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High Psionics: Psionic Feats

High Psionics

Psionic Feats
Author:s Greg Jacob, Andreas Rnnqvist, Jeremy Smith Editing: Jeremy Smith Design / Layout: Jeremy Smith Cover Illustrations: John Milner Interior Illustration: V. Shane For supplemental material, please visit our website: <www.dreamscarredpress.com> Requires use of the Dungeons & Dragons Third Edition Core Books and the Expanded Psionics Handbook, published by Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.
d20 System and the d20 System logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.wizards.com/d20>. This edition of High Psionics: Psionic Feats is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to High Psionics: Psionic Feats, any specic characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specic creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in nal or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content. Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE High Psionics: Psionic Feats 2007 Greg Jacob, Andreas Rnnqvist, Jeremy Smith. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this books authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

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High Psionics: Psionic Feats

PSIONIC FEATS
its varied ways often gives rise to new assortments of options for psionic characters, expanding the abilities of both manifesting and non-manifesting psionic characters. Detailed below are dozens of psionic-related feats, as well as general feats with psionic aspect. Later are introduced new mantra feats, originally introduced in Untapped Potential: New Horizons in Psionics, as well as new epic psionic feats for high-level play. Any prerequisite feats marked with an asterisk (*) are new feats presented here. All others are from the Players Handbook or the Expanded Psionics Handbook.

The study of psionic arts and the development of

In addition, whenever a creature attempts to use dispel magic to dispel a power you manifest, it makes its caster level check against a DC of 13 + your manifester level. Special: You cannot take this feat if you have the ability to use spells (either via spell slots or spelllike abilities). You know how to walk the knifes edge of your anger, gaining incredible clarity of attention. Prerequisites: Cha 13, Autohypnosis 4 ranks, rage ability. Benet: When entering a rage, you may choose to focus your anger, entering what is instead known as a controlled rage.. Doing so means that you gain half your usual bonus to Strength and Constitution, but you retain your bonus to Will saves and suffer no penalty to AC. While in such a rage, you are considered psionically focused. You gain the benets of any feats you possess that only function while psionically focused, and you may activate a feat or ability that requires you to expend your psionic focus. However, anything that causes you to lose your psionic focus, including expending it to activate a feat or ability, ends your rage, with all the usual consequences. Focusing your anger requires your full attention, so you are no more able to take
Benet +2 bonus to overcome spell resistance Use psionic focus while raging Flaming attack continues to burn Additional +4 bonus on Psicraft and Use Psionic Device checks Stun attackers who have psionic focus

CONCENTRATED ANGER

NEW GENERAL FEATS


ANTIMAGIC PSIONICS
Your powers are more potent when used against spellwielding characters and creatures. Prerequisite: Psicraft 5 ranks. Benet: You get a +2 bonus on manifester level checks made to overcome spell resistance (but only spell resistance, not power resistance, this is an exception to the magic-psionics transparency rule). This bonus stacks with the bonus conferred by Power Penetration and Greater Power Penetration.
NEW GENERAL FEATS Feat Antimagic Psionics1 Concentrated Anger Flareburst Psionic Mastery Psionic Void
1

Prerequisites Psicraft 5 ranks Cha 13, Autohypnosis 4 ranks, rage ability Supernatural or psionic ability to infuse an attack with re Psionic Afnity, Psicraft 6 ranks, Use Psionic Device 6 ranks Psionic Hole

You cannot take or use this feat if you have the ability to use spells or spell-like abilities

High Psionics: Psionic Feats

actions that require concentration than you would be in a normal rage. Special: You can take psionic feats that require you to maintain or expend your psionic focus as if you were a psionic character, as long as you meet all other prerequisites of the feat. If you already have the ability to become psionically focused, you can effectively be focused twice while raging in this manner. In this case, losing your rst focus does not end your rage. However, you cannot attempt to regain your focus while in a rage, even a controlled rage. You do not become a psionic character by taking this feat (you do not gain the psionic subtype), nor do you gain a power point reserve or the ability to manifest any powers.

Prerequisite: Psionic Hole. Benet: In addition to the effects of the Psionic Hole feat, any foe that possesses a psionic focus that strikes you in melee combat must make a successful Will save (DC 15 plus your Wisdom modier) or be stunned for 1d4+1 rounds.

NEW PSIONIC FEATS


Most people think in three dimensions, you arent so limited. Speed and mobility are your greatest weapons and you use them like no one else. Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +11, able to manifest burst, dimension swap, and either dimension slide or psionic dimension door. Benet: This feat allows the use of three special options: Momentums Edge: Whenever you make a charge attack or spring attack while under the effects of the burst power, you gain a bonus on damage rolls equal to 1/5th your base land speed. Faceted Riposte: Whenever an opponent provokes an attack of opportunity from one of your allies and that ally forgoes that attack (either by choice or if they cannot make any more attacks of opportunity this round) you may manifest dimension swap targeting yourself and that ally as an immediate action and make an attack of opportunity against that opponent. Astral Blitz: When you teleport adjacent to a foe using a Psychoportation (Teleporation) power, that foe is denied their dexterity bonus to AC against your next attack that round. If you manifest psionic dimension door as a move action you may use your remaining standard action to perform a single attack against a foe you threaten. Normal: After manifesting psionic dimension door your turn is immediately over.

ASTRAL SKIRMISHER [PSIONIC]

FLAREBURST

When your aming attack hits, the target continues to burn. Prerequisite: Supernatural or psionic ability to infuse an attack with re. Benet: When you attack an opponent with a ame-infused weapon (such as a re lash, hand are, or weapon are), the opponent bursts into ames. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the ames before taking this additional damage. Extinguishing the ames requires a DC 15 Reex save. Rolling on the ground provides the target a +2 circumstance bonus on the save. Leaping into a lake or magically extinguishing the ames automatically smothers the re. You have achieved a degree of mastery over the psionic art. Prerequisites: Psionic Afnity, Psicraft 6 ranks, Use Psionic Device 6 ranks. Benet: You gain a +4 benet on all Psicraft and Use Psionic Device checks. This stacks with the bonus granted by the Psionic Afnity feat for a total bonus of +6.

PSIONIC MASTERY

BLASTING SHOT [PSIONIC]

PSIONIC VOID

Through training and experience you have developed your ability to negatively affect psionic characters and creatures.

