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*Pathfinder & Starfinder
New Psionic Discipline. (PsiNatural)
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<blockquote data-quote="HellHound" data-source="post: 568415" data-attributes="member: 3397"><p>After running "If Thoughts Could Kill" by Bruce Cordell (published by Malhavoc Press), in the end the PCs were in the nearly unique situation where they could enact a paradigm-changing change.</p><p></p><p>Being PCs, they couldn't resist.</p><p></p><p>So, we have a new psionic discipline in our game world.</p><p></p><p>It replaces Telepathy (which in and of itself is a heavy thing to replace, after all, a lot of people think of telepathy as THE central element of psionics, at least subconsciously), and therefore the powers are MOSTLY telepathy-related (so as not to strip ALL the telepathy powers from the game world).</p><p></p><p>Here is the current powerlist in progress:</p><p></p><p>Level 0 Psinatural Powers</p><p>Daze. Creature loses next action.</p><p>Elfsight. You have low-light vision.</p><p>Lesser Natural Armor. You gain +1 natural armor bonus.</p><p>Talons. Your unarmed attacks deal +1 damage.</p><p></p><p>Level 1 Psinatural Powers</p><p>Bite of the Wolf. Your bite attack deals 1d8 damage.</p><p>Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts</p><p>Metaphysical Fang. One natural weapon of subject creature gets +1 bonus to attack and damage.</p><p>Detect Animals or Plants. Detects species of animals or plants.</p><p>Invisibility to Animals. Animals can't perceive one subject/level.</p><p>Entangle Plants. entangle everyone in 40-ft.-radius circle.</p><p>Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.</p><p></p><p>Level 2 Psinatural Powers</p><p>Animal Friendship. Gains permanent animal companions. </p><p>Animal Messenger. Sends a Tiny animal to a specific place.</p><p>Animal Trance. Fascinates 2d6 HD of animals. </p><p>Charm Person or Animal. Makes one person or animal your friend.</p><p>Claws of the Bear. Your unarmed attack deals 1d12 damage.</p><p>Hold Animal. Holds one animal helpless; 1 round/level. </p><p>Speak with Animals. You can communicate with natural animals.</p><p></p><p>Level 3 Psinatural Powers</p><p>Animal Domination. Subject animal obeys your will.</p><p>Barkskin. Grants +3 natural armor bonus (or higher). </p><p>Bite of the Tiger. Your bite attack deals 2d8 damage.</p><p>Charm Monster. Makes monster believe it is your ally.</p><p>Metaphysical Fang. Weapon gains a +3 bonus. </p><p>Mindlink. You have a mental bond with others.</p><p>Speak with Plants. You can talk to normal plants and plant creatures.</p><p></p><p>Level 4 Psinatural Powers</p><p>Antiplant Shell. Keeps animated plants at bay. </p><p>Control Plants. Talk to and control plants & fungi. </p><p>Natural Armor. You gain a +4 natural armor bonus.</p><p>Polymorph Self. You assume a new form.</p><p>Repel Vermin. Insects stay 10 ft. away.</p><p></p><p>Level 5 Psinatural Powers</p><p>Awaken. Animal or tree gains human intellect. </p><p>Commune with Nature. Learn about terrain for one mile/level. </p><p>Dominate Person or Animal. Subject obeys your will.</p><p>Druid Grove. Stores spells in trees (Masters of the Wild).</p><p>Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee. </p><p>Metamorphosis. You take the form of creatures and objects.</p><p></p><p>Level 6 Psinatural Powers</p><p>Breath of the Dragon. Breathe fire for 11d4 damage.</p><p>Liveoak. Oak becomes treant guardian. </p><p>Mind Switch. You switch minds with another.</p><p>Transport via Plants. Move instantly from one plant to another of the same species.</p><p></p><p>Level 7 Psinatural Powers</p><p>Creeping Doom. Carpet of insects attacks at your command. </p><p>Mass Domination. Many targets subject to your will.</p><p>Oak Body. You body becomes living wood.</p><p></p><p>Level 8 Psinatural Powers</p><p>Animal Shapes. One ally/level polymorphs into chosen animal. </p><p>Command Plants. Plants animate and vegetation entangles. </p><p>Mind Seed. Subject slowly becomes you.</p><p></p><p>Level 9</p><p>Antipathy. Object or location affected by spell repels certain creatures. </p><p>Confidante. You and another share a permanent mental bond.</p><p>Monster Domination. Controls any creature, but for less time.</p><p>Shapechange. Transforms you into any creature, and change forms once per round. </p><p>Sympathy. Object or location attracts certain creatures.</p><p></p><p></p><p>Comments? What do you think should be added, removed, changed? (We have attempted to stick to the number of powers normally available to a discipline at each listed level).</p></blockquote><p></p>
