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.)