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The Demented One
2006-05-12, 08:45 PM
In the world of Sinenomen, psionics are the product of the id. All creatures have a part of their mind that cares only for their own survival and satisfaction, and this most selfish, dark part of the mind is also the most mentally powerful. Psions learn the nature of the id to draw power from it, Wilders let their emotions act as a channel for it, Psychic Warriors bury it beneath their focused mind and use meditation to channel highly controlled power from it, while Soulknives channel their subconscious aggresion into a weapon. The arcane arts have been discovered by ingenius mages who sought sources of power besides the id, and the gods brought forth by mortal belief, like overzealous charity donors, have given forth their divine power freely. However, the power of the mind is as old as the mind itself, and thus older than both arcane craft and the deities themselves.

The Demented One
2006-05-12, 08:45 PM
Synaptic Gehirn
Size/Type: Colossal Aberration (Psionic)
Hit Dice: 30d8+286 (406 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 34 (-8 size, +3 dex, +21 natural, +8 deflect), touch 13, flatfooted 31.
Base Attack/Grapple: +22/+54
Attack: Tentacle +30 melee (4d6+16+1d6 electricity)
Full Attack: 8 tentacles +30 melee (4d6+16+1d6 electricity)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, decerebrating tentacles, neuroshock, manifesting
Special Qualities: Defy possessor, telekinetic shield, DR 20/magic, PR 32, fast healing 10, immunity to electricity, resistance to acid 10, cold 10, and fire 10, blindsight 50 feet
Saves: Fort +18, Ref +13, Will +14
Abilities: Str 42, Dex 16, Con 28, Int 36, Wis 4, Cha 24
Skills: Autohypnosis +30, Bluff +40, Concentration +42, Hide +20, Intimidate +40, Knowledge (Dungeoneering) +46, Knowledge (Nature) +34, Knowledge (The Planes) +46, Knowledge (Psionics) +46, Listen +30, Move Silently +36, Psicraft +46, Sense Motive +30, Use Psionic Device +40
Feats: Power Attack, Psionic Fist, Greater Psionic Fist, Psionic Meditation, Psionic Body, Maximize Power, Extend Power, Quicken Power, Improved Bull Rush, Improved Overrun, Unavoidable Strike
Environment: Underground
Organization: Solitary
Challenge Rating: 20
Treasure: Standard
Alignment: Usually neutral evil
Advancement:
Level Adjustment: -

Synaptic gehirns are huge masses of brain tissue and synapses accumulated from hundreds of psions, bound together and animated by a foul psionic presence from the world's outer reaches. They seem than nothing more than a huge number of brains bound together by thick, ropy cord-like nerves. From the central bulk, eight very thick, tentacle-like nerves extend to draw psionic foes into the bulk of the gehirn. While initially created to serve as bodies for these aberrant minds, the huge gestalts of brain tissue had a burgeoning intelligence that alowed them to defy their creators and earn their freedom. While intelligent beyond most mortals, they have a very primordial, beastial nature, and spend most of their time seeking psions whose brains can then be absorbed into themselves. They lurk deep beneath the ground until they sense a psionic being of potent power, equal in prowess to itself, and then emerge from the earth to feed. Once a synaptic gehirn incorporates enough brain matter into itself, it begins a process of metamorphosis which transforms it into a Neural Verstand, detailed below.

Improved Grab (Ex)
To use this ability,a synaptic gehirn must hit a Huge or smaller opponent with at least four tentacles attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Decerebrating Tentacles (Ps)
Whenever a synaptic gehirn successfully grapples an opponent, it may, as a swift action, use decerebrate as a psi-like ability, with manifester level 30 and DC 32. If the creature fails the save, its brain is absorbed into the synaptic gehirn's body, granting it 20 temporary hit points and a +2 bonus to Intelligence, both of which last for ten minutes per point of Int of the decerebrated creature.

Neuroshock (Ex)
A synaptic gehirn's tentacles are laden with electric energy, and deal 1d6 points of electricty damage. In addition, any creature grappled by a synaptic gehirn takes 5d6 points of electricity each round it is grappled from the energy surging through the creature's nervelike tentacles.

Manifesting
A synaptic gehirn manifests psionic powers as a 15th level psion. A typical gehirn has a total of 292 power points.

