Additional Augmentations

Dark Psion

First Post
This was to be my next submission to the Mind's Eye, but after what WotC did to Dragon & Dungeon, I'm done with them.

But you get to see it now and not in 4 or 5 months.
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Additional Augmentations
By Dark Psion

One of the new mechanics in the Expanded Psionics Handbook that has set psionics apart as something different is Augmentation. As you play a Psion, (and especially a Wilder) over several levels, you begin to see how augmentations make all of your powers valuable at every level, well at least those powers with augmentations. The second thing you notice is how many other powers could be augmented.

This article delves into the creation of new augmentations. Just as a wizard can research and create new and unique spells, a psion can create new augmentations that he may pass on to his apprentices. One day that augmentation might even become basic knowledge, as most of the current augmentations have.

Augmentation Creation

So, how do you create a new augmentation? Basically, the same way a spellcaster researches and creates a new spell. (See Dungeon Master’s Guide, page 198) For a manifester to create a new augmentation, he must first have access to a well-stocked library. The research will requires the expenditure of 1000 gp per week and takes one week per level of the power being augmented. This money goes into fees, consultants, material experimentation and other miscellaneous expenditures.

At the end of that time, the manifester must make a Psicraft check (DC 10 + the power’s level). If that roll succeeds and the augmentation is viable, he adds that augmentation to that power. If it fails, he must start all over again from the beginning if he still wants to add that augmentation. A viable augmentation is simply one that your Dungeon Master allows into the game. Now the DM should not tell the player if he thinks the augmentation is viable when the research begins (that’s the point of the research). However, he should work with the player during the research phase, by way of NPCs and knowledge gained from the research to guide him on what will be viable in his campaign. It is also possible for certain augmentations to be limited to specific disciplines. For example, maybe only a Kineticist can use the Force augmentation.

New psionic powers can also be created by this method, but the number of powers known is strictly limited for most psionic classes. Members of these classes can never exceed these limits even through the research of new powers.

Existing Augmentations

Here are most of the Augmentations from the Expanded Psionics Handbook.

1 Power point = +1 damage die (1d4, 1d6 or 1d8) of damage done.
1 Power point = +1 to a Skill check.
1 Power point = +1 round to a duration of a number of rounds.
1 Power point = +10 cu. ft. of created material.
1 Power point = +25lbs Telekinetically manipulated.
1 Power point = +1 to the Hit Dice of the creature targeted.
2 Power points = +1 to the DC check of a power.
2 Power points = +5ft. to the range.
2 Power points = Can target Animal, Fey, Giant, Magical Beast, & Monstrous Humanoid.
2 Power points = Target can be one size category larger or smaller.
2 Power points = +1 to Armor bonus to Armor Class.
2 Power points = Change Short range to Medium Range.
2 Power points = +1 damage die (1d10 or 1d12) of damage done.
3 Power points = +1 to a Saving Throw bonus.
3 Power points = +1 to an Insight bonus.
3 Power points = +1 to an Enhancement bonus.
4 Power points = Can target Aberration, Dragon, Elemental & Outsider.
4 power points = Change the duration of Concentration,1 minute /level to 1 hour.
4 Power points = +1 to Shield or Deflection bonus to Armor Class.
6 Power points = +2 to Ability point damage.
6 Power points = Manifest as Move, Swift or Intermediate Action (must be 1 Standard Action).

When you are creating new psionic powers or adapting spells to powers, these can be a guide to what kind of augmentations you can include. The main factor as to if they should be “built in” is if the spell scales or if there are Greater versions of the spell, then there should be augmentations and the augmented cost should be equal to the power point cost of that greater spell’s level.

Complete Psionic also introduced a new type of Augmentation in the form of a reducing augmentation. (see Complete Psionic, page 83, Dimension Door, Psionic) If you wish, you can create an augmentation that reduces both the cost and an effect of a power. Use the guide above, just reverse everything to create one of these “lesser augmentations”.