You focus psionic energy into your ranged attacks and force your opponent back. Benet: When you make a ranged attack, you can expend your psionic focus to automatically push your target 1d6x5 feet back. You must decide whether or not to use this feat prior to making an

High Psionics: Psionic Feats

PSIONIC FEATS Feat Astral Skirmisher Prerequisites Spring Attack, able to manifest burst, dimension swap, and either dimension slide or psionic dimension door, base attack bonus +11 Benet Gain benets with your psychoportation effects

Blasting Shot1 Blasting Strike1 Blazing Fury Bodily Reservoir Bond Weapon

Burning Body Fuel Concussive Force1 Reective Barrier

Psionically push a ranged opponent back Psionically push an opponent away * Concentrated Anger , Unconditional Power, Manifest while raging and gain a wild surge ability bonus to your wild surge ability Psionic Body, Psionic Talent Gain power points for your psionic feats Psionically attach a weapon to your Con 13, Craft Psionic Arms and Armor, Deep Impact, Psionic Weapon, Weapon Fo- body cus [weapon to be bonded], able to manifest graft weapon Body Fuel, manifester level 12th Penalties from Body Fuel are penalties instead of burn damage Knock enemy back using concusStr 13, Iron Will, able to manifest concussion burst sion blast Wis 13, Iron Will, Concussive Force*, Opportunity Power, able to manifest concussion blast and inertial barrier Ability to turn or rebuke undead Cha 15, able to manifest inict pain Boost Construct Manifest concussion blast against creature that attacks you in melee

Use turn undead use to gain focus Nauseate others that hurt you Expend focus for stronger constructs Eternal Slayer Gain benets when ghting superIron Will, able to manifest dispel psionics, natural creatures personal mind blank, and catapsi Favored Power Manifester level 5th Reduce the cost of a single power Greater Favored Power Favored Power*, manifester level 9th Manifest your favored power faster Feral Instinct Able to manifest claws of the beast, psionic Gain physical combat options with scent, and animal afnity, base attack bonus your psionic powers +8 2 Focused Metapsionics Any metapsionic feat Use metapsionic feats without expending focus 2 Ghost Slayer Ghost Attack, base attack bonus +12 Threaten critical attacks against incorporeal creatures Wounding Attack, base attack bonus +11 Gain Wounding Attack benet on Greater Wounding Attack1 all attacks for the round Id Companion Cohort is astral construct Leadership, able to manifest astral construct Int 13, Psionic Weapon, able to manifest Weapon gains aming special abilIgnite Weapon2 energy retort ity 1 You must expend your psionic focus to use this feat. 2 You must be psionically focused to use this feat.

Divine Focus Do Unto Others2 Ectoplasmic Manipulator1

High Psionics: Psionic Feats

PSIONIC FEATS, CONT Feat Improved Mental Leap


1

Prerequisites Str 15, Mental Leap, Psionic Body, Jump 10 ranks Wis 15, Psionic Talent Wis 17, Improved Psionic Talent, Psionic Talent Wis 19, Greater Psionic Talent, Improved Psionic Talent, Psionic Talent Wis 15, Psionic Body, Speed of Thought Mental Leap, Psionic Fist Inquisitor Improved Unarmed Strike, Psionic Fist, able to manifest metaphysical claw, base attack bonus +3 Psionic Fist Psionic Shot Psionic Weapon Alertness, able to manifest distract

Benet Gain +15 bonus to jump check Reduce cost of low-level powers Reduce cost of additional power levels Reduce cost of powers up to 6th level +15 insight bonus to speed Make a ying unarmed attack Gain +15 bonus to Sense Motive check +1 bonus to unarmed attacks while psionically focused Unarmed attack or natural weapon deals +1d6 damage Ranged weapon deals +1d6 damage Melee weapon deals +1d6 damage Attacker might take random action

Improved Psionic Talent Greater Psionic Talent Superior Psionic Talent Improved Speed of Thought2 Leaping Kick1 Master Inquisitor1 Metaphysical Fist2

Metapsychic Fist2 Metapsychic Shot2 Metapsychic Weapon2 Mystify Ambusher2 Psionic Critical1 Greater Psionic Critical Psionic Detection Improved Psionic Detection Psionic Gift Psionic Heartening1 Psionic Metabolism Improved Psionic Metabolism Psionic Spring Attack1 Psychic Blow1 Psychic Cannibal Psychic Strike Focus Quicker than the Eye Rapid Constructor Retain Focus
1 2 1

Str 13, Psionic Weapon, base attack bonus Bonus damage on critical hits +8 Str 13, Greater Psionic Weapon, Psionic Critical*, Psionic Weapon, base attack bonus +1 Psionic Detection Overchannel
*

Deal additional damage on critical hits when using Psionic Weapon Detect psionic creatures and auras Learn more about auras detected with Psionic Detection Take damage to increase allys manifester level Gain bonus to Fortitude saves Heal damage every 8 hours

Rapid Metabolism, Psionic Body


*

Psionic Metabolism , Psionic Body, Rapid Gain full nights rest from 4 hours Metabolism meditation Dex 13, Psionic Charge, Psionic Dodge, Spring Attack, base attack bonus +6 Stunning Fist Manifester level 1st, evil alignment Psionic Weapon, Weapon Focus Base attack bonus +6 Improved Initiative Psionic Meditation, manifester level 5th Move between attacks Target of Stunning Fist must make Will save instead of Fortitude save Gain power points using coup de grace Charge weapon with psychic energy Gain additional attack during full attack Manifest astral construct faster Instantly regain psionic focus

You must expend your psionic focus to use this feat. You must be psionically focused to use this feat.

High Psionics: Psionic Feats

PSIONIC FEATS, CONT Feat Retractable Claws Seek the Void Perfect Action Shared Enervation Frightful Surge Speed Beyond Thought1 Superior Psionic Fist Prerequisites Dex 13, Combat Reexes, able to manifest claws of the beast Concentration 12 ranks Seek the Void, Concentration 16 ranks Wilder level 3 Shared Enervation Speed of Thought Psionic Fist, Greater Psionic Fist Benet Manifest claws of the beast during an attack of opportunity Take 10 on physical attribute checks Expend focus to roll automatic 20 Enemies also suffer enervation effects Enemies suffer shaken effects when you enervate Expend focus to gain +60 bonus to movement Charge sts as if made of deep crystal Gain psionic focus as a swift action Spend power points to instantly gain focus Make attack as a swift action Ignore fatigue and exhaustion effects Trip foes using psionic energy Use any weapon for a short time

Swift Psionic Meditation Wis 15, Psionic Meditation, Concentration 11 ranks Psionic Premeditative Trance Swift Strike Tireless Devotion Weapon Intuition
1 2 2 1

Wis 17, Combat Reexes, Swift Psionic Meditation*, Concentration 15 ranks Psionic Weapon Endurance, Autohypnosis 5 ranks

Unbalancing Strike
1

You must expend your psionic focus to use this feat. You must be psionically focused to use this feat.

attack. If your attack misses, you still expend your psionic focus.

BLASTING STRIKE [PSIONIC]

You focus psionic energy into your attack and force your opponent away from you, pushed by the energy being expelled through you. Benet: When you make a melee attack, you can expend your psionic focus to automatically push your target 1d6x5 feet directly away from you. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

BLAZING FURY [PSIONIC]

manifested. Your wild surge is further increased by one level if it normally boosts your manifester level by 1-3, or by two if it normally adds 4 or more to your effective manifester level; this increased boost also increases the risk of psychic enervation. Suffering psychic enervation automatically ends your rage (with all attendant consequences) in addition to its normal effects. Example: Ardath is a 4th-level barbarian/6thlevel wilder with this feat. When raging, she can manifest powers as long as she amplies each one with a wild surge, adding three to her effective manifester level (rather than the normal limit of her wild surge +2 ability) and risking a 15% chance of psychic enervation.

Your rage unlocks the full power of your psychic passion. Prerequisites: Concentrated Anger, Unconditional Power, wild surge ability. Benet: You can manifest powers while in a rage (whether a controlled rage, such as from Concentrated Anger, or not), but must invoke a maximum wild surge on each such power

BODILY RESERVOIR [PSIONIC]

Your psionic talent resonates within your body which is strengthened by your psychic potential. This creates a reservoir, a deep well, of psionic power within your body which you can utilize to power your abilities. Prerequisites: Psionic Body, Psionic Talent.