Typical powers known--
1st--burst, detect psionics, inertial armor, mind thrust, vigor; 2nd--biofeedback, energy push, id insinuation, read thoughts; 3rd--body adjustment, dispel psionics, psionic blast, telekinetic thrust; 4th--correspond, mindwipe, power leech, psionic dimension door; 5th--adapt body, psionic plane shift, psionic true seeing, psychic crush; 6th--fuse flesh, psionic banishment, psionic disintegrate; 7th--energy conversion, insanity, ultrablast; 8th--bend reality

Defy Possessor (Ex)
Synaptic gehirns have a deep hatred of those who would manipulate their minds against their will, and turn the full brunt of their psionic power against those who do so. They add their Int bonus on all saves against possession and mind affecting abilities.

Telekinetic Shield (Su)
A synaptic gehirn uses its psionic power to create a constant ward about it. It gains a deflection bonus to AC equal to of its Int bonus.

Neural Verstand
Size/Type: Colossal Aberration (Psionic)
Hit Dice: 40d8+462 (622 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 feet (average).
Armor Class: 52 (-8 size, +4 dex, +30 natural, +16 deflect), touch 22, flatfooted 48
Base Attack/Grapple: +30/+60
Attack: Bite +36 melee (4d8+19)
Full Attack: Bite +36 melee (4d8+19) and 16 tentacles +31 melee (4d6+9+3d6 electricity) and 2 wings +31 melee (4d6+9)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, neuroshock, idblast, manifesting
Special Qualities: Defy possessor, telekinetic shield, song of the upper reaches, DR 20/epic, PR 42, fregeneration 20, immunity to electricity, resistance to acid 30, cold 30, and fire 30, blindsight 100 feet
Saves: Fort +23, Ref +16, Will +21
Abilities: Str 48, Dex 18, Con 32, Int 42, Wis 8, Cha 28
Skills: Autohypnosis +42, Bluff +52, Concentration +54, Hide +31, Intimidate +52, Knowledge (Dungeoneering) +59, Knowledge (Nature) +47, Knowledge (The Planes) +59, Knowledge (Psionics) +59, Listen +42, Move Silently +47, Psicraft +59, Sense Motive +42, Use Psionic Device +52
Feats: Power Attack, Psionic Fist, Greater Psionic Fist, Psionic Meditation, Psionic Body, Maximize Power, Extend Power, Quicken Power, Improved Bull Rush, Improved Overrun, Unavoidable Strike, Twin Power, Improved Metapsionics, Epic Psionic Focus
Environment: Upper reaches of the atmosphere
Organization: Solitary
Challenge Rating: 25
Treasure: Triple standard
Alignment: Usually neutral evil
Advancement:
Level Adjustment: -

When a synaptic gehirn has accumulated tons upon tons of brains into its body, it begins secreting a sticky fluid in mass amounts, which hardens and forms a cocoon around the aberration. Over a period of many days, it develops into a neural verstand, an evolutionary path of almost godlike power the gehirns' creators never foresaw. Neural verstands appears as a single long nerve, studded with countless brains. From its back extend many smaller nevers, which together form a wing. And one end of its length, a vile maw opens, studded with crystal teeth. Unlike the voracious gehirns, neural verstands have no need to absorb other brains. Instead, they take to the highest reaches of the atmosphere, from whence they serve as a first line of defense against the foul minds of the Far Realms, whose influence is strongest where the air is thinnest. They do so not from any benevolence for lesser beings, but because of their ancient hatred of their makers. Any being unfortunate to earn the ire of such a being, they had best run and hide in a very deep place, for the verstands are the closet things on the Material Plane to gods.

Improved Grab (Ex)
To use this ability,a neural verstand must hit a Huge or smaller opponent with at least four tentacles attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Neuroshock (Ex)
A neural verstand's tentacles are laden with electric energy, and deal 3d6 points of electricty damage. In addition, any creature grappled by a synaptic gehirn takes 15d6 points of electricity each round it is grappled from the energy surging through the creature's nervelike tentacles.

Idblast (Su)
Once every 1d4 rounds, a neural verstand can release a blast of pure, unadulterated id. Merely feeling the presence of such a powerful id can cause the most powerful minds of the far realms to falter, and can utterly obliviate mere mortals. The idblast a 100 foot cone that deals 10d4 Wis and Cha burn to all creatures within it that fail a Will save, DC 39. This is a mind affecting ability.

