James McMurray
First Post
Should I allow these feats in my campaign? They are from the Mind's Eye section of WotC's website.
This could get fairly nasty, considering it would give the psion in question 2 metamagic feats for the cost of a regular feat. The character would be picking up the feat at 9th level, thus trading in two fairly useless combat modes for two very useful feats.
Much like Empower Spell, but even more versatile. Of course, psion powers don't scale with level, so it usually wouldn't be as devestating as stacked empowers can be.
This could be very troublesome, given that it would allow chained Disintigrates to be done.
This is not overpowering, but would be taken mainly as a bridge to other construct enhancing feats. (see below)
constructs that last normally for a single encounter would last through several if they happened in rapid succession.
Could really be useful with the above feats.
Is trading 0-level powers for a power point a viable use of a feat?
There is also a feat called advanced Construction which basically gives more abilities that Astral Constructs can have. Currently the list is fairly decent, but restrictive.
Thanks for your help folks!
Resculpt Mind [Psionic]
Prerequisites: Psion only, manifester level 3rd+
Benefit: Instead of gaining a new psionic combat mode when you go up a level, you instead choose any metapsionic feat, gaining it as a bonus feat. You now choose to gain a metapsionic feat or a psionic combat mode at each level you normally qualify for a new psionic combat mode (3rd, 5th, 7th, 9th, and 11th).
You still have the option of gaining four of the five the psionic combat modes you gave up for bonus metapsionic feats, at levels 13th, 15th, 17th, and 19th, respectively. You may not give up psionic combat modes for bonus metapsionic feats at these higher levels.
This could get fairly nasty, considering it would give the psion in question 2 metamagic feats for the cost of a regular feat. The character would be picking up the feat at 9th level, thus trading in two fairly useless combat modes for two very useful feats.
Fortify Power [Metapsionic]
You can manifest powers to greater effect.
Benefit: All variable, numeric effects of an fortified power are increased by one-quarter (minimum of 1). A fortified power deals an extra twenty-five percent damage, cures twenty-five percent as many hit points, affects twenty-five percent more targets, and so on, as appropriate. For example, a fortified lesser concussion deals twenty-five percent more damage (roll 1d6 and multiply the result by 1.25, with a minimum extra damage of 1). Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. A fortified power costs a number of power points equal to its standard cost + 2.
Special: You can apply Fortify Power to the same power multiple times. Each time you apply it, the power is fortified another twenty-five percent, and it costs 2 more power points. For instance, a lesser concussion fortified 3 times deals 1d6 x 1.75 damage for a cost of 7 power points. You can't break the power point limit of the manifester level minus one when using Fortify Power multiple times on the same power. Thus, an 8th-level manifester could have used the power as described in the above example, while a 7th-level caster could not, though he could use Fortify Power twice on lesser concussion so that it deals 1d6 x 1.5 damage, for a cost of 5 power points.
Much like Empower Spell, but even more versatile. Of course, psion powers don't scale with level, so it usually wouldn't be as devestating as stacked empowers can be.
Chain Power [Metapsionic]
You can manifest powers that arc to other targets in addition to the primary target.
Prerequisite: Any other metapsionic feat.
Benefit: You can chain any power that specifies a single target and has a range greater than touch. The chained power affects that target (the primary target) normally, then arcs to a number of secondary targets equal to your manifester level. Each arc affects one secondary target. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum.
If the chained power deals damage, the secondary targets each take half as many dice of damage as the primary target (rounded down) and can attempt Reflex saving throws for half of the secondary damage. For powers that do not deal points of damage, the save DCs against arcing effects are reduced by 4. For example, a 16th-level psion manifests a chained baleful teleport on a nearby githzerai and can specify up to ten secondary targets. The githzerai, as primary target, must make a Will save against DC 17, while those affected by the secondary arcs save against DC 13.
A chained power costs a number of power points equal to its standard cost +6.
This could be very troublesome, given that it would allow chained Disintigrates to be done.
Augment Construction [Psionic]
Prerequisite: Manifester level 2nd+.
Benefit: Astral constructs you create with the astral construct powers gain +1 hit point per Hit Die and a +1 competence bonus on attack and damage rolls.
This is not overpowering, but would be taken mainly as a bridge to other construct enhancing feats. (see below)
Extended Construction [Psionic]
You gain an increased duration on your manifested astral constructs.
Prerequisite: Manifester level 3rd+, Augment Construction, Ecto Manipulation.
Benefit: Astral constructs that you manifest have a duration of 1 minute per manifester level instead of their normal duration. For example a 13th-level psion manifests astral construct VI, creating a single type VI construct with a duration of 13 minutes
constructs that last normally for a single encounter would last through several if they happened in rapid succession.
Doesn't look too bad to me. This basically allows the construct to trade abilties up. Normally you can trade abilities down (i.e. 1 C ability trades for 2 A abilities.Ecto Manipulation [Psionic]
You can manifest a more powerful astral construct at the expense of flexibility.
Prerequisite: Manifester level 3rd+, Augment Construction.
Benefit: When you manifest an astral construct, you can trade in two abilities from the same menu for an ability from the next highest menu. For example when manifesting astral construct VI you can trade in two Menu B selections for a single Menu C selection.
Empower Construction [Psionic]
You can manifest astral constructs with additional special abilities.
Prerequisite: Augment Construction
Benefit: Astral constructs you create with the astral construct powers gain one additional special ability. The ability must be from a menu that the construct can legally choose from. This ability cannot be traded in for choices from lesser menus, as is normally the case.
Could really be useful with the above feats.
Psionic Infusion [Psionic]
You can use your free 0-level manifestations to decrease the power point cost of manifesting a power.
Prerequisite: 1st-level psion or psychic warrior.
Benefit: When manifesting a power, you can trade in two of your free 0-level manifestations to reduce the cost to manifest the power by 1 power point.
Special: You can apply this feat multiple times to the power as it is manifested. A power that has its cost reduced to 0 is manifested for free.
Is trading 0-level powers for a power point a viable use of a feat?
There is also a feat called advanced Construction which basically gives more abilities that Astral Constructs can have. Currently the list is fairly decent, but restrictive.
Thanks for your help folks!
Last edited: