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My psionics house rules for the XPH
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<blockquote data-quote="Lord_Anthrax" data-source="post: 1497785" data-attributes="member: 2666"><p><strong>My Psionics House Rules</strong></p><p></p><p>The Psionics are Different option is in effect.</p><p>Inertial Armor is not a power, but a feat(see Feats).</p><p>Psionic Focus: For feats which require the expenditure of a Psionic Focus to function, the option</p><p>is given to expend power points instead to maintain that focus. Metapsionic feats do not require</p><p>this expenditure, but become full-round actions if it is not expended. Costs follow:</p><p>-Aligned Attack: 3.</p><p>-Deep Impact: 5.</p><p>-Fell Shot: 5.</p><p>-Focused Sunder: 1.</p><p>-Greater Power Penetration: 5.</p><p>-Greater Psionic Endowment: 5.</p><p>-Greater Psionic Fist/Shot/Weapon: 3.</p><p>-Inquisitor: 1.</p><p>-Mental Leap: 1.</p><p>-Power Penetration: 3.</p><p>-Psionic Charge: 1.</p><p>-Psionic Fist/Shot/Weapon: 1.</p><p>-Psionic Endowment: 3.</p><p>-Return Shot: 3.</p><p>-Talented: 3.</p><p>-Unavoidable Strike: 5.</p><p>-Wounding Attack: 3.</p><p></p><p>Feats:</p><p></p><p>Improved Inertial Armor[Psionic]</p><p>Your Inertial Armor field is stronger than normal.</p><p>Prerequisites: Concentration 8 Ranks, Inertial Armor.</p><p>Benefit: Your Inertial Armor gains a +1 to its armor bonus, and an additional +1 for each 5 ranks</p><p>of Concentration over 8, to a maximum bonus of +4.</p><p></p><p>Inertial Armor[Psionic]</p><p>Your mind instinctively generates a field of protective energy.</p><p>Benefit: While you retain a psionic focus, your mind automatically generates a tangible field of </p><p>force that provides a +4 armor bonus to AC. Unlike mundane armor, Inertial Armor entails no</p><p>armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic</p><p>force, incorporeal creatures can't bypass it the way they do normal armor. Your inertial armor can</p><p>be invisible or appear as a colored glow, at your option. The armor bonus provided by Inertial</p><p>Armor does not stack with the armor bonus provided by regular armor.</p><p></p><p>Altered Powers:</p><p>-Dominate's duration increases for each 2 PP spent augmenting it, to round/level, then minute/level,</p><p>then 10 minutes/level, then hour/level.</p><p>-Identify(Psionic) takes one hour to manifest, and can be augmented to affect one extra item/PP.</p><p>-Psionic Blast can also be augmented to have double its range for 2 PP.</p><p></p><p>New Powers:</p><p></p><p>Force</p><p>Psychokinesis</p><p>Level: Psychic Warrior 1</p><p>Display: Auditory</p><p>Manifestation Time: 1 swift action</p><p>Range: Touch</p><p>Target: 1 weapon</p><p>Duration: Until discharged or 1 minute/level</p><p>Saving Throw: No</p><p>Power Resistance: No</p><p>Power Points: 1</p><p>You imbue a melee or ranged weapon (or ammo for a ranged weapon) with psychokinetic energy.</p><p>While the duration lasts, the weapon subtly hums and vibrates. On a successful hit, the weapon</p><p>does an additional point of damage, which discharges the potential. Manifesting the power is a </p><p>swift action, like manifesting a quickened power, and it counts toward the normal limit of one</p><p>quickened power per round.</p><p>Augment: For every extra point you spend, the damage bonus increases by one. Additionally, for</p><p>an extra 4 points, you can imbue two weapons at once with this power.</p><p></p><p>Sever the Tie </p><p>Psychokinesis</p><p>Level: Psion/Wilder 2</p><p>Display: Auditory, Material</p><p>Manifestation Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: Several undead creatures within a 10-ft.-radius burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Will half</p><p>Power Resistance: Yes</p><p>Power Points: 3</p><p>You disrupt an undead creature's tie to the Negative Energy Plane, damaging or destroying the </p><p>creature. Your psychokinetic "scythe" deals 3d8 points of damage to all undead within the area.</p><p>Undead that are brought to 0 hit points or below by use of the power fall limply and molder into</p><p>dust (if corporeal), or slowly disperse (if incorporeal).</p><p>Augment: For every extra point you spend, the damage increases by 1d8.</p><p></p><p>Thrust</p><p>Psychoportation</p><p>Level: Psychic Warrior 1</p><p>Display: Auditory</p><p>Manifestation Time: 1 swift action</p><p>Range: Touch</p><p>Target: One missile weapon</p><p>Duration: Until discharged or 1 minute/level</p><p>Saving Throw: No</p><p>Power Resistance: No</p><p>Power Points: 1</p><p>You imbue a ranged weapon (or ammo for a ranged weapon) with psychokinetic energy. While the</p><p>duration lasts, the weapon subtly hums and vibrates. The psychokinetic energy doubles the</p><p>weapon's range increment. Manifesting the power is a swift action, like manifesting a quickened</p><p>power, and it counts toward the normal limit of one quickened power per round.</p><p>Augment: For every 3 extra points you spend, this power will affect another ranged weapon or</p><p>unit of ammo for that turn. Additionally, for every 5 extra points you spend, you add another</p><p>doubling to the range(remember that two doublings equals a tripling, three doublings a quadrupling,</p><p>and so forth.)</p></blockquote><p></p>
[QUOTE="Lord_Anthrax, post: 1497785, member: 2666"] [b]My Psionics House Rules[/b] 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.) [/QUOTE]
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