Manifesting
A neurval verstand manifests psionic powers as a 20th level psion. A typical verstand has a total of 493 power points.

Typical powers known--
1st--burst, detect psionics, inertial armor, mind thrust, vigor; 2nd--biofeedback, energy push, id insinuation, read thoughts; 3rd--body adjustment, dispel psionics, psionic blast, telekinetic thrust; 4th--correspond, mindwipe, power leech, psionic dimension door; 5th--adapt body, psionic plane shift, psionic true seeing, psychic crush; 6th--fuse flesh, psionic banishment, psionic disintegrate; 7th--ego vortex, energy conversion, insanity, ultrablast; 8th--recall death, shadow body, psionic mind blank; 9th--assimilate, microcosm, psionic etherealness, reality revision, time regression

Defy Possessor (Ex)
Neural verstands have a deep hatred of those who would manipulate their minds against their will, and turn the full brunt of their psionic power against those who do so. They add their Int bonus on all saves against possession and mind affecting abilities.

Telekinetic Shield (Su)
A neural verstand uses its psionic power to create a constant ward about it. It gains a deflection bonus to AC equal to of its Int bonus.

Song of the Upper Reaches (Su)
All verstands constantly emit an eerie, telepathic "song" that cuts the minds of the Far Planes off from the world and burns the brains of those unfortunate Far Planers who do hear it. No creature native to the Far Plane can be summoned within 500 feet of a verstand. All such creatures within 500 feet of a verstand lose access to the ability to manifest psionic powers as well as any psi-like abilities they have, take a -6 penalty to Int, Wis, and Cha, and must make a DC 39 Will save each round or go irrevocably insane.

Regeneration (Ex)
A synaptic gehirn regenerates 20 hp each round. Only epic psionic weapons--magic weapons will not suffice--can deal lethal damage to it.

The Demented One
2006-05-12, 08:45 PM
Feed Id [Psionic]
You may make a costly sacrifice for psionic power, burning away your sanity to loose the restraints on your id.
Requirements: Concentrate 4 ranks
Benefit: Once per day, plus an additional time per five manifester levels, as a standard action, you may choose to take 1d3 points of Wisdom burn. If you do, you gain 1 power point per manifestor level.

Id's Endowment [Psionic]
As your reason and restraints fade away, your id extends its dark touch into the real world through your psionic power.
Requirements: Feed Id, Concentration 8 ranks
Benefit: Whenever you manifest a power, you may choose to take an amount of Wisdom burn of up to half your manifestor level. If you do, the power's DC is increased by 1 for every point of burn taken.

Subconscious Focus [Psionic]
By freeing your id, you free your mind.
Requirements: Feed Id, Psionic Meditation
Benefit: As a swift action, you may take 1d2 points of Wisdom burn to make a Concentration check to gain psionic focus.

The Demented One
2006-05-12, 08:46 PM
Synaptic Junctions
Synaptic Junctions are amulets made of deep crystal set in electrum. All synaptic junctions allow psionic characters to share their abilities. In order to this, however, each psionic character must possess a synaptic junction, and they must be attuned to each other. Attuning a pair of synaptic junctions to each other requires them to be in constant contact for a period of 24 hours. If they are ever taken further than a mile away from each other, than they become unattuned. If a character wearing a synaptic junction is unwilling to let his ability be shared, he and the attempted borrower make opposed Cha checks. If the would-be borrower succeeds, he successfully borrows the ability, otherwise, he does not.

Feat Junction
As a standard action, by expending his psionic focus, a character wearing a Feat Junction may gain one of the psionic feats of a character wearing an attuned Feat Junction for five minutes. He may only gain one feat at a time this way. The character from whom the feat is borrowed from does not lose access to the feat.

Faint Clairsentience, ML 5th. Craft Universal Item, feat leech. Cost 10,000 gp + 800 xp. Price 20,000 gp.

Knowledge Junction
As a standard action, by expending his psionic focus, a character wearing a Knowledge Junction may gain knowledge one of the psionic powers of a character wearing an attuned Knowledge Junction for five minutes. He may only gain one power at a time this way. The character from whom the power is borrowed from does not lose access to the power.

