View Full Version : [Psionics] (MCFIP) Enaronian Psionics

2006-06-07, 09:57 PM
This is my first time entering one of these contest. Guess I'm not really looking to win, more for criticism and practice, but here goes anyway:

Enaronia is a wide and varied land, with so many different people. There have always been and will always be people on Enaronia who develop unique.. talents and abilities. There are those who say that the powers come only from within the person's own mind, her own strength, his own study. There are those who say that such powers are the gift of the gods. Both are probably right, in certain cases. Even if and when this mental might comes from the gods, it is always left up to the gifted to develop it himself, and to use it wisely without direct intervention from the diety or force that first helped to unlock it.

Welna, the goddess of lore, is said to be the dieity most directly responsible for the people of Enaronia discovering psionic might, although it may instead be Hern, the god of craft. There is debate among their clerics, for Welna governs seeking knowledge and Hern applying it, and none knows exactly under which category psionic power falls. It is likely a project that the two undertook together and that they worked together to help humanoids first unlock its power. Whatever the case, Welna is now the patroness of psions, as she is with wizards. Many psions believe that their talent is natural or genetic, their power unlocked through some event in their past, or their skill is earned only through practice and study, but others believe that their initial exposure to psionic power is a gift of Welna; these believe that they are expected to continue studying, practicing, and learning, that they were only given their start because they were expected to learn it.

Welna's brother Lon, the god of emotion, seems to have liked her idea, and put into use his own spin of it. Wilders are believed, almost universally, to be given their power by him. The power of the wilder is only one set of powers believed to be given by Lon, rarer than sorcery but far more common that the gift of the warlock. While Lon himself is evil, he doesn't have any real plots (though his clergy may) and mostly just likes to see the power of emotion unleased in the world. He enjoys watching barbarians and others who channel their emotions to meet their goals, but those who he sees as possessing truly powerful emotions and being truly promising he grants the ability to release the power of their souls directly. While this power is in itself often chaotic, and Lon does favor evil chosen, he grants such abilities to any capable of using them, regardless of whether they may actually use them against his own direct forces in the world. Some take this as a sign that he is insane, others as a sign that there are no gods.

There are, of course, other ways to use one's gifts than these two paths. For those that manifest psionic ability at a young age and who (or whose parents) wish to combine this talent with practice of the art of war, there is the Rainbor Academy. Located in international lands, but just south of the large nation of Triland, this was once a warmage school. It has since opened up to a broader array of programs. The school is willing to attempt to teach mastery of spell or psionics to students who do not display a natural talent for either (a program sometimes used by the very rich), but there is generally more success with magic. Those aforementioned students who come to the school with a natural spark for one or the other have become far more common. There are teachers of a variety of different talents who demonstrate a variety of techniques for combining their natural ability and unrelated skills and help each student to reach his or her own potential, even if this is done in a way that no instructer can do him- or herself. The school has turned out a good number of psychic warrior, a fair amount of souldknives, and even some lurks.

2006-06-07, 09:58 PM

Tiny Fey (Psionic, Incorporeal)
Hit Dice: 6d6-3 (18 hp)
Initiative: +2
Speed: 20 ft
Armor Class: 16 (+2 Dex, +2 Deflection, +2 size), touch 16, flat-footed 14
Base Attack/Grapple: +3/-
Attack: Incorporeal touch +7 melee 1d2 Wisdom
Full Attack: Incorporeal touch +7 melee 1d2 Wisdom
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Possession, Wisdom damage, Psi-like abilities
Special Qualities: Fey traits, Incorporeal traits, DR 5/cold iron, Low-light vision, Dying Discorporation, Power Resistance 15
Saves: Fort +1, Ref +7, Will +3
Abilities: Str -, Dex 14, Con 8, Int 2, Wis 6, Cha 15
Skills: Hide +11, Intimidate +11
Feats: Toughness, Hostile Mind, Ability Focus (Possession)
Environment: Any
Organization: Solitary
Challenge Rating:
Treasure: None
Alignment: Always Neutral
Advancement: None
Level Adjustment: --

From a distance, the creature could have been mistaken for a young human man with dark skin, thick dark brown hair, and wearing unusual but travel-worn garb. From a distance. From this perspective, it looks more like a mockery of that man--it would only be as high as your knee if it weren't levitating; it's transparent; it's arms are too long and thin for its body, as are the claw-like fingers that it holds above its head. It turns it's wild eyes toward you and grins maniacally, revealing sharp teeth that could not have fit in that mouth moments before.