And as always with psionics, the Meta-Cap applies to the new augmentation; You cannot spend more power points on a power than your manifester level.



New Augmentations

Now here we have all new types of Augmentations for you to play with.

Ranged Attack: There are many Creation type powers that can create objects that could be used to attack someone, like Bolt. This Augmentation allows you to make a ranged attack as you manifest the object.

Augment: If you spend 4 additional power points, you may make a ranged attack with the item you create. This augmentation is manifested at Close range.

Mental /Physical Conditions: There are several powers that target a creature’s mind and/ or body. These powers can be augmented as to cause a detrimental condition as well as the normal effect, or as a side effect or if the target avoids a “killer” effect. (See Dungeon Master’s Guide page 300 for a list of all conditions).

Augment: You can manifest this power in one or more of the following ways.
1. If you spend 4 additional power points, this power can leave the target Blinded or Deafened (your choice) for 1d4 rounds after it’s duration ends.
2. If you spend 4 additional power points, this power can leave the target Dazed for 1d4 rounds after it’s duration ends.
3. If you spend 4 additional power points, this power can leave the target Frightened for 1d4 rounds after it’s duration ends.
4. If you spend 4 additional power points, this power can leave the target Fatigued for 1d4 rounds after it’s duration ends.
5. If you spend 4 additional power points, this power can leave the target Nauseated for 1d4 rounds after it’s duration ends.
6. If you spend 4 additional power points, this power can leave the target Stunned for 1d4 rounds after it’s duration ends.

Energy Admixture: With energy powers, you can choose which type of energy you manifest, but with this augmentation, you can divide the damage between two types of energy.

Augment: If you spend an additional 4 power points, you can choose two energy types when manifesting this power. The damage done is divided evenly between the two types of energy.

Acid: With this Augmentation you can manifest the energy based power with acid as its energy type.

Augment: If you spend an additional 6 power points, you can manifest this power with Acid as the energy type. It does its damage die each round for a number of rounds as damage dice. For example, an Acid Energy Bolt would do 1d6 points of damage per round for 5 rounds.

Force: With this Augmentation you can manifest the energy based power as a force effect.

Augment: If you spend an additional 6 power points, you can manifest this power as a Force effect, substituting it for the Energy type. In doing Force damage, you can strike an incorporeal target without the normal miss chance associated with incorporeality.

Baleful: There are many powers that are beneficial to you. This augmentation allows you manifest it as a negative effect against another.

Augment: If you spend an additional 6 power points, you can manifest this power as Baleful power. Change the following:
Range: Touch
Target: Creature touched
Saving Throw: None
Power Resistance: Yes
You deal an effect that is the reverse of the benefit you would gain with your successful melee touch attack.

Delayed Effect: With this augmentation, you can delay an aspect of the power. For example, if applied to the power bolt, you could create one bolt that then becomes 2d4 after you launch it or you could simply delay an energy burst to trigger 2 rounds from now.

Augment: If you spend 4 additional power points, you can delay an aspect of this power. You cannot change the actual duration of the power in this way, but you can delay an instantaneous power no more than half of you manifester level in a number of rounds.

Combo: There are several powers that complement each other, Claws of the Beast and Claws of the Vampire for example. A Combo Augmentation allows you manifest these two powers simultaneously. The augmentation must be applied to both powers but you only pay the augmentation cost once. You can apply it to several powers, such as Claws of the Beast above and any of the other powers that enhance your claws. And of course you must know both powers. You cannot use this augmentation with Power Stones or Psionic Tattoos, you must manifest boh powers yourself.

Augment: If you spend 6 additional power points and know both powers, you can manifest both of these powers simultaneously. You manifest the first as an Intermediate action and the second as a Standard action. The Intermediate action counts toward the normal limit of one Quickened power per round.

Speed & Maneuverability: With powers that affect movement, this augmentation allows you to affect your speed, maneuverability or how you move.