Faint Telepathy, ML 7th. Craft Universal Item, thieving mindlink. Cost 15,000 gp + 1,200 xp. Price 30,000 gp.

Power Junction
As a standard action, by expending his psionic focus, a character wearing a Power Junction may borrow up to 20 power points from a character wearing an attuned Power Junction. He may not borrow any more power points until he has spent all the borrowed points. The character from whom the points are borrowed does, unlike with most synaptic junctions, lose access to the points.

Faint Telepathy, ML 7th. Craft Universal Item, feat leech. Cost 15,000 gp + 1,200 xp. Price 30,000 gp.

Focus Junction
As a move action, a character wearing a Focus Junction may borrow the psionic focus of a character wearing an attuned Focus Junction. He may only borrow one psionic focus at a time this way, and may not use this ability to gain two psionic foci. The character from whom the focus is borrowed does, unlike with most synaptic junctions, lose access to the focus.

Faint Telepathy, ML 5th. Craft Universal Item, Psionic Meditation. Cost 10,000 gp + 800 xp. Price 20,000 gp.

The Demented One
2006-05-12, 08:46 PM
Drain Ego
Telepathy [Mind-Affecting]
Level: Telepath 4
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 creature plus 1 creature /4 levels, no two of which may be more than 30 ft. apart
Duration: Instantaneous, then 1 min/level
Save: Will half
PR: Yes
Power Points: 7

You drain your victims' self-confidence, stifling their ego and boosting your own. The target takes 1d2+1 points of Wisdom and Cha burn, will half. If even one target fails its save, you gain a +4 enhancement bonus to Cha and Wis.

Augment:
By spending two extra power points, the ability burn is increased by 1.

By spending 4 extra power points, you may increase the enhancement bonus granted by 2, to a maximum of +8.

Ego Vortex
Telepathy [Mind-Affecting]
Level: Telepath 7
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Save: Will half and Will negates, see text
PR: Yes
Power Points: 13

You reach out with your mind, and destroy the self-consciousness of all creatures within the area of the spell. You erase their ego, their very individuality, dealing 3d4 points of Wis burn and Cha burn to all creatures within range, Will half.

If a creature’s Wisdom or Cha score is lowered to 0 by this, its self-consciousness completely dissipates. It must make a second Will save, this time using the modifier from its lowered Wisdom, or die. If it dies, its body, bereft of any will to animate it, collapses it and dissolves into a organic “soup” of the chemicals it is made up of.

Augment:
By spending three extra power points, the ability burn is increased by 1d4.

By spending five additional power points, you may destroy not only the will of the creatures–you may also destroy their very soul. Any creature killed by the power can not be resurrected.

Absorb Ego
Telepathy
Psicraft DC: 118
Display: Mental
Manifesting Time: 1 standard action
Range: 12,000 ft.
Target: One creature
Duration: Instantaneous, then 20 hours
Saving Throw: Will half
Spell Resistance: Yes
To develop: 22 days, 1,062,000 gp + 42,480 xp. Seeds: ability burn (DC 31), fortify (DC 17). Factors: +16d4 burn (+96), burn split across two related stats (+1), random boni between 1 and 8 (ad hoc +33), gain access to memories (ad hoc +25 DC), 1 action casting time (+20). Mitigating Factors: Burn 10,000 XP (-100), Backlash 5d6 (-5)

The Absorb Ego epic power rips out a creature's identity and absorbs its ego into your own. The target takes 10d4 points of Wis and Cha burn, will half. You then gain an enhancement bonus to Wis and Cha equal to the total amount of burn dealt divided by eight, minimum +1. In addition, the caster gains access to all memories and knowledge of the subject.



The Absorb Ego power uses the Ability Burn seed, detailed below.
Seed: Ability Burn
Psychometabolism or Telepathy
Psicraft DC: 31
Display: Mental
Manifesting Time: 1 minute
Range: 12,000 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half or Will half
Spell Resistance: Yes

This seed deals 4d4 points of one type of ability burn to the target. If the burn is to a physical stat, a Fort save is required, and if to a mental stat, a Will save is required. Likewise, if physical burn is dealt, this seed is of the psychometabolism discipline, but if mental burn is dealt, it instead belongs to the telepathy discipline. The amount of burn dealt can be split between several stats, but for every additional stat burnt the Psicraft DC is increased by 1 if the same type (physical or mental) of stat as the main, and by 2 if a different typpe. For each additional 1d4 points of burn dealt, increase the Psicraft DC by +6.

