to any epic psionic power. In addition, some seeds may have their own factors associated with them. In general, any existing epic spell can be converted into a epic power assuming it does not use any seeds that manifesters do not have access to (see below).
{table=head]Factor|DC
Manifesting Time
Reduce manifesting time by 1 round (minimum 1 round)|+2
1-action manifesting time|+20
Swift action manifesting time|+28
Contingent on specific trigger1|+25
Remove one display|+1
Duration2
Increase duration by 100%|+2
Permanent|x5
Dismissible|+2
Range
Increase range by 100%|+2
Target3
Add extra target within 300 ft|+10
Change from target to area|+8
Change from personal to area|+15
Change from target to touch or ray (300 ft. range)|+2
Change from touch or ranged touch attack to target|+2
Area4
Change area to bolt (5 ft. ×300 ft. or 10 ft. ×150 ft.)|+2
Change area to cylinder (10-ft. radius, 30 ft. high)|+2
Change area to 40-ft. cone|+2
Change area to four 10-ft. cubes|+2
Change area to 20-ft. radius|+2
Change area to target|+4
Change area to touch or ray (close range)|+4
Increase area by 100%|+4
Saving Throw
Increase saving throw DC by +1|+2
Power Resistance
Gain +1 bonus on manifester level check to overcome target’s power resistance|+2
Gain +1 on manifester level check to beat foe’s dispel effect|+2
Other
Increase damage die by one step (d20 maximum)|+2
Affect targets immune to mind-affecting powers (mind-affecting only)|+15
[/table]
1: Epic power points spent to manifest a contingent epic power cannot be recovered in any way until the power is triggered.
2: Seeds that already have an instantaneous or permanent duration cannot be increased.
3: When changing a targeted or area seed to a touch or ranged attack, the seed no longer requires a save if it deals damage, instead requiring a successful attack roll. Seeds with a nondamaging effect still allow the target a save. Area powers changed to touch or ranged attacks now affect only the creature successfully attacked.
4: When changing a touch or ranged attack seed to a targeted seed, the seed no longer requires an attack roll if it deals damage, instead requiring a saving throw from the target. On a failed saving throw, the target takes half damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of saving throw for the epic power.
{table=head]Mitigating Factors1|PP Cost
Backlash 1d6 points of damage (Maximum 2d6 per HD)2|-1
Take one point of burn to primary manifesting stat (Maximum equal to stat)3|-1
Burn 100 XP (Maximum 20,000 XP)|-1
Requires focus to be expended|-1
Increase manifesting time by 1 minute (maximum 10 minutes)4|-2
Increase manifesting time by 1 day (maximum 100 days)4|-2
Gestalt manifestation|See below
Decrease damage dice by one step (d4 minimum)|-3
[/table]
1: Mitigating factors are always applied after all other factors are accounted for in the development of an epic power.
2: The manifester cannot somehow avoid or make him or her self immune to backlash damage. For powers with durations longer than instantaneous, the backlash damage is per round. If backlash damage kills a manifester, no power or method exists that will return life to the manifester’s body without costing the caster a level—not even reality revision, wish, true resurrection, miracle, or epic powers that return life to the deceased. Effects that normally penalize the recipient one level when they return him or her to life penalize a manifester killed by backlash two levels.
3: The burn is taken immediately after manifesting the power. A manifester cannot avoid or make himself immune to the ability burn. For powers with durations longer than instantaneous, the manifester takes 1 additional point of burn. A manifester whose primary manifesting stat is reduced to 0 by this burn dies automatically, and is treated as having died of backlash damage for purposes of being resurrected.
4: When increasing the manifesting time, a character must first “use up” the maximum of 10 minutes (for a total cost modifier of -20). After that, a character can continue to add days to the casting time, with a further modifier of -2 per day, up to the maximum of 100 days.
Gestalt Manifestation
Epic powers can be developed that specifically require additional manifesters. This is referred to as gestalt manifestation. An epic power with gestalt manifestation requires a specific number of additional participants, who each must expend a specified number of power points, which cannot exceed their manifester level. During an epic power’s development, the creator determines the number of additional manifesters and amount of power points to be contributed. If the exact number of manifesters does not partake in the gestalt manifestation, or if the manifesters do not expend the required amount of power points, the epic power automatically fails. To participate, each participant readies an action to contribute his or her power points when the primary manifesters begins the epic power. Additional participants in a gestalt manifestation reduce the Psicraft DC of the power by the total amount of power points expended by all participants.
Just like spellcasters, psions and manifesters of epic power gain access to almost unlimited potential. They are capable of creating, learn, and manifesting epic powers with the potential to totally reshape the world. Epic powers function in many ways like epic spells, but with a few differences, listed below. In order to manifest epic powers, you must take the Epic Psionics feat, listed below.
Epic Power Points and Psicraft
While epic spells are prepared in epic spell slots, an epic manifester must expend epic power points in order to manifest epic powers. An epic manifester gains one epic power point each day for every 10 ranks he has in Knowledge (Psionics). While epic spells require a Spellcraft check in order to cast, an epic manifester must make a Psicraft check to use his epic powers.+
Seeds
Manifesters use seeds to create their epic powers, just like epic spellcasters. Psionic seeds have a discipline instead of a school, displays instead of components, and may function differently than their magical counterparts. Any manifester can use any seed when making a power, unless otherwise noted. Not all magical seeds have a psionic version. A full list of psionic seeds and the differences can be found below.