High Psionics: Psionic Feats

Benet: You gain 1 power point for every psionic feat you have.

and the penalties would last for 6 hours). You knock foes back with psionic force. Prerequisites: Str 13, Iron Will, able to manifest concussion blast. Benet: You can expend your psionic focus while manifesting concussion blast to attempt to knock your target away from you. Resolve this as a bull rush attempt except that you do not actually move. The target makes a normal Strength check, modied if appropriate for size and stability. In place of your Strength check, use the damage result from yourconcussion blast, modied for your size if you are not Medium-size. You suffer no ill effects if you fail to beat the targets Strength check. If you win, the target is knocked back 5 ft., + 1 foot per point by which you beat its Strength check. If a substantial solid object prevents it from moving that far, the target suffers damage as if it had fallen the distance that it could not move due to hitting the obstacle. (i.e. a creature which had been standing 5 ft. from a wall when it was knocked back 25 ft. by Concussive Force suffers 2d6 bludgeoning damage when it hits the wall.) If you succeed in knocking your target back, you can spend 2 additional power points on the manifestation of concussion blast (treat this as augmenting the power by 2 points in all ways except that it can be applied reactively) to retain your psionic focus. If you augmented your concussion blast to affect multiple targets, the closest of your targets (your choice if there is a tie) must attempt to resist your bull rush attempt; if you succeed, you can augment your concussion blast as described above, and shift your psionic focus to the next closest target, so that they have to resist also. You can continue to do this until you fail to knock a target back, knock all your targets back, or cannot augment your concussion blast further without exceeding your manifester level limit.

BOND WEAPON [PSIONIC]

CONCUSSIVE FORCE [PSIONIC]

You can make a single weapon a permanent part of your body and soul. Prerequisites: Con 13, Craft Psionic Arms and Armor, Deep Impact, Psionic Weapon, Weapon Focus [weapon to be bonded], able to manifest graft weapon. Benet: You choose a single weapon and make that weapon a permanent part of you. The weapon does not appear to merge into your body as a grafted weapon would, but it cannot be removed from your grasp (making disarm attempts futile) and you cannot release it. You can, however, cause it to disappear into your body (usually your arm) or reappear from within your body as a move action. You gain a +1 bonus to attack and weapon damage rolls with that weapon, and because the weapon is a part of you, it is treated as both a natural and a manufactured weapon. You can also add psionic enhancements to the weapon at two-thirds the normal cost in gold and experience. Your Constitution modier is added to the weapons hardness and your Fortitude save bonus (including your Constitution modier) is added to its break DC. However, if your bonded weapon is ever destroyed, you must make a Fortitude save (DC 15). Failure means you lose 200 xp per level and suffer 1 point of permanent Constitution drain. Success means you lose only 100 xp per level and take 2 points of temporary Constitution damage. This experience loss can cause you to lose a level but cannot drop you below 0 xp. You can bond another weapon (of the same type or of another type for which you have the Weapon Focus feat) after a month and a day have passed.

BURNING BODY FUEL [PSIONIC]

You have used your body as fuel for your mind for so long that you are feeling less of the effects. Prerequisites: Body Fuel, manifester level 12th. Benet: When using the Body Fuel feat, you take ability penalties instead of ability burn. These penalties last for 1 hour and are cumulative (so if you use the Body Fuel feat six times you would take a -6 penalty to Strength, Dexterity and Constitution,

DIVINE FOCUS [DIVINE, PSIONIC]

You may channel divine energy to regain your mental composure. Prerequisite: Ability to turn or rebuke undead. Benet: As a swift action, you may spend one of your turn or rebuke attempts to automatically gain psionic focus.

High Psionics: Psionic Feats

Your subconscious mind lashes out in retribution at whoever hurts you. Prerequisites: Cha 15, able to manifest inict pain. Benet: Whenever any creature damages you with an attack or targeted spell or ability while you are psionically focused, that creature must succeed at a Will save (DC 10 + your manifester level + your Charisma modier) or be nauseated for a number of rounds equal to one-half your Charisma bonus (minimum 1). This is a mind-affecting telepathy effect.

DO UNTO OTHERS [PSIONIC]

after one minute. Dampening Field: You gain power resistance equal to ve plus your manifester level against any power that targets you manifested within one of your catapsi elds. You also gain spell resistance equal to ve plus your manifester level against any spell that targets you cast within one of your catapsi elds.

FAVORED POWER [PSIONIC]

ECTOPLASMIC MANIPULATOR [PSIONIC]

You are a master of constructing creatures from ectoplasm and this mastery extends even into the present time, allowing you to reform your constructs even after they have been formed by your will. Prerequisite: Boost Construct. Benet: You can expend your psionic focus as a move action to choose one Menu choice anew for an Astral Construct you have created. This new choice must still be legal (ie. you cannot choose a Menu C option if only Menu B options are available to you). You are born and bred to hunt the most dangerous of supernatural creatures. Prerequisites: Iron Will, able to manifest dispel psionics, personal mind blank, and catapsi. Benet: This feat allows the use of three tactical maneuvers Equalizer: Your strikes sunder all defenses, mundane and magical. When you successfully strike a foe in melee, you may expend your psionic focus. If you do, you may manifest dispel psionics targeting the struck foe as a free action. Impenetrable Determination: No magic will alter your mind, to try is futile and it serves only to feed your determination. Any spell or power nullied by your personal mind blank provides you with temporary power points equal to the spell or powers level (psionic powers so nullied provide temporary power points equal to the power level plus 1 for every 2 power points spent augmenting the power). These temporary power points fade

You have mastered one power over all others, allowing you to manifest it without expending as much energy as others. Prerequisite: Manifester level 5th. Benet: Choose one power which you know, when you manifest this power you always pay one power point less (minimum 1). This does not allow you to spend more power points than you normally would (i.e. equal to your manifester level). You are in touch with a feral animalistic side of your consciousness that lends you great power in battle. Prerequisites: Base attack bonus +8, able to manifest claws of the beast, psionic scent, and animal afnity. Benet: This feat allows the use of three tactical maneuvers. Feral Battle Cry: You can invoke your animal instinct with a moments thought and a shout of rage. When you declare a charge or score a critical hit you may manifest animal afnity (targeting only Strength, Dexterity and/or Constitution) as a swift action. Blind Instinct: No foe can hide from you when you smell blood in the air. You suffer no penalty to attack rolls while blinded or attacking an invisible creature while under the effects of psionic scent, in addition invisible attacks gain no bonus on attack rolls against you while you are under the effects of psionic scent. Unchecked Savagery: When you kill, destroy, or render unconscious (typically by reducing their hit points to 0 or less) a creature with your claws of the beast you gain a +2 morale bonus to attack and damage rolls for one round per hit die of that creature.

FERAL INSTINCT [PSIONIC]

ETERNAL SLAYER [PSIONIC]

High Psionics: Psionic Feats

FOCUSED METAPSIONICS [PSIONIC]

You may use may use metapsionic feats without loosing focus Prerequisite: Any metapsionic feat. Benet: Anytime you use a metapsionic feat, you may choose to retain psionic focus by spending 2 additional power points. These additional points count to the normal maximum number of points you may spend on a power (equal to your manifester level). You still must be psionically focused to use metapsionics.