Remnants are unusual creatures, imprints left behind by powerful psionic ability or constant psionic influence. Leftover psionic power, as it were. They tend to share some features with the psionic creature or individual that birthed them, but the image is usually twisted to match their temperament. While they are always neutral in alignment, they are not completely rational and their mannerisms are tied more often to the type of powers used in thier creation then their creator's alignment or mannerisms.

While most incorporeal creatures can fly, a remnant only hovers. It floats just above the ground and is not hampered by difficult terrain. It falls extraordinarily slowly though, and therefore does not take falling damage. If it somehow found itself accidentally above the ground, such as if another creature set of a pit trap that it was floating above, it can generally backtrack to land more quickly than it would fall below the surface, making this tactic almost completely useless against it.
A remnant often starts a fight by using its attraction, control sound, and possibly distract psi-like abilities to bring other creatures closer. When fighting, a remnant will generally swing wildly at opponents, passing quickly through their bodies and relieving them of their sanity by its presence. It will sometimes gleefully attempt to slide directly into its foe's body. For some reason, it tends to favor lightly armored characters for this attack, even though a heavily armored one may generally be the better choice for a more reasonable creature. It will generally not use its more offensive psi-like abilities unless it is no longer having fun in melee or feels the need to flee.
Possession (Su): A remnant can attempt to possess another creature, giving it a temporary form. The remnant must be in the same space as the creature and succeed in a melee incorporeal touch attack against the creature. The creature is then entitled to a DC 17 Will save to resist the affect; if it fails, the remnant possesses the body, although the creature is allowed another save each round. The remnant is not intelligent enough to use any of the possessed creatures learned abilities, although it may be able to use extraordinary abilities based entirely on the creatures body. Generally, it just flails at the nearest opponent, laughing maniacally or gibbering, making unarmed strikes. It uses its own base attack bonus and the creature's strength score. The remnant will generally simply drop anything held in the possessed creature's hand, but may choose to attempt to use a light weapon. The remnant is proficient with simple weapons and no other weapons, although proficiency seems to have no real bearing on whether the creature decides to wield or drop a light weapon. Damage type may have some effect, with bludgeoning weapons almost never being dropped and slashing weapons almost never being used.
Attacking the possessed creature does not harm the remnant, although spells may. Spells that deal energy damage to a target deal full damage to the possessed creature and half to the remnant. Area effect spells have their full effect on both (unless, of course, the spells will not harm an ally, a specific creature type, etc., in which case it will affect only the one vulnerable). If the creature is rendered unconcsious or dead, the remnant can no longer possess it and remains where it stands as the body falls. Should a remnant choose to leave the body willingly, it deals 1 point of Wisdom damage for every round that it possessed the creature, to a maximum of 5, the largest number of rounds that a remnant will willingly possess a single creature. The same creature can not be possessed by the same remnant for 24 hours. The save DC is Charisma-based.
Dying Discorporation (Su): A creature made of psychic energy, an unconscious remnant loses its form. It generally congeals into a mass of swirling colors, although as it gets closer to death the colors may fade. In this state, the remnant is semi-solid. It drops the few inches to the ground. It is no longer considered incorporeal, but, not being completely solid, its damage reduction increases to DR 10/cold iron.
There is no such thing as a remnant body. When it is destroyed it vanishes completely with a small "pop", and, if it was conscious for the attack that killed it, a look of surprise--but not pain.
Power Resistance (Su): Remnants are especially resistant to psionic powers, being born of them. They have power resistance, and this resistance applies only to powers, not to spells. This is an exception to the psionics/magic transparency rules.
Psi-like Abilities: (at will) Attraction (self only, 1/target/day), (3/day) Disable, Distract, Mind Thrust(DC 13), (3/day) Aversion, Control Sound, Inflict Pain (DC 14). The save DCs are Charisma-based.

