Meth and Penn's feats/powers/spells

Post/Author/DateTimePost
#1

Pennarin

Aug 02, 2005 18:29:27
Those are the feats/powers/spells me and Methvezem developped while writting for the Equipment Guide. We'll add to them as we create new ones.

I thought I'd share those we didn't psot before, and centralise all of them under one thread.

Feats

Blighted Mind [General]
Your mind is toxic against those who use psionics against you.
Prerequisites: Cha 17, Hostile Mind.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving thrown against a DC of 10 + your character level + your Charisma bonus or become sick as if afflicted by cascade flu, with no incubation period (see page 67 of the Expanded Psionic’s Handbook). The manifester does not actually have the malady and is not contagious.
The benefit of this feat applies only to psionics powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Crystalshaper [General]
You have learned how to work with crystal to full effect.
Benefit: You suffer no penalty to Craft checks when crafting items from crystal. Put the item's price in silver pieces when calculating creation time.
Normal: You suffer a -5 penalty to Craft checks when crafting items from crystal. Put the item's price in ceramic pieces when calculating creation time.

Entropic Mind [General]
The unruling tumult of your thoughts cause others to gain erroneous insight into your actions.
Prerequisites: Cha 17, Chaotic alignment, Chaotic Mind.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks instead gain an equivalent penalty against you.
The benefits of this feat apply only to insight bonuses gained from psionics powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Inimical Mind [General]
Your mind reacts frenziedly against those who use psionics against you.
Prerequisites: Cha 17, Hostile Mind.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving thrown against a DC of 10 + your character level + your Charisma bonus or take 4d6 points of damage. This effect overlaps (do not stack with) the one granted by Hostile Mind.
The benefit of this feat applies only to psionics powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Nullpsionic Magic [General]
Your spells are especially potent when used against psionic characters and creatures.
Prerequisites: Spellcraft 10 ranks, Antipsionic Magic.
Benefit: You get an additional +2 bonus on caster level check to overcome a psionic creature’s power resistance. This bonus stacks with the bonus conferred by Spell Penetration, Greater Spell Penetration and Antipsionic Magic. Moreover, whenever a psionic creature attemps to dispel a spell you cast, it makes its manifester level check against a DC of 15 + its manifester level.
The benefits of this feat apply only to power resistance. This is an exception to the psionics-magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Psionic Chasm [General]
You are harmful to psionics creatures and characters.
Prerequisites: Con 17, Psionic Hole.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. In addition, the DC to gain his next psionic focus is 24.
Also, if you are the target of a power, the manifester of the power must spent an additional number of power points equal to your Wisdom bonus as if your Wisdom score was 4 points higher, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Rebuffing Mind [General]
Your mind is better at repulsing attempts at influencing it.
Prerequisites: Base Will save bonus +6, Closed Mind.
Benefit: You get a Will saving throw whenever a mind-affecting power normally does not allow a saving throw.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

Shipfloater [Psionic]
You have learned how to keep control of an obsidian engine even while taking other actions.
Benefit: You can control an obsidian engine as a standard action. You must stay psionically focused and remain in touch with the engine as normal.
Normal: You can control an obsidian engine as a full-round action.

Strait Mind [Psionic]
Your ability to enter a meditative trance and concentrate to achieve psionic focus is astonishing.
Prerequisites: Wis 15, Narrow Mind.
Benefit: Your DC when trying to become psionically focused is 15.


New Power

Power Syphon
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 7
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Area: One or more psionic creatures within a 15-ft.-radius sphere
Duration: Concentration, up to 1 round/level; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
Your brow erupts with an arc of crackling dark energy that connects with all applicable foe within the affected area, draining them of 1d6 power points and adding half of those points (rounded down) to your reserve (unless that gain would cause you to exceed your maximum).
The drain continues in each round you maintain concentration while subjects of the drain remain in range. If all subjects are drained to 0 power points, this power ends.
Concentrating to maintain power siphon is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.


New Spell

Excite Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Templar 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell agitates creatures. You have no control over the affected creatures. All creatures in the affected area suffer a -2 penalty to attack rolls, saving throws, and skill checks as the emotions welling up within them cloud their judgment and focus. Excite emotions counters but does not dispel calm emotions.
#2

methvezem

Aug 02, 2005 18:42:34
Thanks :D

Feel free to give us feedback.
#3

jon_oracle_of_athas

Aug 03, 2005 2:25:35
My tip of the day: Don't base items on these feats and powers until you get approval by the appropriate bureaus.
#4

Pennarin

Aug 03, 2005 3:04:51
The Shipfloater feat is used by Meth's Master Shipfloater PrC, not part of the Guide obviously.

Excite Emotions and Power Syphon are each used in there own items, but, spell requisites for item creation being what they are, we can obtain the same effects as those spells without actually using them, so they're not really needed.
#5

ruhl-than_sage

Aug 04, 2005 15:05:36
I like your non-psionic character feats, its a nice touch to be able to expand that anti-psionic feel. The Excite emotions spell is similar, but vary different from a spell I posted called inflame emotions.
#6

zombiegleemax

Aug 04, 2005 16:32:51
Should Psionic Chasm include some kind of saving throw to avoid losing your psionic focus? Seems like it might be too powerful as written.
#7

methvezem

Aug 06, 2005 9:38:47
Should Psionic Chasm include some kind of saving throw to avoid losing your psionic focus? Seems like it might be too powerful as written.

The description for the Psionic Hole feat in the XPH has no save allowed against its effects. Since its a requirement to have that feat, and its a continuity to that feat, I didn't include a save either.
#8

zombiegleemax

Aug 07, 2005 16:23:06
Nice work guys! I really like the crystalshaper and shipfloater feats, good flavor