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My psionics house rules for the XPH

Thanee said:
Well, one way to make the discipline powers stand out more is - what I wrote above - to disallow picking from those lists with Expanded Knowledge (the book is broken enough as is, better to downgrade, than to upgrade even more ;)). The powers on the lists are often above average already as well, so don't really need another powerup.

I think disallowing picking from the lists with Expanded Knowledge would be pointless. What would you use Expanded Knowledge for anyway?

Plus, it wouldn't do anything to help my general thesis. I think it might be nice if Seers find it easiest to use precognition, telepaths find it easiest to do telempathic projection etc. Otherwise what is the point of identifying the discipline of the items on the psion/wilder list?
 

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Quick Question about Expanded Knowledge.

If there is a power which is not on your list, but is on (say) both the Egoist and Psychic Warrior list at different levels... is there anything to stop a psion using expanded knowledge to pick it as a 1st level power from the PWar list rather than a 2nd level power from the Egoist list?
 


Presumably one would need to keep note of the source of the power if there were differences in implementation too (e.g. dimension swap is more limited for PsyWars)
 

My Psionics House Rules

The Psionics are Different option is in effect.
Inertial Armor is not a power, but a feat(see Feats).
Psionic Focus: For feats which require the expenditure of a Psionic Focus to function, the option
is given to expend power points instead to maintain that focus. Metapsionic feats do not require
this expenditure, but become full-round actions if it is not expended. Costs follow:
-Aligned Attack: 3.
-Deep Impact: 5.
-Fell Shot: 5.
-Focused Sunder: 1.
-Greater Power Penetration: 5.
-Greater Psionic Endowment: 5.
-Greater Psionic Fist/Shot/Weapon: 3.
-Inquisitor: 1.
-Mental Leap: 1.
-Power Penetration: 3.
-Psionic Charge: 1.
-Psionic Fist/Shot/Weapon: 1.
-Psionic Endowment: 3.
-Return Shot: 3.
-Talented: 3.
-Unavoidable Strike: 5.
-Wounding Attack: 3.

Feats:

Improved Inertial Armor[Psionic]
Your Inertial Armor field is stronger than normal.
Prerequisites: Concentration 8 Ranks, Inertial Armor.
Benefit: Your Inertial Armor gains a +1 to its armor bonus, and an additional +1 for each 5 ranks
of Concentration over 8, to a maximum bonus of +4.

Inertial Armor[Psionic]
Your mind instinctively generates a field of protective energy.
Benefit: While you retain a psionic focus, your mind automatically generates a tangible field of
force that provides a +4 armor bonus to AC. Unlike mundane armor, Inertial Armor entails no
armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic
force, incorporeal creatures can't bypass it the way they do normal armor. Your inertial armor can
be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial
Armor does not stack with the armor bonus provided by regular armor.

Altered Powers:
-Dominate's duration increases for each 2 PP spent augmenting it, to round/level, then minute/level,
then 10 minutes/level, then hour/level.
-Identify(Psionic) takes one hour to manifest, and can be augmented to affect one extra item/PP.
-Psionic Blast can also be augmented to have double its range for 2 PP.

New Powers:

Force
Psychokinesis
Level: Psychic Warrior 1
Display: Auditory
Manifestation Time: 1 swift action
Range: Touch
Target: 1 weapon
Duration: Until discharged or 1 minute/level
Saving Throw: No
Power Resistance: No
Power Points: 1
You imbue a melee or ranged weapon (or ammo for a ranged weapon) with psychokinetic energy.
While the duration lasts, the weapon subtly hums and vibrates. On a successful hit, the weapon
does an additional point of damage, which discharges the potential. Manifesting the power is a
swift action, like manifesting a quickened power, and it counts toward the normal limit of one
quickened power per round.
Augment: For every extra point you spend, the damage bonus increases by one. Additionally, for
an extra 4 points, you can imbue two weapons at once with this power.

Sever the Tie
Psychokinesis
Level: Psion/Wilder 2
Display: Auditory, Material
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several undead creatures within a 10-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
You disrupt an undead creature's tie to the Negative Energy Plane, damaging or destroying the
creature. Your psychokinetic "scythe" deals 3d8 points of damage to all undead within the area.
Undead that are brought to 0 hit points or below by use of the power fall limply and molder into
dust (if corporeal), or slowly disperse (if incorporeal).
Augment: For every extra point you spend, the damage increases by 1d8.

Thrust
Psychoportation
Level: Psychic Warrior 1
Display: Auditory
Manifestation Time: 1 swift action
Range: Touch
Target: One missile weapon
Duration: Until discharged or 1 minute/level
Saving Throw: No
Power Resistance: No
Power Points: 1
You imbue a ranged weapon (or ammo for a ranged weapon) with psychokinetic energy. While the
duration lasts, the weapon subtly hums and vibrates. The psychokinetic energy doubles the
weapon's range increment. Manifesting the power is a swift action, like manifesting a quickened
power, and it counts toward the normal limit of one quickened power per round.
Augment: For every 3 extra points you spend, this power will affect another ranged weapon or
unit of ammo for that turn. Additionally, for every 5 extra points you spend, you add another
doubling to the range(remember that two doublings equals a tripling, three doublings a quadrupling,
and so forth.)
 

Just wandered over from the Elan(?) Balance Thread
It seems reasonable to allow an elan to spend psp = manifester level or 1/2 character level on their defensive racial abilities.

I won't mess with the psionic focus rules until they are playtested,
I saw a offical clarification for dominate
Augments
+1 psp 1/round per level
+2 psp add one day to duration
+4 psp 1/day per level
Which is similar to the fix proposed earlier in this thread.
 

My psionics house rules

Something bugs me about the division between the general and the discipline lists, and that is that sometimes a lesser version of a power is available to the discipline, but the greater version of the power is available to all.

What I may do is alter the general list so that at the point the discipline gets the improved version, they get the basic version.

e.g.
Teleport (nomad 5, psion 8), greater teleport (nomad 8)

Bend Reality (seer 7, psion 9), reality revision (seer 9)
 

Plane Sailing: That makes sense to me as well, except for reality revision (seer 9), since that power could then never be taken by anyone else.

The example that stuck in my craw was mind blank vs. personal mind blank. IMHO personal should be generally available (since it's what psi warriors get), and the help-your-whole-party version should be harder to acquire.


Everyone: I'm lothe to re-post it here, and it's not yet even good enough to be called a house rule, but could y'all spare a moment to glance over my proposed 3.5e Psi Combat rules? They're intended to capture the flavor, while adding very minimally to the mechanical headache.

-- N
 

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