GREATER PSIONIC CRITICAL [PSIONIC]

FRIGHTFUL SURGE [PSIONIC]

When you use a wild surge, your tremendous passion strikes fear in the hearts of your enemies. Prerequisite: Shared Enervation. Benet: Whenever you use a wild surge, all enemies within 30 ft. must make a Will save (DC 10 +1/2 your manifester level + your Charisma modier) or be shaken for a number of rounds equal to the wild surge. An enemy that makes its save cannot be affected by this effect for 24 hours.

Your psionically charged attacks have the potential to erupt in a tremendous explosion of added psionic fury. Prerequisites: Str 13, Greater Psionic Weapon, Psionic Critical, Psionic Weapon, base attack bonus +12. Benet: If you score a critical hit with an attack that is using the Psionic Weapon feat, you deal an additional +4d6 points of damage. If the weapon you are using has a critical modier of x3 you instead add +8d6 damage. If the weapon you are using has a critical modier of x4 you instead add +12d6 damage. This extra damage is similar to the effect of a bursting weapon, and thus it affects even creatures normally immune to critical hits. This damage replaces that damage dealt by Psionic Critical.

GREATER PSIONIC TALENT [PSIONIC]

GHOST SLAYER [PSIONIC]

Your intense knowledge of the ghost world and your psionic connection to the incorporeal creatures around you makes you a formidable ghost hunter. Prerequisites: Ghost Attack, base attack bonus +12. Benet: You must be psionically focused to use this feat. Whenever you strike an incorporeal creature you always threaten a critical hit, even if the creature is in someway immune to critical hits.

Your mastery of augmentation continues to improve. Prerequisites: Wis 17, Improved Psionic Talent, Psionic Talent. Benet: The level of powers affected by Improved Psionic Talent improves to include 3rd and 4th level powers.

GREATER WOUNDING ATTACK [PSIONIC]

GREATER FAVORED POWER [PSIONIC]

Your mastery of a chosen power allows you to manifest it with the blink of an eye, faster than all others who practice the same art. Prerequisites: Favored Power, manifester level 9th. Benet: Choose one power for which you have chosen the Favored Power feat and has a manifesting time of 1 standard action. This power can now be manifested with a manifesting time of 1 move action instead.

Your vicious attacks can cripple an opponent, bringing him down in a urry of blows. Prerequisites: Wounding Attack, base attack bonus +11. Benet: When you expend your focus for the Wounding Attack feat, it applies to all attacks made in the same round instead of just one.

ID COMPANION [PSIONIC]

You are accompanied by a gment of your subconscious imagination. Prerequisites: Leadership, able to manifest astral construct. Benet: Your cohort is instead a permanent astral construct of a level equal to one half a standard cohorts level (rounded down). For example, if your cohort would normally be 10th level, you instead have a 5th level astral construct. If destroyed,

High Psionics: Psionic Feats

this creature automatically reforms the next time you sleep for at least six hours. If you are slain, the cohort suffers one negative level each minute (even though constructs are normally immune to negative levels) until it is destroyed.

IGNITE WEAPON [PSIONIC]

You can engulf your weapon in ames. Prerequisites: Int 13, Psionic Weapon, able to manifest energy retort. Benet: While you remain psionically focused, any weapon you wield gains the aming special ability, dealing an additional +1d6 points of re damage to any creature struck. Special: If you also have the Deep Impact feat and the ability to manifest energy current, then if you expend your psionic focus to use your Deep Impact feat, the weapon deals an additional +1d10 re damage.

Your metabolism is now so much apart of your mind that your body no longer needs sustenance or sleep in the same way as others do. Prerequisites: Psionic Metabolism, Rapid Metabolism, Psionic Body. Benet: You no longer need to sleep; instead you meditate for 4 hours every night which reinvigorates your body and mind. After a meditation you gain all the benets of a normal 8 hour rest, including relling your power points and healing - as well as not needing to eat for the coming day. Special: An elan with the Rapid Metabolism feat can select this feat without having Psionic Metabolism or Psionic Body.

IMPROVED PSIONIC METABOLISM [PSIONIC]

IMPROVED PSIONIC TALENT [PSIONIC]

IMPROVED MENTAL LEAP [PSIONIC]

You can unleash psionic energy in order to make spectacular jumps. Prerequisites: Str 15, Mental Leap, Psionic Body, Jump 10 ranks. Benet: To use this feat, you must expend your psionic focus. You gain a +15 bonus on a Jump check. This bonus replaces the benet gained from the Mental Leap psionic feat.

Your vast stores of psionic power have allowed you to grasp inner secrets in how your augmentations work. Prerequisites: Wis 15, Psionic Talent. Benet: When you augment a 1st or 2nd level power, the total cost is reduced by 1 (to a minimum of 1). The total effective number of power points spent can still not exceed your manifester level.

IMPROVED PSIONIC DETECTION [PSIONIC]

Your innate sense for psionic auras allows you to recognize particular auras and even track by residual psionic energy. Prerequisite: Psionic Detection. Benet: When using the Psionic Detection feat, if you concentrate for two rounds, you are able to determine the strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. In addition, if you have the Track feat and this feat, you can follow tracks by residual psionic energy, making a Wisdom (or Survival) check to nd or follow a track. The DC to follow these tracks is unaffected by terrain or weather modiers.

Your psionic energy grants you unnatural speed. Prerequisites: Wis 15, Psionic Body, Speed of Thought. Benet: As long as you are psionically focused, you gain an insight bonus to your speed of 20 feet. If you are wearing heavy armor this bonus drops to 10 feet.

IMPROVED SPEED OF THOUGHT [PSIONIC]

LEAPING KICK [PSIONIC]

You meld two separate techniques into one allowing you to leap at enemies from a distance and strike them down. Prerequisites: Mental Leap, Psionic Fist. Benet: When you make a charge attack you can expend your psionic focus to make a leaping attack. A leaping charge allows you to ignore all attacks of opportunity for movement, move through squares occupied by creatures of your size and small, and

High Psionics: Psionic Feats

deal an additional +2d6 points of damage. This feat can only be used with an unarmed strike. Special: If you have the Greater Psionic Fist feat, your attack deals +4d6 points of damage instead.

MASTER INQUISITOR [PSIONIC]

You know the thoughts and feelings of others, your mind peering deep into theirs as you interact with them. Prerequisite: Inquisitor. Benet: To use this feat, you must expend your psionic focus. You gain a +15 bonus on a Sense Motive check to oppose a Bluff check this replaces the Inquisitor feats bonus. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isnt lying, you still expend your psionic focus.

energy throughout a combat. Prerequisite: Psionic Shot. Benet: As long as you are psionically focused, every time you perform a full attack option with a ranged weapon, you do an additional +1d6 points of damage with your attacks. Special: If you have the Greater Psionic Shot feat, you do an additional +2d6 points of damage with your attacks instead of the normal +1d6. Your mastery of controlling the psionic energies coursing through you and how they interact with your weapons allows you to retain a low key energy throughout a combat. Prerequisite: Psionic Weapon. Benet: As long as you are psionically focused, every time you perform a full attack option with a melee weapon, you do an additional +1d6 points of damage with your attacks. Special: If you have the Greater Psionic Weapon feat, you do an additional +2d6 points of damage with your attacks instead of the normal +1d6.