Augment: You can manifest this power in one or more of the following ways.
1. For each additional power point you spend, you can increase your movement by 5 ft.
2. If you spend an additional 2 power points, you can improve your maneuverability by one rank (see Dungeon Master’s Guide page 20).
3. If you spend 4 additional power points, you can move in a new direction, using Levitation to move back and forth for example.

Manifesting Time: Some powers have a manifestation time of more than one standard action (or even more than a full round action). This augmentation allows you to manifest it as a standard action (or as a full round action).

Augment: If you spend 6 additional power points, you can manifest this power as one step quicker type of action; Full Round action becomes a Standard action. More than a Full round action becomes a Full Round action.

Point Blank: Instead of manifesting a Ranged attack at range, you can modify it into a touch attack, but add the possibility of a Critical Hit with a critical modifier of 19-20 X2.

Augment: If you spend 4 additional power points, you can manifest this power as a touch attack, but with the possibility of a Critical hit on a 19 or 20 doing double damage.

Reflexive Manifestation: This augmentation allows you manifest a healing or defensive power as an Intermediate action in response to damage being done.

Augment: If you spend an additional 4 power points, you can manifest this power as an Intermediate action in response to suffering damage or an effect that this power can counter. If the effect is countered, you do not suffer it.

Target Others: This augmentation allows you manifest a personal power as a touch power, possibly as a touch attack if the target is not willing. If the attack fails or if their Power Resistance protects them, the power is spent with no effect. The augmentation cost is twice the power’s cost.

Augment: If you spend twice this powers manifestation cost, you may manifest it as a touch attack and Power Resistance will now negate it.

Immunity: When manifesting an Area effect, you might have allies within that area. This augmentation allows you to selectively miss them with your attack.

Augment: If you spend 1 additional power point for each ally within the area of effect of this power, they are immune to its effects. They are not however immune to any secondary effects of the power, a Fire-type power setting fire to the room for example.

Stygian Shadow: You can now target an Undead creature with your power.

Augment: If you spend 6 additional power points, you charge your power with positive energy and can now target an Undead creature with this power.



Meta-Psionic Augmentations

There are several augmentations that duplicate meta-psionic feats. This is because a meta-psionic feat is basically a Universal Augmentation. The key difference is that you must expend you psionic focus to use the meta-psionic feat. The reason for this is that by expending you focus, you “synch” the feat with the power and that allows you to use it to augment the power. If you wish to augment a single power with the equivalent of a meta-psionic feat, the cost is the same to augment it as it would be to use the feat.

For example, say energy ray is the only ray you know and while that Split Ray feat looks good, you do not want to waste a feat on it just to modify a single power. So you decide to add an argumentation to your power that would allow you the option of creating additional rays. After getting your DM’s approval and doing the proper research you could discover the following augmentation.

Augment: If you spend an additional 4 power points you may fire one additional ray than normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target or a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.



Sample Augmentations

We have added some “new”


augmentations to existing powers to give you an example of what can be accomplished with some research.

Adapt Body: Augment: If you spend 6 additional power points, you can manifest this power as an Intermediate action instead of as a Standard action.

Animal Affinity: Augment: If you spend an additional 6 power points, you can manifest this power as Baleful power.

Change the following:
Range: Touch
Target: Creature touched
Saving Throw: None
Power Resistance: Yes
You deal 4 points ability damage to the ability score of your choice with your successful melee touch attack.

Body Adjustment: Augment: If you spend an additional 4 power points, you can manifest this power as an Intermediate action in response to suffering damage that would cause Massive Damage( See Player’s Handbook page 145 ). If you heal enough of the damage, you do not suffer the effects of massive damage.

Augment: If you spend 10 additional power points, you can manifest this power as a touch power and target another. If they are unwilling, then you must make a touch attack and Power Resistance applies and can negate the power.

Bolt: Augment: If you spend 4 additional power points, you can make a ranged attack with one or more of the arrows or bolts you create, depending on how many attacks you can make in a round.

Burst: Augment: If you spend 2 additional power points, you can increase your speed by an additional 10 feet.

