Psionic Feats
A note on Virtual Feats: A monk's fast movement ability counts as if it were Speed of Thought for the purposes of prerequisites.
Slow Fall [Psychic]
You may use a nearby surface to slow you'r fall.
Prerequisites: Speed of Thought, Dex 13+ Reserve PP 1+
Benefit: When you are falling, but are within arm's reach of a wall, you may treat the fall as if it is 20' shorter than it actually is.
Normal: Characters always treat falls as if they were their full length.
Special: You may take this feat multiple times. I'ts affects stack. Each additional time you take this feat, it's reserve PP requirement increases by +2 PP.
Psychic Skill [Psychic]
You may use psychic energy to make yourself better at something.
Prerequisites: Int 13+
Benefit: Whenever you make a skill check, you may choose to burn a number of PP, up to your Intelligence modifier. For each PP you burn, you gain a +2 bonus on the skill check. you may use this ability with a number of skills equal to your Inteligence modifer (choose those skills when you take this feat, or leave "open" slots and choose the skills as you go).
Special: If you have Skill Focus in a skill, you may automatically use this feat with that skill, regardless of weather or not you selected it to be one of the skills that you may use this feat with. For instance, Jo the Ranger has Int 15, and selected Jump and Tumble as his powerable skills. He also has Skill Focus (wilderness lore). He may use this feat to empower Wilderness Lore.
A few notes on Psionic Items
I hate 'universal items' and 'wondrous items.' IMHO, they can really subtract from the feel of a setting. All gms should strictly regulate what items are aloud in their games, unless they just want that blaa high fantasy mish-mash. I am allowing the following items: Shards, Ioun Stones, Torc of Psionic Might, Crawling Tattooes. The other psionic Item Creation feats will be left alone. Most likely characters will have much less gold, say, they start out with 150 gold, and gain about (levelx100) GP per level. I'm hoping to make items not artifacts, but not everyday. In addition, Universal Items that grant a +2, 4, or 6 to one ability will be allowed, as long as the player can make a cool description of it.
Think about Crouching Tiger: There was only ONE magic item in the movie, probably not even a +4. It was most likely a Mithral Longsword, by the d20 rules. The characters were all like 15th-20th level, judging by their attack rates, skills, and feats. That's wuxia.
The special materials allowed will be an ultralight thing metal mithrall, an ultrahard one like Adamantine, a crystal detailed below, and a ultralight wood like Darkwood.
Resonance Crystal: This crystal material vibrates with psychic energy. The vibration serves to deflect incomming attacks and provide a sharper blade. Armor made of Resonance Crystal gians a +1 natural enhancement, as do slashing and piercing weapons. In addition, a weapon made from REsonance Crystal can make a single attack roll with a +10 bonus, once per day. Resonance Crystal has hardness 15 and 20 HP per inch of thickness. Items made from Resonance Crystal cost an extra 500 GP for every pound of weight.
A note on Virtual Feats: A monk's fast movement ability counts as if it were Speed of Thought for the purposes of prerequisites.
Slow Fall [Psychic]
You may use a nearby surface to slow you'r fall.
Prerequisites: Speed of Thought, Dex 13+ Reserve PP 1+
Benefit: When you are falling, but are within arm's reach of a wall, you may treat the fall as if it is 20' shorter than it actually is.
Normal: Characters always treat falls as if they were their full length.
Special: You may take this feat multiple times. I'ts affects stack. Each additional time you take this feat, it's reserve PP requirement increases by +2 PP.
Psychic Skill [Psychic]
You may use psychic energy to make yourself better at something.
Prerequisites: Int 13+
Benefit: Whenever you make a skill check, you may choose to burn a number of PP, up to your Intelligence modifier. For each PP you burn, you gain a +2 bonus on the skill check. you may use this ability with a number of skills equal to your Inteligence modifer (choose those skills when you take this feat, or leave "open" slots and choose the skills as you go).
Special: If you have Skill Focus in a skill, you may automatically use this feat with that skill, regardless of weather or not you selected it to be one of the skills that you may use this feat with. For instance, Jo the Ranger has Int 15, and selected Jump and Tumble as his powerable skills. He also has Skill Focus (wilderness lore). He may use this feat to empower Wilderness Lore.
A few notes on Psionic Items
I hate 'universal items' and 'wondrous items.' IMHO, they can really subtract from the feel of a setting. All gms should strictly regulate what items are aloud in their games, unless they just want that blaa high fantasy mish-mash. I am allowing the following items: Shards, Ioun Stones, Torc of Psionic Might, Crawling Tattooes. The other psionic Item Creation feats will be left alone. Most likely characters will have much less gold, say, they start out with 150 gold, and gain about (levelx100) GP per level. I'm hoping to make items not artifacts, but not everyday. In addition, Universal Items that grant a +2, 4, or 6 to one ability will be allowed, as long as the player can make a cool description of it.
Think about Crouching Tiger: There was only ONE magic item in the movie, probably not even a +4. It was most likely a Mithral Longsword, by the d20 rules. The characters were all like 15th-20th level, judging by their attack rates, skills, and feats. That's wuxia.
The special materials allowed will be an ultralight thing metal mithrall, an ultrahard one like Adamantine, a crystal detailed below, and a ultralight wood like Darkwood.
Resonance Crystal: This crystal material vibrates with psychic energy. The vibration serves to deflect incomming attacks and provide a sharper blade. Armor made of Resonance Crystal gians a +1 natural enhancement, as do slashing and piercing weapons. In addition, a weapon made from REsonance Crystal can make a single attack roll with a +10 bonus, once per day. Resonance Crystal has hardness 15 and 20 HP per inch of thickness. Items made from Resonance Crystal cost an extra 500 GP for every pound of weight.
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