METAPSYCHIC WEAPON [PSIONIC]

METAPHYSICAL FIST [PSIONIC]

Your body is charged with metaphysical power, able to damage even powerful foes. Prerequisites: Improved Unarmed Strike, Psionic Fist, able to manifest metaphysical claw, base attack bonus +3. Benet: Your unarmed attacks gain a +1 enhancement bonus as long as you are psionically focused. Your mastery of controlling the psionic energies coursing through your hands allows you to retain a low key energy throughout a combat and constantly leech away some of this energy into your attacks. Prerequisite: Psionic Fist. Benet: As long as you are psionically focused, every time you perform a full attack option with an unarmed attack or natural weapon, you do an additional +1d6 points of damage with your attacks. Special: If you have the Greater Psionic Fist feat, you do an additional +2d6 points of damage with your attacks instead of the normal +1d6.

MYSTIFY AMBUSHER [PSIONIC]

METAPSYCHIC FIST [PSIONIC]

Your subconscious confuses secretive attackers. Prerequisites: Alertness, able to manifest distract. Benet: Whenever you are the target of an attack that denies you your Dexterity bonus to AC and you are psionically focused, your attacker must make a Will save (DC 10 + one-half your character level + your Charisma modier) or take a random action instead of attacking you. Determine the attackers action with a 1d6 roll: 1 Attack nearest creature, excluding you, theirself, or their familiar; 2 Retreat from you at maximum speed; 3 Drop anything held; 4 Stand motionless as if stunned; 5 Do nothing but defend (total defense); 6 Speak, usually rambling, in native tongue, or make noises if unable to speak.

PERFECT ACTION [PSIONIC]

METAPSYCHIC SHOT [PSIONIC]

Your mastery of controlling the psionic energies coursing through you and how you channel them into your shots allows you to retain a low key

You have attained such a level of focus that you can carry out an action with your entire attention and being. Prerequisites: Seek the Void, Concentration 16 ranks. Benets: You may expend your psionic focus

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High Psionics: Psionic Feats

to make a single saving throw, attack roll, skill or ability check, caster level check, or other d20 check against a DC or opposed roll, as if you had rolled a 20 on the die. This is similar to taking 20, but does not increase the time required and may be done even on a check that has consequences for failure. You cannot apply this feat to an action that requires more than one round. After completing an action to which you apply this feat, you become fatigued. If you were already fatigued, you become exhausted and also suffer two points of ability burn to any abilities that were applied as modiers to the action to which you applied this feat. For instance, if you used this feat to make a Jump check while fatigued, you suffer two points of Strength burn. You cannot use this feat if you are exhausted.

Prerequisite: Overchannel. Benet: You may join hands with an ally and increase you allys effective manifester level by one, but in the process you suffer 1d10 points of damage. This increase in manifester level stacks with any increase your ally gains from the use of the Overchannel feat.

PSIONIC HEARTENING [PSIONIC]

PSIONIC CRITICAL [PSIONIC]

You may temporarily strengthen your body through psionic power. Benet: To use this feat, which requires an immediate action, you must expend your psionic focus. You gain a +4 bonus to Fortitude saves for a number of rounds equal to your Wisdom modier. You must decide whether or not to use this feat prior to making a Fortitude save. If your check fails, you still expend your psionic focus.

Your psionically charged attacks have the potential to erupt in added psionic furry. Prerequisites: Str 13, Psionic Weapon, base attack bonus +8. Benet: If you score a critical hit with an attack that is using the Psionic Weapon feat, you deal an additional +2d6 points of damage. If the weapon you are using has a critical modier of x3 you instead add +4d6 damage. If the weapon you are using has a critical modier of x4 you instead add +6d6 damage. This extra damage is similar to the affect of a bursting weapon, and thus it affects even creatures normally immune to critical hits.

PSIONIC METABOLISM [PSIONIC]

Your metabolism is supercharged by your mental powers, which allows you to sustain damage beyond what is conceivable. Prerequisites: Psionic Body, Rapid Metabolism. Benet: You treat all feats as [Psionic] for the effects of the Psionic Body feat and you heal hit points every eight hours as if you had rested for the night.

PSIONIC PREMEDITATIVE TRANCE [PSIONIC]

PSIONIC DETECTION [PSIONIC]

You have an innate sense for psionic activity. Benet: As long as you maintain psionic focus, you are able to detect the presence or absence of psionic auras within a 30 foot radius. If you concentrate for one round, you can also detect the number of different psionic auras and the strength of the most potent aura. See Psionic Interactions, detailed later, for additional information on interaction with detect psionics and psionic auras.

You are constantly in a subconscious trance which allows to you focus your mind in reaction to current events. Prerequisites: Wis 17, Combat Reexes, Swift Psionic Meditation, Concentration 15 ranks. Benet: You may pay 12 power points to take an immediate action to automatically become psionically focused without the need to make a Concentration check. This does not provoke attacks of opportunity.

PSIONIC SPRING ATTACK [PSIONIC]

PSIONIC GIFT [PSIONIC]

You can elect to channel your life force into a companion, strengthening that individuals powers.

You can strike foes rapidly in passing. Prerequisites: Dex 13, Psionic Charge, Psionic Dodge, Spring Attack, base attack bonus +6. Benet: You can expend your psionic focus to make a special full attack action. You can move

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High Psionics: Psionic Feats

before, between or after any attacks you make, up to your normal move distance, and your movement does not provoke attacks of opportunity from the creatures that you attack. Each attack that you make must be against a different creature.

PSYCHIC STRIKE FOCUS [PSIONIC]

PSYCHIC BLOW [PSIONIC]

You can make special stunning attacks that target your opponents minds rather than their bodies. Prerequisite: Stunning Fist. Benet: To use this feat, you must expend your psionic focus. When you use your stunning attack, your opponent must make a Will save instead of a Fortitude save to resist being stunned. You must decide to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. Normal: Stunning attacks are resisted with a Fortitude save. You can feed on another creature to steal some of its psionic energy. Prerequisites: Manifester level 1st, evil alignment. Benet: Instead of dealing damage with a coup de grace attack, you can choose to drain that many power points from your victim and gain that many as temporary power points. The victim does not get a saving throw, does not lose any hit points, and is not at risk of dying. You cannot steal more than the total number of power points that the victim currently has available (any excess damage is wasted). Except for the changes described here, this ability works like the mindfeeder weapon enhancement from the Expanded Psionics Handbook. Unlike a mindfeeder weapon, this ability will work on undead creatures (if they have a power point reserve) and you may use it more than once per day, but you must make another coup de grace attack each time. Temporary power points remain for a number of minutes equal to your manifester level. Like temporary hit points, you expend these points rst, and temporary power points do not stack with each other; they overlap.

Your mastery of the psychic martial arts and its associated styles now allows you to charge your favored weapon with psychic disruptive energy beforehand. Prerequisites: Psionic Weapon, Weapon Focus. Benet: The weapon for which you have chosen Weapon Focus can now be charged with a psychodisruptive energy charge. You can charge the weapon as a move action by expending your psionic focus. The weapon remains charged until you hit someone with it in combat, at which point it deals an additional +1d8 points of damage.