Chameleon: Augment: For each additional power point you spend, you gain a +1 enhancement bonus to your Hide skill check.

Claws of the Beast & Claws of Energy: Augment: If you spend 6 additional power points and know both powers, you can manifest both of these powers almost simultaneously. You cannot use this augmentation if you have already used you Quickened Power or Swift action for this round and using this augmentation costs you your Quickened Power or Swift action in this round.

Control Object: Augment: For each additional power point you spend, you can target an object weighting an additional 25lbs.

Crisis of Life: Augment: If you spend 6 additional power points, you charge this power with positive energy and can now target an Undead creature with this power. The Undead creature is forced to recognize its undead existence and must save against accepting its death.

Death Urge: Augment: If you spend an additional 4 power points and if the target survives this power’s effects, the target will be Nauseated for 1d4 rounds.

Dimension Door & Minor Creation: Augment: If you spend 6 additional power points, you can manifest both of these powers almost simultaneously. As you teleport away, you create a wooden log to take you place and receive any attacks that are targeting your location.
You cannot use this augmentation if you have already used your Quickened Power or Swift action for this round and using this augmentation costs you your Quickened Power or Swift action in this round.

Dismissal, Psionic: Augment: If you spend 4 power points and the target resists this power’s effects, the target will be Shaken for 1d4 rounds.

Divination, Psionic: Augment: For each additional power point you spend, you can add +1 to the base chance of a correct divination.

Energy Ball: Augment: If you spend an additional 4 power points, you can choose two energy types when manifesting this power. The damage done is divided evenly between the two types of energy.

Energy Burst: Augment: If you spend an additional 6 power points, you can manifest this power with Acid as the energy type. It does 1d6 points of damage per round for 5 rounds. For each additional damage die you would add, you instead add an additional round to the duration.

Energy Ray: Augment: If you spend 4 additional power points, you can choose to manifest this power as a touch attack, but with the possibility of a Critical hit on a 19 or 20 doing double damage.

Energy Wall: Augment: If you spend 4 additional power points, you may manifest this power as a Force effect instead of an energy type. It functions as a Wall of Force (see Player’s Handbook page 298) except as per the power’s description.

Fabricate, Psionic: Augment: For each additional power point you spend, you can target an additional 10 cu. ft. of material.

Float: Augment: If you spend 2 additional power points, you can increase your swimming speed by 10 feet

Fly, Psionic: Augment: You can augment this power in one or both of the following ways.
1: For each additional power point you spend, you can increase your flight speed by 5 ft.
2: If you spend an additional 2 power points, you can improve your maneuverability by one rank (see Dungeon Master’s Guide page 20).

Identify, Psionic: Augment: If you spend 6 additional power points, you can manifest this power as a Full Round Action.

Metamorphosis: Augment: For each additional power point you spend, you gain an additional +1 enhancement bonus to your Disguise skill check.

Augment: If you spend 5 power points less, you can use this power to emulate the spell Alter Self.

Modify Memory, Psionic: Augment: If you spend 4 additional power points, this power will leave the target Stunned for 1d4 rounds after it has been manifested.

Power Resistance: Augment: If you spend an additional 4 power points, you can manifest this power as an Intermediate action in response to suffering the effects of a Psionic power that is subject to Power Resistance. You gain your Power Resistance before the power targeting you takes effect.

Psionic Blast: Augment: If you spend 1 additional power point for each ally within the area of effect of this power, they are immune to its effects.

Psionic Lock: Augment: For every 2 additional power points you spend, you can increase the DC check by +1 to break open the door or portal.

Psychic Crush: Augment: If you spend 4 additional power points, the target is also Fatigued for 1d4 rounds after this power’s effect.

Sense Link, Forced: Augment: If you spend an additional 4 power points, you can leave the target Blinded or Deafened (but not both) for 1d4 rounds after this power’s duration ends.

Steadfast Perception: Augment: For every 2 additional power points you spend, you gain +1 enhancement bonus to your Search and Spot checks.
 

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