[QUOTE="HellHound, post: 568415, member: 3397"] After running "If Thoughts Could Kill" by Bruce Cordell (published by Malhavoc Press), in the end the PCs were in the nearly unique situation where they could enact a paradigm-changing change. Being PCs, they couldn't resist. So, we have a new psionic discipline in our game world. It replaces Telepathy (which in and of itself is a heavy thing to replace, after all, a lot of people think of telepathy as THE central element of psionics, at least subconsciously), and therefore the powers are MOSTLY telepathy-related (so as not to strip ALL the telepathy powers from the game world). Here is the current powerlist in progress: Level 0 Psinatural Powers Daze. Creature loses next action. Elfsight. You have low-light vision. Lesser Natural Armor. You gain +1 natural armor bonus. Talons. Your unarmed attacks deal +1 damage. Level 1 Psinatural Powers Bite of the Wolf. Your bite attack deals 1d8 damage. Calm Animals. Calms 2d4 +1/level HD of animals, beasts, and magical beasts Metaphysical Fang. One natural weapon of subject creature gets +1 bonus to attack and damage. Detect Animals or Plants. Detects species of animals or plants. Invisibility to Animals. Animals can't perceive one subject/level. Entangle Plants. entangle everyone in 40-ft.-radius circle. Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc. Level 2 Psinatural Powers Animal Friendship. Gains permanent animal companions. Animal Messenger. Sends a Tiny animal to a specific place. Animal Trance. Fascinates 2d6 HD of animals. Charm Person or Animal. Makes one person or animal your friend. Claws of the Bear. Your unarmed attack deals 1d12 damage. Hold Animal. Holds one animal helpless; 1 round/level. Speak with Animals. You can communicate with natural animals. Level 3 Psinatural Powers Animal Domination. Subject animal obeys your will. Barkskin. Grants +3 natural armor bonus (or higher). Bite of the Tiger. Your bite attack deals 2d8 damage. Charm Monster. Makes monster believe it is your ally. Metaphysical Fang. Weapon gains a +3 bonus. Mindlink. You have a mental bond with others. Speak with Plants. You can talk to normal plants and plant creatures. Level 4 Psinatural Powers Antiplant Shell. Keeps animated plants at bay. Control Plants. Talk to and control plants & fungi. Natural Armor. You gain a +4 natural armor bonus. Polymorph Self. You assume a new form. Repel Vermin. Insects stay 10 ft. away. Level 5 Psinatural Powers Awaken. Animal or tree gains human intellect. Commune with Nature. Learn about terrain for one mile/level. Dominate Person or Animal. Subject obeys your will. Druid Grove. Stores spells in trees (Masters of the Wild). Insect Plague. Insect horde limits vision, inflicts damage, and weak creatures flee. Metamorphosis. You take the form of creatures and objects. Level 6 Psinatural Powers Breath of the Dragon. Breathe fire for 11d4 damage. Liveoak. Oak becomes treant guardian. Mind Switch. You switch minds with another. Transport via Plants. Move instantly from one plant to another of the same species. Level 7 Psinatural Powers Creeping Doom. Carpet of insects attacks at your command. Mass Domination. Many targets subject to your will. Oak Body. You body becomes living wood. Level 8 Psinatural Powers Animal Shapes. One ally/level polymorphs into chosen animal. Command Plants. Plants animate and vegetation entangles. Mind Seed. Subject slowly becomes you. Level 9 Antipathy. Object or location affected by spell repels certain creatures. Confidante. You and another share a permanent mental bond. Monster Domination. Controls any creature, but for less time. Shapechange. Transforms you into any creature, and change forms once per round. Sympathy. Object or location attracts certain creatures. Comments? What do you think should be added, removed, changed? (We have attempted to stick to the number of powers normally available to a discipline at each listed level). [/QUOTE]
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