QUICKER THAN THE EYE [PSIONIC]

PSYCHIC CANNIBAL [PSIONIC]

You can attack with blinding speed. Prerequisite: Base attack bonus +6. Benet: You can expend your psionic focus when making a full attack to make an additional attack with a light weapon or unarmed strike at a -5 penalty.

RAPID CONSTRUCTOR [PSIONIC]

Your ability to think on your feet allows you to form the necessary ectoplasm to create an astral construct faster than a normal Shaper. Prerequisite: Improved Initiative. Benet: Your astral construct power has a manifestation time of one standard action. Normal: Astral construct requires a full round to manifest.

REFLECTIVE BARRIER [PSIONIC]

You can surround yourself with a protective, spherical layer of elastic force. Prerequisites: Wis 13, Concussive Force, Iron Will, Opportunity Power, able to manifest concussion blast and inertial barrier. Benet: Whenever a creature makes a melee attack against you from 5 ft. away or less, you may manifest concussion blast against that creature as an immediate action, but you must also expend your psionic focus to bull rush your target per the Concussive Force feat. If you succeed in bull rushing the target or knocking it back, its attack fails. Special: If a creature charges to make an attack against you, it gets the +2 charge bonus on its Strength check for the bull rush, but if it loses, it

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High Psionics: Psionic Feats

is knocked back an additional 1 ft for each 5 ft. it moved before attacking you.

RETAIN FOCUS [PSIONIC]

You are able to instantly regain your psionic focus when others would lose it. Prerequisites: Psionic Meditation, manifester level 5th. Benet: To use this feat you must spend 5 power points. After having expended your psionic focus you may, as a swift action, attempt a DC25 Concentration check to retain it. Should you retain it you can use it once again, even on the same action that rst led you to expend it (such as using metapsionics). Regaining psionic focus in this method may only be used once per round and uses up your swift action for the round. If you have already used your swift action for the round, you may not use this feat. Special: This feat may be used in conjunction with Epic Psionic Focus to use psionic focus on three effects in a single action. This feat may not be used in conjunction with the Psicrystal Containment feat; you must choose to use either this feat or the focus contained within your psicrystal, not both. You can grow claws with great speed. Prerequisites: Dex 13, Combat Reexes, able to manifest claws of the beast. Benet: Whenever an opponent provokes an attack of opportunity from you, you may manifest claws of the beast as an immediate action before making the attack of opportunity. The powers cost is increased by 2 power points. The powers total cost cannot exceed your manifester level. You must use your claws of the beast to make the attack of opportunity that triggered this feat.

as you remain psionically focused, you can take 10 on all checks made for that skill, even if you have no ranks or it cannot be used untrained. If you abbreviate the time or type of action used to gain psionic focus in any way (such as by the Psionic Meditation feat), you cannot gain the benets of this feat until you lose your psionic focus, and regain it as a full-round action. You may choose a different skill each time you become psionically focused.

SHARED ENERVATION [PSIONIC]

When you are enervated, there is a chance that your enemies will also be affected. Prerequisite: Wilder level 3. Benet: When you are enervated by a wild surge, all enemies within 30 ft. must make a Will save (DC 10 + your manifester level + your Charisma modier) or be dazed for one round. Normal: Only the wilder attempting the wild surge can be enervated.

SPEED BEYOND THOUGHT [PSIONIC]

RETRACTABLE CLAWS [PSIONIC]

You have mastered the interaction between psionic power and your speed and now you can utilize this connection to become a blur of speed for a short period, allowing you to position yourself wherever you need to be. Prerequisite: Speed of Thought. Benet: You can expend your psionic focus to gain a +60 insight bonus to your movement for one round. Where others use deep crystals to channel psionic power, your long meditations, training and experience allows you to channel the same form of psionic energy using your body as the strengthening lens instead of a crystal. Prerequisites: Greater Psionic Fist, Psionic Fist. Benet: You can spend 2 power points as a move action to charge your unarmed or natural attacks with latent psionic energy for 1 minute. If you hit someone in melee with a charged attack, you do +2d6 points of damage.

SUPERIOR PSIONIC FIST [PSIONIC]

SEEK THE VOID [PSIONIC]

Your mental focus and disciplined attention allow you to screen out distractions that would sway you from your chosen purpose. Prerequisite: Concentration 12 ranks. Benets: When you become psionically focused, you may choose a single skill that uses Strength, Dexterity, or Wisdom as its key ability. As long

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High Psionics: Psionic Feats

SUPERIOR PSIONIC TALENT [PSIONIC]

Your mastery of augmentation continues to improve. Prerequisites: Wis 21, Greater Psionic Talent, Improved Psionic Talent, Psionic Talent. Benet: The level of powers affected by Improved Psionic Talent improves to include 5th and 6th level powers.

of your enemies, tripping them. Benet: You can expend your psionic focus to automatically trip your target. You must decide whether or not to use this feat prior to making a melee attack. If your attack misses, you still expend your psionic focus.

WEAPON INTUITION [PSIONIC]

SWIFT PSIONIC MEDITATION [PSIONIC]

You have learned how to expend your store of psychic energy to attain a state of psionic focus. Prerequisites: Wis 15, Psionic Meditation, Concentration 11 ranks. Benet: You may pay 6 power points to take a swift action to become psionically focused. This does not provoke attacks of opportunity.

SWIFT STRIKE [PSIONIC]

You can move with blinding speed with a weapon that you have charged with psionic power. Prerequisite: Psionic Weapon. Benet: By reducing the amount of extra damage to 1d6 when using your Psionic Weapon feat, you may make the attack as a swift action. You must decide to use this ability before making either the attack or damage roll.

In a ash of insight, you are able to understand how to use an unfamiliar weapon. Benet: You may, as a free action that does not provoke an attack of opportunity, expend your psionic focus to become procient with a single weapon that you are normally not procient with. This prociency lasts for a number of rounds equal to half your manifester level. You choose what weapon to gain prociency with when you expend your psionic focus, and once made, this choice cannot be changed in subsequent rounds. Using this feat again before the previous use has expired automatically ends the previous use; you may only be procient with one weapon at a time using this feat.

NEW MANTRA FEATS

TIRELESS DEVOTION [PSIONIC]

Your meditations allow you to ignore your bodys demands temporarily. Prerequisites: Endurance, Autohypnosis 5 ranks. Benet: As long as you remain psionically focused, you ignore the effects of fatigue and exhaustion. You can still be fatigued or exhausted, but you suffer no penalties for these conditions and are not prevented from carrying out actions which normally require that you not be fatigued or exhausted. If you are exhausted and something causes you to become further fatigued, you still become unconscious.

