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Home of user-generated, homebrew pages! The following are additional uses for the Concentration skill. You must make a Concentration check whenever you might potentially be distracted by taking damage, by harsh weather, and so on while engaged in some action that requires your full attention.
Such actions include manifesting a power, concentrating on an active power, directing a power, or using a psi-like ability. If the Concentration check succeeds, you can continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power points are lost. If you were concentrating on an active power, the power ends as if you had ceased concentrating on it. If you were directing a power, the direction fails but the power remains active.
Psicrystal Containment is also a great feat. It is the only way to gain a second Psionic Focus, or at least the only way that has been published in a book. Combined with Psionic Meditation, your character may never be unfocused ever again.
Putting it All Together So, what should a character that is optimized for its Psionic Focus look like? In my opinion, there are a few key options here, all of which combine the goals spelled out in the preceding sections.
As I stated in the opening section, these aren't the strongest options available, but rather some of the better options for a build based around using its Psionic Focus to the fullest extent. That being said, here are a few "builds. Psionic Weapon helps the character bring the pain, and is even better if combined with the Greater version. Extended buffs make the character a powerhouse, and Psionic Meditation helps the character regain focus when there's a lull in the combat. If the Anarchic Initiate uses Chaotic Surge, that could instead turn into either 1.
All said, not too bad for a single PP and one's focus. Can make some low-level powers quite nasty. Conclusion The foregoing is perhaps more of an experiment with a concept than anything else.
As I've said several times, the ideas presented here aren't the most powerful, but rather try to get the most out of a feature shared by all Psionic characters regardless of class. Most people, myself included, shy away from quite a few of the feats mentioned when building a typical character.
Therefore, please consider this to be a suggestion that perhaps certain "underpowered" feats do have their place, if you think outside box a bit. When I saw the title, I read it as Physic focus, the soulmeld that adds 1 damage to powers, and if bound adds a save or Daze effect. While it's certainly the most niche use of Psionic Focus, it'd still be nice to see at least some words on the option to take 15 on Concentration checks. I can see it potentially being quite nice in a pinch on something that needs a Concentration check.
Off the top of my head, taking 15 on the Concentration roll for one of the save-replacing DM maneuvers could be quite nice for when you really need to make that save. It's all about vision and making reality conform to your vision. By dropping a fucking house on it. Surreal Hong Kong Posts: There are some ToB maneuvers that let you use concentration checks too I believe.
Quote from: Surreal on June 03, , PM. Quote from: Agita on June 03, , PM. I believe there's also a feat from races of stone that turns your armor bonus into a deflection bonus while psionically focused.
Then die. Weapon Legacy Then you can expend focus on something else, while keeping the focus thingy going. It's on that guide thread idk. Dr I never bothered with it.
But it might be useful. Mantle Granted Abilities Divine Mind Auras Take 15 on Concentration checks should be useful to Casters taking Damage. Quote from: borsniel on September 12, , PM.
Lycanthromancer Organ Grinder Posts: There are a number of mantra feats in Untapped Potential that work off of expending and regaining psionic focus. Also, find ways to use your focus multiple times on the same power.
Take Energy Conversion, for instance. It's got a duration, which means you can Extend it, and since it fires rays you can Split it as well, and every shot you fire will benefit from the metapsionics you toss on. And since you can regain your focus after you manifest the power and fire off rays, it's a perfect candidate for Greater Psionic Shot and Aligned Attack. Share buffs with your psicrystal for double the usage on those metapsionic feats. Same Effect More than Once in Different Strengths : In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies.
If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect assuming its duration has not yet expired. Same Effect with Differing Results : The same power or spell can sometimes produce varying effects if applied to the same recipient more than once.
The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant while the final spell or power in the series lasts. Multiple Mental Control Effects : Sometimes psionic or magical effects that establish mental control render one another irrelevant. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows.
If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Powers and spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. Instantaneous Effects: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature.
The description of each power is presented in a standard format. Each category of information is explained and defined below. The first line of every power description gives the name by which the power is generally known. A power might be known by other names in some locales, and specific manifesters might have names of their own for their powers. Beneath the power name is a line giving the discipline and the subdiscipline in parentheses, if appropriate that the power belongs to.
Every power is associated with one of seven disciplines. A discipline is a group of related powers that work in similar ways. Each of the disciplines is discussed below. Athanatism extends the power of the mind over departed spirits, allowing its practitioners untold control over them, but also the ability to travel into the lands of the dead. Editor's Note: Though not stated in the source material, it may be assumed that, for the purpose of psionics-magic transparency, athanatism powers are equivalent to spells of the necromancy school, due to the themes and abilities of the powers found within the discipline.
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable. For the purpose of psionics—magic transparency, clairsentience powers are equivalent to powers of the divination school thus, creatures immune to divination spells are also immune to clairsentience powers. Many clairsentience powers have cone-shaped areas.
