Rip said:
So if you guys were DMing a game, would you forego the rules a bit and allow a character to have psionic abilities? Say if it was a natural born ability? As suggested above.
Just to spice up a party a little bit?
don't mean to merge D&D rules with House rules, but here's another take at wild talents for 3e ...
Wild Talent (General) (by Angelsboi & Jarval)
You have a minor psionic ability.
Benefit: You may choose one of the listed pairings of talents. You have one free Manifestation a day (total, not one for each talent).
Power Pairings:
Biocombatant (Lesser Natural Armor, Talons) (Str)
Clairvoyant (Inkling, Know Direction) (Wis)
Gato (Burst, Catfall) (Dex)
Luminesent (Control Shadow, My Light) (Int)
Mind Drifter (Daze, Distract) (Cha)
Psychocreative (Bolt, Trinket) (Int)
Telekinetic (Far Hand, Far Punch) (Con)
Telepathic (Missive, Telempathic Projection) (Cha)
Special: you are still considered to have a non-psionic buffer as long as you do not possess a level in a psi class or have the psi template. You may not take psionic feats unless you have at least one level in a psionic class.
Improved Wild Talent (General) (by Jarval & Wolf72)
You have practiced your psionic wild talents to such an extent that you can use them more often.
Prerequisite: Wild Talent, 3rd level, 13 in key ability score.
Benefit: You have a 1 + key ability score modifer free manefestations a day for your wild talent.
Greater Wild Talent (General) (by Jarval)
You have greater innate ability than most Wild Talents.
Prerequisites: Wild Talent, Improved Wild Talent, 7th level.
Benefit: The Greater Wild Talent feat allows you to choose a further power pairing from the Wild Talent list. However, you get no additional free manefestations.
Note: You are not considered a true psionic character with this feat. You are still a closed mind, and you may not take psionic feats.
Special: You can take this feat multiple times, each time gaining a further power pairing. Save DC’s are still based on the ability tied to the talent pairing.