The Demented One
2006-05-12, 08:47 PM
The Id Incarnate

All manifesters have some deep-founded connection with their darker side, but the few known as the Id Incarnates revel in it. While they are not, as a rule, evil--for the id is neither good nor evil--but they number amongst the darkest minds of the world, far fiercer than any necromancer or mad priest. Willingly casting aside the restraints of ego and superego, they revel in their self.

Requirements:
Skills: Concentration 10 ranks
Feats: Id's Endowment
Powers: Able to manifest 4th level powers.

BAB: 1/2
Saves: Fort and Ref poor, Will good
Manifester level: +1 at all levels except 5th, 9th, and 10th.

Violent Mind (Su)
Whenever a 1st level Id Incarnate manifests a power that deals damage, he may take an amount of Wisdom burn less than or equal to his class level. For every point of burn taken, the power deals 1d4 extra points of damage.

At 4th level, whenever he manifests a power that deals ability damage, burn, or drain he may take an amount of Wisdom burn less than or equal to his class level. For every two points of burn taken, the power deals 1 extra points of damage, burn, or drain.

Enduring Id (Ex)
A 2nd level Id Incarnate heals 1d2, rather than 1, point of Wisdom burn each night. At 6th level, this increases to 1d3.

Exemplar of Id (Su)
Whenever a 4th level Id Incarnate takes Wisdom burn, he gains a +2 insanity bonus to both Int and Cha for a number of rounds equal to the amount of burn taken. At 8th level, the bonus increases to +4.

Living Madness (Ex)
A 5th level Id Incarnate functions normally at 0 Wisdom, rather than falling into a coma. However, whenever he attempt a full-round action, manifest a power, or take further Wisdom damage, drain, or burn at 0 Wisdom, you lose 2d10 hp. At 10th level, he instead loses only 1d10 hp.

Id's Hidden Power (Su)
Whenever a 6th level Id Incarnate's Wisdom score is reduced to 0, he gains 1d6 temporary HP and PP per class level. These temporary hit points and power points last until his Wisdom score is raised above 0.

Self Before All (Su)
Once a month, whenever a 9th level Id Incarnate would die for any reason, his Id breaks loose of all restraints in order to preserve his life. His body is restored as if he had died and been resurrected by the true resurrection spell. However, when he is resurrected, his Wisdom score immediately drops to 0.

Idscape (Su)
A 10th level Id Incarnate's mindscape is dominated by his Id. It manifests within his mindscape as a massive colossus of psionic power, shaped by his own darkest desires. Anyone attempting to read his mind, travel through his dreams, or similar, takes 3d6 points of Wis burn, with a Will save, DC 10 + his class level + his Cha mod, for half. In addition, once per day, he may draw the mind of one foe within thirty feet of him who fails a will save into his own mindscape as a standard action by taking anywhere between 1 and 10 points of Wis burn. The enemy's body falls to the ground unconscious, and his mind is, for a number of rounds equal to the amount of burn taken, assaulted by the Id Incarnate's raw and beastial Id, taking 1d6 points of Wis burn each round with no save.

The Demented One
2006-05-12, 08:48 PM
The Trementes are a unique race. Each individual is actually a gestalt of three symbiotic organisms, with three distinct minds that function in unison. The main body, a hermaphroditic humanoid-like creature, houses the ego. A large worm, similar in structure to a giant nerve, fused to the spine, houses the superego. Finally, a swarm of nigh-microscopic insects, living in the nervous system, houses a hive mind-like id. No individual being could live without the other two.

Personality
For the most part, Trementes have a very balanced personality. They tend to give everything a great deal of thought and analysis, and generally memorize even the smallest, most insignificant facts. However, when deeply upset, one aspect of their mind will seize control, which can send the Trementes into a fit of kindness or a bestial rage.

Physical Description
Trementes are similar in form to humans, although somewhat taller and with a slight violet tone to their skin. A large ridge can be seen running down there neck, which is actually the symbiotic worm which houses the superego. Occasionally, small bumps can be seen moving under a Trementes' skin--the insects that make up the id swarm.