These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the power. Scrying: A power of the scrying subdiscipline creates an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess.
This includes any powers or effects that target you, but not powers or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active power.
Lead sheeting or psionic protection blocks scrying powers, and you sense that the power is so blocked.
Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands. A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates subject to the limits noted above. Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance.
Psionic creatures created with metacreativity powers are considered constructs, not outsiders. A creature or object brought into being cannot appear inside another creature or object, nor can it appear floating in an empty space.
It must arrive in an open location on a surface capable of supporting it. For the purpose of psionics—magic transparency, metacreativity powers are equivalent to powers of the conjuration school thus, creatures immune to conjuration spells are also immune to metacreativity powers.
Creation: A power of the creation subdiscipline creates an object or creature in the place the manifester designates subject to the limits noted above. If the power has a duration other than instantaneous, psionic energy holds the creation together, and when the power ends, the created creature or object vanishes without a trace, except for a thin film of glistening ectoplasm that quickly evaporates.
If the power has an instantaneous duration, the created object or creature is merely assembled through psionics. It lasts indefinitely and does not depend on psionics for its existence. Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Psychokinesis powers can deal large amounts of damage. For the purpose of psionics—magic transparency, psychokinesis powers are equivalent to spells of the evocation school thus, creatures immune to evocation spells are also immune to psychokinesis powers.
For the purpose of psionics— magic transparency, psychometabolism powers are equivalent to powers of the transmutation school thus, creatures immune to transmutation spells are also immune to psychometabolism powers. Healing: Psychometabolism powers of the healing subdiscipline can remove damage from creatures. However, psionic healing usually falls short of divine magical healing, in direct comparisons.
Psychoportation powers move the manifester, an object, or another creature through space and time. For the purpose of psionics—magic transparency, psychoportation powers do not have an equivalent school. A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can cross planar boundaries.
Usually the transportation is one-way unless otherwise noted and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation. Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior. For the purpose of psionics—magic transparency, telepathy powers are equivalent to powers of the enchantment school thus, creatures resistant to enchantment spells are equally resistant to telepathy powers.
Charm: A power of the charm subdiscipline changes the way the subject views you, typically making it see you as a good friend.
Compulsion: A power of the compulsion subdiscipline forces the subject to act in some manner or changes the way her mind works. Some powers have effects that can be achieved in different ways. But depending on how they achieve the effect might also cause small changes to how they work, which feats they interact with, and similar mechanical changes.
This is a way to portray how one effect can be arrived at from two or more different ways of looking at things, as well as allowing us to give you as a player or GM more options without effectively reproducing the same power for different Disciplines. When you choose a power that fits in multiple disciplines, you always make a choice of which version you have learned and note this down — you can in fact learn all the different versions of a power if you want to, but each time you learn a version of the power, it counts as its own power known.
For example, choosing to learn control for psychokinesis and for telepathy would count as two distinct powers known.
Appearing on the same line as the discipline and subdiscipline when applicable is a descriptor that further categorizes the power in some way. Some powers have more than one descriptor. The descriptors that apply to powers are acid, cold, death, electricity, evil, fire, force, good, language-dependent, light, mind-affecting, and sonic.
Most of these descriptors have no game effect by themselves, but they govern how the power interacts with other powers, with spells, with special abilities, with unusual creatures, with alignment, and so on. This number is preceded by the name of the class whose members can manifest the power. The specialists a power can be associated with include Conduit athanatism , Egoist psychometabolism , Kineticist psychokinesis , Nomad psychoportation , Seer clairsentience , Shaper metacreativity , and Telepath telepathy.
When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual.
If multiple powers with similar displays are in effect simultaneously, the displays do not necessarily become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. The displays given below are examples and may be adjusted as desired to fit the theme of your game.
Dispense with Displays: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display. Even if a manifester manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances.
Of course, concentration check can be made as normal to either manifest defensively or maintain the power if attacked.
The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within feet. Some powers describe unique auditory displays. Material: The subject or the area is briefly slicked with a translucent, shimmering substance. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.
Some powers describe unique mental displays. Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. Most powers have a manifesing time of 1 standard action.
Others take 1 round or more, while a few require only a free action. A power that takes 1 round to manifest requires a full-round action. It comes into effect just before the beginning of your turn in the round after you began manifesting the power. You then act normally after the power is completed. A power that takes 1 minute to manifest comes into effect just before your turn 1 minute later and for each of those 10 rounds, you are manifesting a power as a full-round action, as noted above for 1-round manifesting times.
These actions must be consecutive and uninterrupted, or the power points are lost and the power fails. When you use a power that takes 1 round or longer to manifest, you must continue the concentration from the current round to just before your turn in the next round at least. If you lose concentration before the manifesting time is complete, the power points are lost and the power fails. You make all pertinent decisions about a power range, target, area, effect, version, and so forth when the power comes into effect.
If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following.
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