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<blockquote data-quote="WizWrm" data-source="post: 1235602" data-attributes="member: 13568"><p><strong>Improved Inertial Armor [Psionic]</strong></p><p></p><p>You upgrade your Inertial Armor.</p><p></p><p><strong>Prerequisite:</strong> Inertial Armor, reserve power points (see text).</p><p></p><p><strong>Benefits:</strong> The improved field of protective energy provides a +2 armor bonus. This bonus stacks with the bonus from the Inertial Armor feat. The reserve power points requirement from Inertial Armor is increased by 2.</p><p></p><p><strong>Special:</strong> You can take this feat multiple times. Each time this feat is taken, it provides a +2 armor bonus. The bonus stacks with that of Inertial Armor and Improved Inertial Armor. The reserve power points requirement from Inertial Armor is increased by 2 each time the feat is taken. </p><p></p><p>For example, a psychic warrior has the inertial armor feat and has taken Improved Inertial Armor 3 times. As long as she keeps 7 power points in reserve, her armor bonus is +10. If she has only 3 power points in reserve, the armor bonus is +6.</p><p></p><p><strong>Call Item</strong></p><p>Psychoportation (Dex) [Teleportation]</p><p><strong>Level:</strong> Psion 1/Psychic Warrior 1</p><p><strong>Display:</strong> Au, Ma</p><p><strong>Manifestation Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Effect:</strong> 1 unattended item (see text)</p><p><strong>Duration:</strong> 1 hour/level (see text) (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Power Resistance:</strong> No</p><p><strong>Power Points:</strong> 1 (see text)</p><p></p><p>You call a piece of nonmagical equipment "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in the multiverse.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the type. This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more rounds, it automatically returns to wherever it originally came from.</p><p></p><p>As your level increases, you can call better and better items, although the power point cost is also greater.</p><p></p><p>Level Item Cost Example PP </p><p>1-3 10 gp Silk rope 1 </p><p>4-6 100 gp Musical instrument 3 </p><p>7+ 1,000 gp Spyglass 5 </p><p></p><p>Items gained by call item are distinctive due to the low hum they emit.</p><p></p><p><strong>Ectogoo</strong></p><p>Metacreativity (Int) </p><p><strong>Level:</strong> Psion 1 / Psychic Warrior 1</p><p><strong>Display:</strong> Vi, Ma</p><p><strong>Manifestation Time:</strong> 1 action </p><p><strong>Range:</strong> Close (25 ft. + 5 ft./level)</p><p><strong>Target:</strong> Single creature</p><p><strong>Duration:</strong> 1 minute </p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>Power Resistance:</strong> Yes</p><p><strong>Power Points:</strong> 1</p><p>You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack. On a successful hit, the subject is entangled in goo. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled creature must make a Reflex save (DC 15) or is glued to the floor, unable to move. Even with a successful save, it can move only at half speed.</p><p>A creature who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off himself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature who hit makes a damage roll to see how much of the goo he scraped off. Once free, a creature can move at half speed. A creature capable of manifesting powers who is bound by the goo must make a Concentration check (DC 15) to manifest a power. The goo becomes brittle, fragile, and inert after 1 minute. The goo can also be negated. </p><p></p><p><strong>Vim</strong></p><p>Psychometabolism (Str)</p><p><strong>Level:</strong> Psion 2/Psychic Warrior 2</p><p><strong>Display:</strong> Ma, Ol</p><p><strong>Manifestation Time:</strong> 1 action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 minute/level (D)</p><p><strong>Power Points:</strong> 3</p><p></p><p>You suffuse yourself with power, gaining 3 temporary hit points per manifester level (maximum 24 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vim. See Chapter 8 of the Player's Handbook for more on temporary hit points.</p></blockquote><p></p>
[QUOTE="WizWrm, post: 1235602, member: 13568"] [b]Improved Inertial Armor [Psionic][/b] You upgrade your Inertial Armor. [b]Prerequisite:[/b] Inertial Armor, reserve power points (see text). [b]Benefits:[/b] The improved field of protective energy provides a +2 armor bonus. This bonus stacks with the bonus from the Inertial Armor feat. The reserve power points requirement from Inertial Armor is increased by 2. [b]Special:[/b] You can take this feat multiple times. Each time this feat is taken, it provides a +2 armor bonus. The bonus stacks with that of Inertial Armor and Improved Inertial Armor. The reserve power points requirement from Inertial Armor is increased by 2 each time the feat is taken. For example, a psychic warrior has the inertial armor feat and has taken Improved Inertial Armor 3 times. As long as she keeps 7 power points in reserve, her armor bonus is +10. If she has only 3 power points in reserve, the armor bonus is +6. [b]Call Item[/b] Psychoportation (Dex) [Teleportation] [b]Level:[/b] Psion 1/Psychic Warrior 1 [b]Display:[/b] Au, Ma [b]Manifestation Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Effect:[/b] 1 unattended item (see text) [b]Duration:[/b] 1 hour/level (see text) (D) [b]Saving Throw:[/b] None [b]Power Resistance:[/b] No [b]Power Points:[/b] 1 (see text) You call a piece of nonmagical equipment "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in the multiverse.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the type. This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more rounds, it automatically returns to wherever it originally came from. As your level increases, you can call better and better items, although the power point cost is also greater. Level Item Cost Example PP 1-3 10 gp Silk rope 1 4-6 100 gp Musical instrument 3 7+ 1,000 gp Spyglass 5 Items gained by call item are distinctive due to the low hum they emit. [b]Ectogoo[/b] Metacreativity (Int) [b]Level:[/b] Psion 1 / Psychic Warrior 1 [b]Display:[/b] Vi, Ma [b]Manifestation Time:[/b] 1 action [b]Range:[/b] Close (25 ft. + 5 ft./level) [b]Target:[/b] Single creature [b]Duration:[/b] 1 minute [b]Saving Throw:[/b] Reflex negates [b]Power Resistance:[/b] Yes [b]Power Points:[/b] 1 You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack. On a successful hit, the subject is entangled in goo. An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled creature must make a Reflex save (DC 15) or is glued to the floor, unable to move. Even with a successful save, it can move only at half speed. A creature who is glued to the floor can break free with a successful Strength check (DC 27) or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off himself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature who hit makes a damage roll to see how much of the goo he scraped off. Once free, a creature can move at half speed. A creature capable of manifesting powers who is bound by the goo must make a Concentration check (DC 15) to manifest a power. The goo becomes brittle, fragile, and inert after 1 minute. The goo can also be negated. [b]Vim[/b] Psychometabolism (Str) [b]Level:[/b] Psion 2/Psychic Warrior 2 [b]Display:[/b] Ma, Ol [b]Manifestation Time:[/b] 1 action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] 1 minute/level (D) [b]Power Points:[/b] 3 You suffuse yourself with power, gaining 3 temporary hit points per manifester level (maximum 24 hit points). These hit points do not stack with temporary hit points from other sources or with additional uses of vim. See Chapter 8 of the Player's Handbook for more on temporary hit points. [/QUOTE]
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