Relations
Trementes are adept at communication, and thus manage to keep good relations with most races. However, their aberrant nature, when discovered, can lead to conflict, especially with races with a close tie to nature, such as the elves. Elans and Synads feel close ties to the Trementes race, and often make good friends with them.

Alignment
Trementes are almost always neutral, owing to the balance of their threefold mind. Deviations from the norm, while not punished by Trementes culture, are very rare--Trementes are simply hardwired for neutrality.

Trementes Lands
Trementes lack any real countries of their own. Like elans and synads, they tend to fade into the background of humanoid societies. Small groups of trementes have created outposts on the astral plane, though they are in the vast minority.

Religion
Trementes are not naturally inclinded towards religion. Those that do generally worship gods of mental prowess, such as Boccob or Zuoken. Most Trementes do, however, embrace a philosophy of some sort, with stoicism being the most common way of thinking.

Language
All Trementes speak Common. Their mind is well adapted to the pursuit of languages, however, and most speak at least a few odd languages.

Names
Trementes often use trisyllabular names, with a smooth, flowing feel.

Sample Names
Shousethan, Ethili, Fellonis, Erasmus, Zarantir

Adventurers
Many Trementes adventure to find knowledge, whether mundane or of psychic powers. Others go out in search of philosophical insight, while still others simply seek out power and prestige.

Trementes
Stats:
+2 Int, +2 Cha, -2 Wis. The three minds of a Trementes can work together to analyze, remember, and express information effectively, but their fractional nature givens them a slightly tenuos grasp on reality.
-Aberration type. While one part of the Trementes' body is humanoid in form, the symbiosis between it and the two less human forms results in an unhuman physiology.
-Medium size.
-Base land speed 30 feet.
Mind the Gap: The three minds of a Trementes do not function as a seamless whole. Between them, there is an all but infinitesimal psychic "gap" between the three. Like a cognizance crystal, this gap can store excess psychic energy. He may store 1 power point in this gap, exactly as he would with a cognizance crystal. For every two manifester levels beyond first he gains, he may store an extra power point in the gap.
-Indivisible Mind: The three minds of a Trementes will band together to oppose mental threats. They have a +3 racial bonus on Will saves.
-Naturally Psionic: A Trementes gains 3 bonus power points at 1st level.
-Lesser Schism: Once per day, by expending his psionic focus, a Trementes may take an extra standard action in a round, so long as that action is purely mental, such as manifesting a power. If he chooses to manifest a power with this action, his manifester level is treated as being a third of what it actually is.
-Trementes have a +2 racial bonus on all Knowledge skills. They still must have ranks in them to use them.
Automatic Language: Common
Bonus Languages: Any
LA: +1
Favored Class: Erudite

The Glyphstone
2006-05-13, 07:20 PM
Small typo...your PrC requires the feat Id's Power - is that another name for one of your 3 feats above?

The Demented One
2006-05-14, 09:50 PM
Small typo...your PrC requires the feat Id's Power - is that another name for one of your 3 feats above?
Thanks, fixed it.

The Glyphstone
2006-05-15, 05:32 AM
Another little thing..the Id Incarnate gains Id's Hidden Power, which gives him bonus HP and PP when his Wisdom score is 0. But he doesn't gain the ability to function normally at 0 Wisdom until 7th level. Deliberate, or should those be reversed?

The Demented One
2006-05-15, 10:13 PM
Another little thing..the Id Incarnate gains Id's Hidden Power, which gives him bonus HP and PP when his Wisdom score is 0. But he doesn't gain the ability to function normally at 0 Wisdom until 7th level. Deliberate, or should those be reversed?
Heh heh. The 5 and 7 are way to close together.

Sacrath
2006-05-25, 09:55 AM
Is "ability burn" drain or damage?

The Demented One
2006-05-26, 05:44 PM
Neither. See here. (http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#abilityBurn)

Were-Sandwich
2006-06-03, 03:17 PM
Ego Vortex Rocks. I like the way you have expanded Ego Whip into a line of powers. I can just imagine the visual display:
When you manifest this power, a transparent insubstantial image of you target is transposed over him, its skin being flayed off by a blaze of mental energy.