The creature mentioned in the physical description above was produced after Lord Chitt's defense of Prince Varick, spawned out of his emotion and his psionic assault. It shares his appearance to some extent, but is crazed, wild, and attacks everything that moves. An truly made evil psion who keeps up a null psionics field for years throughout much of her fortress that upon her death results in a remnant that looks just like her, only much calmer, more serene, and more beautiful, that just hovers calmly and does not interact with anyone or anything unless forced.

Despite being created in different ways, by different people, and behaving completely differently, all remnants have similar abilities. They fade as time passes from their creation, although the time this takes can vary depending on the force that created them. As a remnant fades it effectively takes damage that can not be healed and/or ability drain until it simply pops out of existance after hitting 0 in any ability score or for max hit points--so they can become weaker, but they never advance or grow. They do not leave the general area in which they were created and have no special connection to the person that created them. While a person may feel strange fighting a tiny version of him- or herself made of his or her own mentality, the remnant treats the one who spawns them precisely as it would treat any other. While it is theoretically possible for a person to attempt to produce a remnant intentionally, their formation is unpredictable, making this as difficult as it is generally undesirable. They also tend to appear a while after the activity that spawned them takes place, so people often do not know they have one.

Think this may be done, although I'll look over it when I'm not as tired.

2006-06-07, 09:58 PM
Counter Attack [Psionic]
You are skilled at making hitting back.
Prerequisite: Combat Reflexes, Dex 13
Benefit: By expending your psionic focus, you may make an attack against a foe that makes a melee attack against you. You gain the attack whether the attack hits or misses, and it does not affect the attack that provokes it.
This attack counts as one of your attacks of opportunity for the round, although it is resolved after the attack that provokes it. You can only make a counter attack against a foe that you threaten, and only if you are not flat-footed.

Lara leaned backward, allowing the blade to pass harmlessly in front of her. With a sudden flash, her open hand slammed into the back of his neck as he swung just a little too far.

Defensive Counterstrike [Psionic]
You are able to strike at a foe to stop him from hurting your ally.
Prerequisite: Counter Attack, Combat Reflexes, Dex 15
Benefit: By expending your psionic focus, you can make an attack of opportunity against a foe that makes a melee attack against your ally. If you hit and deal damage, the enemy's attack misses.
You must threaten the foe, and the ally must be adjacent to you. This feat does not grant you any extra attacks of opportunity in a round. Your ally may be flat-footed for you to make the counterstike, but you may not be.

The shifter swung angrily at Chitt. He didn't dodge fast enough, but her claws still missed by several inches--mostly because, with a pained grunt, she slid back by that far on the end of Lara's boot.

I'm not quite sure how to implement Stand Firm, so I may just cut it from the chain and remove it from the prereqs for the other two. Really not sure about the balance here, so a critique would be appreciated.

2006-06-07, 09:58 PM
Bands of Bond

At the announcement of their engagement, Crown Princess Lara told her brother and his fiance to give them theis specifications for their wedding rings, and promised to have the rings made as her wedding present to them. Both thought it an unusual gift, but both complied.

After having the actual rings made to match their designs (plus her own addition of an inlay of crystal) by the royal jewelers, Lara set out to find some of the best psionic craftsmen. She had never learned to craft psionic items herself, so she needed some help to actually make her invention--a pair of rings for two adventurers in love (although an identical pair could certainly serve two partners of any type or relationship).

A set of bands of love consists of two crystal rings that are psionically bound together. Both are needed to function, so if one is destroyed the other is just a mundane ring.

The rings have three functions: To allow the pair to communicate, to allow them to defend each other, and to make them stronger when around each other.

The first function of the bands is that they allow the wearers to correspond with each other, as the power. Sending a message is a standard actionAlternatively, if the subjects are within 60 ft of each other, one can initiate a mindlink as a standard action, although the link fails if the other chooses not to accept it. Between the two, a total of 7 messages can be sent or a mindlink can be maintained for a total of 70 minutes a day. A mindlink can be dismissed at any time by either wearer, and the remaining duration can still be used. The use of these powers depletes the same energy from the ring, and sending one correspondence depletes 10 minutes of use from the mindlink and vice versa.