Augmenting
When a manifester manifests an epic power, he may augment it, similar to have normal powers can be augmented. He may choose any number of factors and apply them to the power, though mitigating factors cannot be applied. The DC increase of those factors is increased by 50% for determining the total Psicraft DC of the power.
Developing Epic Powers
Developing epic powers functions just like developing epic spells, but the factors and mitigating factors that can be applied to them are different. Below is a full list of all factors and mitigating factors that can be added to any epic psionic power. In addition, some seeds may have their own factors associated with them. In general, any existing epic spell can be converted into a epic power assuming it does not use any seeds that manifesters do not have access to (see below).
{table=head]Factor|DC
Manifesting Time
Reduce manifesting time by 1 round (minimum 1 round)|+2
1-action manifesting time|+20
Swift action manifesting time|+28
Contingent on specific trigger1|+25
Remove one display|+1
Duration2
Increase duration by 100%|+2
Permanent|x5
Dismissible|+2
Range
Increase range by 100%|+2
Target3
Add extra target within 300 ft|+10
Change from target to area|+8
Change from personal to area|+15
Change from target to touch or ray (300 ft. range)|+2
Change from touch or ranged touch attack to target|+2
Area4
Change area to bolt (5 ft. ×300 ft. or 10 ft. ×150 ft.)|+2
Change area to cylinder (10-ft. radius, 30 ft. high)|+2
Change area to 40-ft. cone|+2
Change area to four 10-ft. cubes|+2
Change area to 20-ft. radius|+2
Change area to target|+4
Change area to touch or ray (close range)|+4
Increase area by 100%|+4
Saving Throw
Increase saving throw DC by +1|+2
Power Resistance
Gain +1 bonus on manifester level check to overcome target’s power resistance|+2
Gain +1 on manifester level check to beat foe’s dispel effect|+2
Other
Increase damage die by one step (d20 maximum)|+2
Affect targets immune to mind-affecting powers (mind-affecting only)|+15
[/table]
1: Epic power points spent to manifest a contingent epic power cannot be recovered in any way until the power is triggered.
2: Seeds that already have an instantaneous or permanent duration cannot be increased.
3: When changing a targeted or area seed to a touch or ranged attack, the seed no longer requires a save if it deals damage, instead requiring a successful attack roll. Seeds with a nondamaging effect still allow the target a save. Area powers changed to touch or ranged attacks now affect only the creature successfully attacked.
4: When changing a touch or ranged attack seed to a targeted seed, the seed no longer requires an attack roll if it deals damage, instead requiring a saving throw from the target. On a failed saving throw, the target takes half damage. Area seeds changed to targeted seeds now only affect the target. The GM determines the most appropriate kind of saving throw for the epic power.
{table=head]Mitigating Factors1|PP Cost
Backlash 1d6 points of damage (Maximum 2d6 per HD)2|-1
Take one point of burn to primary manifesting stat (Maximum equal to stat)3|-1
Burn 100 XP (Maximum 20,000 XP)|-1
Requires focus to be expended|-1
Increase manifesting time by 1 minute (maximum 10 minutes)4|-2
Increase manifesting time by 1 day (maximum 100 days)4|-2
Gestalt manifestation|See below
Decrease damage dice by one step (d4 minimum)|-3
[/table]
1: Mitigating factors are always applied after all other factors are accounted for in the development of an epic power.
2: The manifester cannot somehow avoid or make him or her self immune to backlash damage. For powers with durations longer than instantaneous, the backlash damage is per round. If backlash damage kills a manifester, no power or method exists that will return life to the manifester’s body without costing the caster a level—not even reality revision, wish, true resurrection, miracle, or epic powers that return life to the deceased. Effects that normally penalize the recipient one level when they return him or her to life penalize a manifester killed by backlash two levels.
3: The burn is taken immediately after manifesting the power. A manifester cannot avoid or make himself immune to the ability burn. For powers with durations longer than instantaneous, the manifester takes 1 additional point of burn. A manifester whose primary manifesting stat is reduced to 0 by this burn dies automatically, and is treated as having died of backlash damage for purposes of being resurrected.
4: When increasing the manifesting time, a character must first “use up” the maximum of 10 minutes (for a total cost modifier of -20). After that, a character can continue to add days to the casting time, with a further modifier of -2 per day, up to the maximum of 100 days.
Gestalt Manifestation
Epic powers can be developed that specifically require additional manifesters. This is referred to as gestalt manifestation. An epic power with gestalt manifestation requires a specific number of additional participants, who each must expend a specified number of power points, which cannot exceed their manifester level. During an epic power’s development, the creator determines the number of additional manifesters and amount of power points to be contributed. If the exact number of manifesters does not partake in the gestalt manifestation, or if the manifesters do not expend the required amount of power points, the epic power automatically fails. To participate, each participant readies an action to contribute his or her power points when the primary manifesters begins the epic power. Additional participants in a gestalt manifestation reduce the Psicraft DC of the power by the total amount of power points expended by all participants.