As the psionic arts developed, different ways of meditating were discovered. Students of one master may learn completely different ways of centering their minds and bodies in a state of psionic focus than acolytes at a different school. Certain techniques of meditation, however, actively engage the psionic energy of becoming focused and apply it to the world around them. Students particularly adept at these psionic mantras may even manifest psionic effects when they focus themselves -- effects reected in Mantra feats. Mantra feats are psionic feats that provide no bonus until you meditate to gain your psionic focus (which may require a more difcult concentration check than normal) at which point they engage a supernatural effect for a set duration. If you lose your psionic focus during a mantras effect, the effect ends immediately. Every mantra has a secondary effect that requires you to expend your psionic focus to activate: using this effect always ends the mantras passive benet (even if you use the Psicrystal Containment feat). Characters may

UNBALANCING STRIKE [PSIONIC]

You have learned how to allow your psionic energy to course through an attack and upset the balance

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High Psionics: Psionic Feats

MANTRA FEATS Channel the Pain Metabolic Awakening Preternatural Awareness EPIC FEATS Automatic Metapsionic Capacity Epic Psionic Fist1 Epic Psionic Shot1 Epic Psionic Weapon1 Metapsionic Freedom
1 2

Con 17, Psionic Body, Concentration 12 ranks Concentration 10 ranks, Psionic Body, Overchannel

Gain power points when you take damage Use your mental attributes in place of your physical attributes Protect against being at-footed

Able to manifest powers at the normal maximum psionic level in at least one psionic class, four metapsionic feats Str 17, Greater Psionic Fist, Psionic Fist, base attack bonus +16 Dex 17, Greater Psionic Shot, Point Blank Shot, Psionic Shot, base attack bonus +16 Str 17, Greater Psionic Weapon, Psionic Weapon, base attack bonus +16 Four metapsionic feats, Psicraft 24 ranks

Apply metapsionic feats to your powers at a lower cost Use Psionic Fist on all attacks in a round Use Psionic Shot on all attacks in a round Use Psionic Weapon on all attacks in a round Stack the same metapsionic feat on a single manifestation

You must expend your psionic focus to use this feat. You must be psionically focused to use this feat.

normally only benet from a single mantra feat a time.

METABOLIC AWAKENING [MANTRA, PSIONIC]

CHANNEL THE PAIN [MANTRA, PSIONIC]

You have trained your body to convert damage taken into psionic power. Prerequisites: Con 17, Psionic Body, Concentration 12 ranks. Benet: To activate this feat you must meditate to gain psionic focus. Once activated this mantra lasts 1 minute or until you lose psionic focus. While this mantra is active and you take lethal damage, you gain a number of temporary power points equal to the damage dealt (to a maximum of your Constitution modier); these power points fade when this mantra ends. While this mantra is active, you may expend your psionic focus as an immediate action when you are about to take damage that would reduce your hit points to zero or less to gain the benet of the Diehard feat (see sidebar below) for a number of rounds equal to your Constitution modier.

By channeling psionic energy you can push your body beyond its normal limits. Prerequisites Overchannel, Psionic Body, Concentration 10 ranks. Benet: To activate this mantra you must meditate to gain psionic focus. Once activated this lasts for 1 minute or until you lose psionic focus. While this mantra is active you may spend an immediate action to replace one physical attribute modier (Strength, Dexterity, or Constitution) with a mental ability modier for a single roll (that is you could use your Intelligence in place of Strength for a damage roll, or your Charisma instead of Dexterity for a reex save and so on). As an immediate action you may expend your psionic focus to add one mental ability modier to a single roll dependant on one of your physical attributes (in addition to the physical attribute modier).

PRETERNATURAL AWARENESS [MANTRA, PSIONIC]

You sense danger before it strikes, the focused presence of your mental faculties warning you

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High Psionics: Psionic Feats

before your normal senses have any way of doing so. Benet: To activate Preternatural Awareness, you must meditate to gain psionic focus. Once activated, this lasts for 1 minute or until you lose psionic focus. While active, you do not loose your Dexterity bonus when atfooted, or any associated dodge bonuses. As an immediate action, you can expend your focus to gain a +4 dodge bonus to your armor class or your Reex saves until your next turn.

NEW EPIC FEATS


AUTOMATIC METAPSIONIC CAPACITY [EPIC, PSIONIC]
You can manifest powers that exceed the normal limits of psionic manifestation. Prerequisite: Able to manifest powers at the normal maximum psionic level in at least one psionic class, four metapsionic feats. Benet: You gain 2 power points each round that may only be used to pay for the cost of metapsionic effects. These power points do not count against the manifester level cap.
DIEHARD [GENERAL] Prerequisite: Endurance. Benet: When reduced to between 1 and 9 hit points, you automatically become stable. You dont have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isnt your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach 10 hit points, you immediately die. Normal: A character without this feat who is reduced to between 1 and 9 hit points is unconscious and dying.

If you reduce the cost of the Quicken Power feat to 0 power points, the manifestation is considered a free action. Normal: You may not spend more power points on a manifestation than your manifester level. Quickened powers take a swift action. Special: You may take this feat multiple times. Its effects stack. This feat is suggested as the replacement for Improved Metapsionics. The power points granted by this feat do not count toward your power point pool or for effects such as having a power point reserve to maintain a psionic focus. Your unarmed strikes retain their psionic energy longer than normal. Prerequisites: Str 17, Greater Psionic Fist, Psionic Fist, base attack bonus +16. Benet: When you use the Psionic Fist feat, you may apply the extra damage to every unarmed strike you make this round.

EPIC PSIONIC FIST [EPIC, PSIONIC]

EPIC PSIONIC SHOT [EPIC, PSIONIC]

Your ranged attacks retain their psionic energy longer than normal. Prerequisites: Dex 17, Greater Psionic Shot, Point Blank Shot, Psionic Shot, base attack bonus +16. Benet: When you use the Psionic Shot feat, you may apply the extra damage to every ranged attack you make this round.

EPIC PSIONIC WEAPON [EPIC, PSIONIC]

Your melee attacks retain their psionic energy longer than normal. Prerequisites: Str 17, Greater Psionic Weapon, Psionic Weapon, base attack bonus +16. Benet: When you use the Psionic Fist feat, you may apply the extra damage to every melee attack you make this round.

METAPSIONIC FREEDOM [EPIC, PSIONIC]

You can stack the same metapsionic feat multiple times. Prerequisites: Four metapsionic feats, Psicraft

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High Psionics: Psionic Feats

24 ranks. Benet: You can apply the same metapsionic feat any number of times to the same power, provided you have enough power points and psionic foci. For example, you could spend 6 power points to apply Empower Power to energy burst three times, increasing damage by 150%, provided you dont spend more power points total than your manifester level, and have three psionic foci to expend. Normal: Without this feat, you can only apply the same metapsionic feat once to a single power.

yours, or if the power level is equal to or lower than the highest level power you can manifest, you do not suffer the dazed effect of an overwhelming aura.

FAMILIAR AURAS

Psionic creatures give off psionic auras that, with enough training, can be recognized by others. When using the Improved Psionic Detection feat, you may recognize a psionic creatures aura if you have previously encountered it.

PSIONIC INTERACTIONS

HIDING FROM PSIONIC DETECTION

Some of the options presented within this document have areas not sufciently outlined in their rules, detect psionics in particular. Detailed below are new rules and rules clarications for use of detect psionics and the feats that replicate its effects.

DETECT PSIONICS & CREATURE AURAS

Detect psionics can allow a manifester the ability to sense psionic creatures. However, the strength of the aura is not dened. Treat the aura generated by psionic creatures the same as an item with a manifester level equal to half the creatures total Hit Dice (minimum 1).

There are times when a psionic creature may not want to be detected by detect psionics. After all, spell casters or magical creatures are not detected in such a fashion. A psionic creature may attempt to gain psionic focus at a Concentration check with a DC 5 higher than normal to suppress its psionic aura, thereby making it undetectable by detect psionics or Psionic Detection, for as long as they maintain psionic focus.