Additionally, the bands allow the wearers to share pain, as the power. Either can activate the effect as a standard action, and the power can be activated in reverse, choosing to take a share in your partners pain instead of the other way around (should he or she be incapable of taking or sparing an action, or unsure that you can take the pain, for example). This effect can be used at any range on the same plane, but only lasts for a total of 1 hour/day. In any case, sharing pain fails if the other is unwilling (killing a man and stealing his ring, then trying to force his wife to share your pain while fighting her will not work).

In addition to the powers granted, both wearers recieve a +2 morale bonus on saves against fear, charm, and compulsion affects, and another save with a +10 morale bonus against any fear, charm, or compulsion affect that the wearer is already under that would force him or her to abandon or harm the other wearer. No disguise, illusion, or anything else can ever hide one wearer for the other or trick one wearer into believing that another person is another wearer, as long as both wear their rings, no matter how far away they are. These last effects are always active, but only if both wearers put on the bands in each other's presence and agreed to share them. Two people who happen to find and don two connected bands no longer worn by their original owners will not benefit from them (at least not unless they meet), and someone who steals one band can not gain them even if the other wearer still has his.

Moderate Telepathy and Psychometabolism; ML 7th; Craft Universal Item, mindlink, correspond, share pain; Price 27,500 gp for a set.

2006-06-07, 10:03 PM
Psyche Explosion
Telepathy [Mind-Affecting, Sonic]
Level: Psion/Wilder 3
Manifesting Time: 1 standard action
Effect: 20 ft radius burst centered on manifester
Duration: Instantaneous
Saving Throw: Will partial and Fortitude partial; see text
Power Resistance: Yes
Power Points: 7

You unleash an explosion of mental might and sonic energy. Foes within range take 3d10 points of damage from your mental force, which can be halved by a Will save; they also take 3d6 points of sonic damage that does affect creatures immune to mind-affecting effects but that can be halved with a Fortitude save. The assault is a bit reckless, and allies within range take half of the sonic damage (but none of the typeless damage), which can be negated by a Fortitude save.
Augment: For every 2 additional power points spent, this powers damage increases by 1d10 and 1d6 sonic, and the save DC increases by 1.

With a terrible shriek, the creature’s claws cut into the young prince’s flesh, leaving his shirt in bloody tatters. With intense pain etched on his face he clutched at the wound. His sword clattered to the ground and he fell to his knees, praying that he could cast a spell. “Varick!” screamed Lara, but she couldn’t get away from her own assailant to protect her little brother.

“No,” whispered their companion, seeing the wounded Varick, the creature standing over him, and the terrified Lara. “No,” he said a little louder, more defiantly, standing stronger. “NO!” he roared, the word echoing and the air around him seeming to bend under the force of his fury. Varick winced as the sound rushed over him, but he was able to absorb the blow harmlessly. The princess was not quite as lucky, knocked from her feet and looking winded, but not badly injured. Their foes fell dead.

Chitt looked at her to be sure that she was alright. He looked into the smiling, relieved face of the prince. He felt a rush of happiness that he was safe, he smiled for the first time that either had seen, and fainted.

2006-06-07, 10:03 PM
Reserved for Prestige Class.

Corruption Master

2006-06-07, 10:04 PM
Reserved for race.

The Umi

The Umi are a... corrupted people. The mad goddess Bacor, queen of corruption, made them. She created them out of spite and maybe a little jealousy, twisting the creations of her parents and siblings. The Umi are believed to have originally conisted mostly, if not entirely, of corrupted humans. But there may be other races in their history, and most Umi can breed with a member of one of the common races--creating a full-fledged Umi every time.

2006-06-14, 04:52 PM
Added two feats, and I'm still thinking about the third.

I have ideas for the race and PrC, but I'm still thinking about how to do them. Might get 'em in before the deadline.