This is usually the part where people start screaming...

Of course, the scary part isn't when it's used by Psions.

The scary part is when it's used optimally: by Wilders. Mua-ha-ha-ha-ha! We don't need no steenkin' bonus feats.

Heh, imagine an Erudite and a Wilder. Erudite manifests mind seed on helpless foes; Wilder eats brains; Wilder (eventually) has all Erudite powers. And Wilders have the Charisma to make Leadership work. ;)

Cheers, -- N

PS: And, just for the record, the feat is too strong.
 

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I think it's a pretty cool feat, but, like the others, think its a bit over the top... For wilders. (or other classes limited by powers known)
Also, I recall a feat in either PHB 2 or Champions of Ruin that let you take "trophies" from victims and they gave you bonuses to intimidate. I recall that making a trophy required a taxidermy check and a small xp cost. This feat seems pretty in line with that, but it needs more stipulations, like only psions can use the feat, or that the power must be on your class/discipline's list. The high DC skill check is ok, but it just makes this feat a no-brainer (har har) to use after a fight - If you fail, big deal. If you succeed, you gain quite a bit of potency depending on the power gained. (10th level psion 13 ranks +~6 int mod + SF = +21 to psicraft, enough to learn any power on a good die roll)
 

Nonlethal Force said:
I think the fact that everyone posting in this thread - except the OP - is saying that the feat is too strong says something. Something like ... this feat is too strong. :D

Add me to that list.

...

Either way, that it the fun of these boards. Put up an idea, and get feedback. You can choose to listen to or ignore the rising chorus of "This feat suggestion is too strong." Because, of course, it is! :D
Well, there are quite a few others on various other boards that think that it is not in fact too strong.

I might be persuaded but no one has really acknowledged on any of my points. That at lower levels you can change all powers with Psychic Reformation.


Also, I recall a feat in either PHB 2 or Champions of Ruin that let you take "trophies" from victims and they gave you bonuses to intimidate. I recall that making a trophy required a taxidermy check and a small xp cost.
Trophy Collector is from the PHB II and does not in fact require any XP.


Anyways, I've played for many years, and have yet to run across more than a very, VERY small handful of psionic creatures. How is this any worse than running across a Wizard and taking his spellbook? That doesn't even require skills, feats or anything.
 

The Vorpal Tribble said:
How is this any worse than running across a Wizard and taking his spellbook? That doesn't even require skills, feats or anything.
Because wizards have a limit to the spells they can memorise. Your proposed feat is akin to letting a sorceror add the contents of a spellbook to his available spells.
 

The Vorpal Tribble said:
No feat incures XP loss to my knowledge.
Craft Wand, Craft Magic Arms and Armor, Scribe Scroll.... plus a lot of others ... also incurr an XP cost when used.

As does Expanded Power Knoweledge(Any Power that uses XP).
 

The Vorpal Tribble said:
Well, there are quite a few others on various other boards that think that it is not in fact too strong.
And? Is this supposed to be some kind of Canadian girlfriend?

The Vorpal Tribble said:
I might be persuaded but no one has really acknowledged on any of my points. That at lower levels you can change all powers with Psychic Reformation.
By paying XP to use psychic reformation. There's a point here, if you care to acknowledge it. :)

The Vorpal Tribble said:
Anyways, I've played for many years, and have yet to run across more than a very, VERY small handful of psionic creatures. How is this any worse than running across a Wizard and taking his spellbook? That doesn't even require skills, feats or anything.
So, because your DM doesn't throw Psionic creatures at you, this feat is balanced for others in campaigns where the DM might, in fact, make the feat useful? You're saying it's balanced only if it can't be used?

-- N
 

Nifft said:
And? Is this supposed to be some kind of Canadian girlfriend?
Whatever that means... but my point was, y'know, just because folks HERE think it's unbalanced doesn't neccessarily mean it is as the poster seemed to be suggesting.

By paying XP to use psychic reformation. There's a point here, if you care to acknowledge it. :)
*sigh*

But psychic reformation can be used any time any place. Its not even in the same league as the feat.

So, because your DM doesn't throw Psionic creatures at you, this feat is balanced for others in campaigns where the DM might, in fact, make the feat useful? You're saying it's balanced only if it can't be used?
No, I'm saying that if used in a standard game it is useful but not overpowered. Sort of like if you only have 1 encounter every few days a psion will shine because he can go nova. Put in more encounters as is suggested in the rules and they must save up their power points and quickly become more balanced than the casters.

To learn an average of 2 powers if you manage to kill a psionic creature which is far less likely to happen is not overpowered in any way I can think of.

To lower it to 1 power per kill gimps the feat until no one is likely to want it beyond flavor reasons.

A compromise than I am willing to consider would consist of the fellow being able to learn, permanently, 1 power, while the others can only be retained for 24 hours. Hows does that sound?
 

The Vorpal Tribble said:
...A compromise than I am willing to consider would consist of the fellow being able to learn, permanently, 1 power, while the others can only be retained for 24 hours. Hows does that sound?
How about this... each time you take the feat you gain a single power permanently. Of these extra Powers you may drop one in favor of a new power if you do not have an "open" feat available.

So you take the feat twice and kill two Psions within a week. You've gained two new powers... yay! The next day you kill another Psion which has a power you really want but do not have a feat to burn so you can let go of one of your two previously stolen powers to learn a new one. Next week you take the feat again and start searching for a new power. (ie. Week = level up and gaining a new feat.)

Just a suggestion,
William Holder
 

The Vorpal Tribble said:
A compromise than I am willing to consider would consist of the fellow being able to learn, permanently, 1 power, while the others can only be retained for 24 hours. Hows does that sound?

TVT, it's your game. Do what you want with it. There's not really a need for a compromise. Essentially, I think people are just offering their opinion, and that's really all there is to it. What are you looking for here? I gave my opinion, but it's not my place to try and convince you of something that you obviously want to have in your game. You either consider what I have to suggest and think it has merit, or you don't. No skin off my back. It's not my job to convince you whether or not you should such a feat in your game or not, nor do I want that much power over your players and your game.

Hope You Understand,
Flynn
 
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*gives Flynn an odd look*

I want it to be a balanced, usable feat for a standard game. Thats it.

As for 'liking the show so much', I'm not doing it just for the show but trying to make it a usable ability. His true ability would not work in D&D, so I made something with the same flavor but different mechanics.
 

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