PSIONIC DETECTION AND MAGIC TRANSPARENCY

DETECT PSIONICS & OVERWHELMING AURAS

The detect psionics power gives no scaling effect to detecting overwhelming auras as you gain in psionic power. This might seem unusual for an epic level manifester to be overwhelmed by an aura of a manifester of lower level. Amend detect psionics with the following: If the manifester level is equal to or lower than

In games where psionics and magic are treated as the same, detect psionics detects magical auras just as well as psionic auras. Magical creatures, however, do not generate auras as psionic creatures do. In this situation, treat creatures capable of casting spells or using spell-like abilities as psionic creatures for the purposes of detect psionics, allowing them to be detected as if psionic creatures. By making a DC 25 concentration check, the creature may suppress its magical aura unless it falls unconscious, asleep, or enters an area where magical and psionic abilities are suppressed.

17

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker Cityworks Copyright 2003, Fantasy Flight Publishing, Inc. Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc. Fantasy Players Companion: Feats 1 Copyright 2004 Philip Reed, www.philipjreed.com. Giant Lore Copyright 2003, Fantasy Flight Publishing, Inc. Heroes of High Favor: Dwarves Copyright 2002, Benjamin R. Durbin; published by Bad Axe Games, LLC. Heroes of High Favor: Halings Copyright 2003, Jeremy Baldridge and Benjamin R. Durbin; published by Bad Axe Games, LLC. NPCyclopedia: Psionics 2005 Eytan Bernstein, Matthew J. Hanson and Sean Holland. Open game content from Encyclopaedia Arcane: Drow Magic Copyright 2004, Mongoose Publishing. Open Game Content from The Tide of Years Copyright 2001, Michelle A. Brown Nephew Path of Magic Copyright 2002, Fantasy Flight Publishing, Inc. Path of Shadow Copyright 2002, Fantasy Flight Publishing, Inc. Path of the Sword Copyright 2002, Fantasy Flight Publishing, Inc. Portals & Planes Copyright 2003, Fantasy Flight Publishing, Inc. Seafarers Handbook Copyright 2001, Fantasy Flight Publishing, Inc. Swords of Our Fathers Copyright 2003, The Game Mechanics. Tournaments, Fairs, and Taverns, Copyright 2002 Natural 20 Press Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc. Wild Spellcraft, Copyright 2002, Natural 20 Press Spear of the Lohgin, Copyright 2000, Paradigm Concepts, Inc. Blood Reign of Nishanpur, Copyright 2001, Paradigm Concepts, Inc Bloody Sands of Sicaris, Copyright 2001, Paradigm Concepts, Inc, Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc, Encyclopedia Arcane: Necromancy, Copyright 2001, Mon-

goose Publishing Encyclopedia Arcane: Illusion, Copyright 2002, Mongoose Publishing Nyambe: African Adventures, Copyright 2002, Atlas Games Forged in Magic, Copyright 2002, Paradigm Concepts, Inc. GarUdaks Necromantic Artes Copyright 2002, Ambient Librium Equitis, Copyright 2001, Ambient Lords of the Peaks, Copyright 2002, Paradigm Concepts, Inc Carnival of Swords, Copyright 2002, Paradigm Concepts, Inc Eldest Sons, Copyright 2002, Paradigm Concepts, Inc Path of Faith, Copyright 2002, Fantasy Flight Games Death in Freeport, Copyright 2000, Green Ronin Publishing Terror in Freeport, Copyright 2001, Green Ronin Publishing Madness in Freeport, Copyright 2001, Green Ronin Publishing Secret College of Necromancy, Copyright 2002, Green Ronin Publishing Freeport City of Adventure, Copyright 2002, Green Ronin Publishing Book of the Righteous, The, Copyright 2002, Green Ronin Publishing Evil, Copyright 2001, Alderac Entertainment Group Good, Copyright 2002, Alderac Entertainment Group Undead, Copyright 2001, Alderac Entertainment Group Magic, Copyright 2002, Alderac Entertainment Group Swashbuckling Adventures, Copyright 2002, Alderac Entertainment Group Lock & Load: Iron Kingdoms Character Primer, Copyright 2003, Privateer Press Relics and Rituals, Copyright 2000, White Wolf Publishing Players Guide to Wizards, Bards and Sorcerers, Copyright 2003, White Wolf Publishing Players Guide to Fighters and Barbarians, Copyright 2003, White Wolf Publishing Spells and Spellcraft, Copyright 2002, Fantasy Flight Games School of Evocation, Copyright 2003, Fantasy Flight Games School of Illusion, Copyright 2003, Fantasy Flight Games Slaves of the Moon, Copyright 2004, Paradigm Concepts, Inc. Shattered Dreams, Copyright 2003, Paradigm Concepts, Inc. In the Shadow of the Devil, Copyright 2000, Paradigm Concepts, Inc Rokugan, Copyright 2001, Alderac Entertainment Group Bloodspeakers, Copyright 2003, Paradigm Concepts, Inc. Legacy of Damnation, Copyright 2005, Paradigm Concepts, Inc. Players Guide to Arcanis, Copyright 2004, Paradigm Concepts, Inc. Ssethregore: In the Coils of the Serpent Empire, Copyright 2004 Paradigm Concepts, Inc. City of Secrets, Copyright 2004, Paradigm Concepts, Inc. Magic of Arcanis, Copyright 2005, Paradigm Concepts, Inc. Forged in Magic: Revised and Expanded, Copyright 2006, Paradigm Concepts, Inc. The Book of Erotic Fantasy, Copyright 2004, The Valar Project The Theocracy of Canceri: Nation of the Damned, Copyright 2006, Paradigm Concepts, Inc. 101 More Feats Copyright 2007 Philip Reed. Published by Ronin Arts. Another 101 Feats Copyright 2006 Philip Reed. Published by Ronin Arts. 101 Feats Copyright 2005 Philip Reed. Published by Ronin Arts. Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc., Authors Larry Elmore and Ken Whitman. Art and illustrations by Larry Elmore. Fantasy Players Companion: Hard to Kill (Feats 2) Copyright 2004 James Maliszewski, published by Ronin Arts, www. roninarts.com. Hammer & Helm: A Guidebook to Dwarves, Copyright 2002, Green Ronin Publishing; Author Jesse Decker. Werewolf Taint copyright 2005, by Mark Gedak. Published by Purple Duck Publications. Dragonstar: Starfarers Handbook Copyright 2001, Fantasy Flight Publishing, Inc. Dungeoncraft Copyright 2003, Fantasy Flight Publishing, Inc. Monte Cook Presents: Iron Heroes Copyright 2005 Monte J. Cook. All rights reserved. Mutants & Masterminds Copyright 2002, Green Ronin Publishing. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. METABLADES 2003-2004 Nevin Flanagan The Immortals Handbook, Immortals Handbook: Ascension, Immortals Handbook: Chronicle, Immortals Handbook: Epic Bestiary Volume I, Immortals Handbook: Epic Bestiary Volume II, Immortals Handbook: Epic Bestiary Volume III, Immortals Handbook: Grimoire and the Immortals Index. Copyright 2001-2007 Craig Cochrane. All rights reserved.

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