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Author Topic: Homebrew Psionics....(or just another spellcasting type)  (Read 7689 times)
Blankbeard
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« Reply #120 on: February 11, 2011, 11:53:37 PM »

Ok, try this on for size. 

Psychokineticist
Many who awaken to the enhanced mental abilities of the mentalist become detail oriented perfectionists, constantly striving to improve their level of control over their minds.  Others find the ability to manipulate matter and decide they just want to kill people with their brains.

Depending on your campaign, a psychokineticist might be:
A fiery tempered anarchist hell bent on burning the world down.
A disturbed youth wielding powers that make them dangerous to all around them.
An old hermit that both the sun and winter refuse to hurt who calls upon the power of the storm for defense.
A brash hero who defends the northlands with spears of ice.

Party Role: Combatant.  The psychokineticist focuses on attacking the enemy although some do find nonviolent uses for their abilities.

Class Features
Requirements: Psionics Campaign quality, Psychokinesis 4+ ranks, Tactics 6+ ranks, Hurled Basics feat
Favored Attributes: Dexterity, Constitution
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Acrobatics, Athletics, Haggle, Medicine, Notice, Resolve, Search, Sense Motive, Tactics
Vitality: 9+Con
Skill Points 6 + Int

BAB High
Fort Med
Ref High
Will Low
Def Low
Init High
LS Low
Leg Medium

1 Handle with Care, Flame On!
2 Psychic Lance (20 ft)
3 Energy Shaping (One upgrade)
4 Bonus Feat (Ranged, Psionic), Power Stunt
5 Energy Shaping (Two upgrades)
6 Power Stunt
7 Psychic Lance (40 ft), Energy Shaping (Two powers)
8 Bonus Feat, Power Stunt
9 Energy Shaping (two tricks)
10 Omega Storm

Core Ability
Flame on!:  You strike before you think, which is bad news for your enemies.  When you spend an action die to boost a Psychokinetics check, you may, as a free action, use one of your active powers to make a psionic attack. 
Class Abilities
Handle with Care:  You are an experienced manipulator of energy and know how to avoid getting hurt.  At first level, you no longer take damage from critical failures with psionic checks.  Further, when you have an active attack power, you gain Damage Resistance 5 to its damage type.

Psychic Lance:  Your psionic attacks are more stable and thus longer ranged.  At second level, the range increment of your psionic attacks becomes 20 ft unless it is already longer.  At seventh level, the range increment increases to 40 ft.

Energy Shaping:  Your control over energy allows you to produce very interesting projectiles.  At 3rd level, pick a power that grants a psionic attack.  When you activate that power, you may choose one of the following weapon qualities to apply to its attack:  AP6, Blast 1, Excruciating, Indirect, or Trip.

At level 5, you may apply a second quality to the selected power.  At level 7, you may select an additional power to apply weapon qualities to.  At level 9, you may apply two tricks to ranged psionic attacks and you may apply bow or black powder tricks to hurled attacks.

Bonus Feat:  At levels 4 and 8, you gain a feat from the Psionic or Ranged trees or you may gain a new psionic power.

Power Stunt:  At Levels 4, 6, and 8, select one of the following abilities.  Each may be chosen only once.

Fallzone:  Balance DC's caused by your Ice Slick increase by your class level.  You may ignore balance checks caused by wet or icy areas while your cryokinesis power is active.
Mister Freeze:  Characters within your Ice Slick when it is created are entangled and must make an immediate Balance check.  Those who fail are paralyzed for one round. 
Dazzler:  When your Photokinesis power is active, you gain the beguiling NPC quality
Cinematic:  While your Photokinesis power is active, you may create an visual illusion of any size or shape as a full action.  This image may be animated and lasts as long as you concentrate plus one round per psion level. 
Elemental Therapy:  While any Psychokinesis power is active, you may remove one level of shaken, fatigued, or completely remove the entangled condition by touch.  This has a psion cost of 4 and you may use it no more than once per teammate per scene.
Defib:  (Requires Psychoinventive 6+ ranks) You gain The Extra Mile feat. 

Omega Storm:  Once per session, you may unleash a storm of psionic power.  As a free action, make a Psychokinesis check.  The storm lasts a number of rounds equal to your psion bonus.  For the duration of the storm, you may use any power that grants a psionic attack without cost.  You must pay for any upgrades to these powers.  Further, you may use each of your psionic attacks any number of times per round.  When the storm ends, all of your active powers end as well.
 
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« Reply #121 on: February 14, 2011, 03:31:59 AM »

http://www.le-scriptorium.com/uploads/file/Regles_optionnelles/Mastercraft/psionics.pdf

Added! A few remarks or questions:

1. Handle with Care: I think suffering damage with a failure is not a real bummer, especially with the Damage Resistance you provide. What about also not ending the power? That would be a real plus, but maybe it's too much?

2. Energy Shaping: AP 6 is quite powerful compared to other qualities, and you could even apply it twice, since it stacks. I would say that AP 4 is enough, but it's just me ... At Level 7, do you apply one, or two (the same?) weapon qualities to the second power? There are two very interesting benefits at Level 9, and one of them could be useful for any hurled specialist, not just Psychokinesis users. What about making the latter a feat?

3. Bonus Feat: Choice of two feat trees or a psionic power ... It usually is a choice of two feat trees, or a choice of one feat tree or other goodies.

4. Power Stunts: I like them! But why is there nothing revolving around Pyrokinesis? (There is a Pyrokineticist feat you can rip off if you like.)

Anyway, despite my remarks I love the concept and the way you've built the class. It really gives something new, exciting and useful at each level. Smiley

NB: Oh and I have to edit the Mindbender. Several mistakes (including the first level ability) and typos hiding here and there.
« Last Edit: February 14, 2011, 03:36:15 AM by aegis » Logged
Blankbeard
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« Reply #122 on: February 14, 2011, 05:40:37 PM »

http://www.le-scriptorium.com/uploads/file/Regles_optionnelles/Mastercraft/psionics.pdf

Added! A few remarks or questions:

1. Handle with Care: I think suffering damage with a failure is not a real bummer, especially with the Damage Resistance you provide. What about also not ending the power? That would be a real plus, but maybe it's too much?
 

Nice work on the formatting!    Personally, I think not taking damage and not losing the power is too good for a first level ability.  It would make the class very easy to dip into.

2. Energy Shaping: AP 6 is quite powerful compared to other qualities, and you could even apply it twice, since it stacks. I would say that AP 4 is enough, but it's just me ... At Level 7, do you apply one, or two (the same?) weapon qualities to the second power? There are two very interesting benefits at Level 9, and one of them could be useful for any hurled specialist, not just Psychokinesis users. What about making the latter a feat?

Bleah, the other qualities aren't really stackable.  AP4 does sound more reasonable.   The intent for level 7 was to be able to apply two weapon qualities to each of two powers, for a grand total of 4 qualities. 

3. Bonus Feat: Choice of two feat trees or a psionic power ... It usually is a choice of two feat trees, or a choice of one feat tree or other goodies.

Go with just the feats.

4. Power Stunts: I like them! But why is there nothing revolving around Pyrokinesis? (There is a Pyrokineticist feat you can rip off if you like.)

I just ran out of ideas.  How are these?

Mindburn: You may convert your Flames damage to stress damage without penalty or halving.

Firestopper:  As a half action, you may suppress nearby fires.  Fires within your close combat range are extinguished.  Fire based creatures suffer lethal damage equal to your class level.

Anyway, despite my remarks I love the concept and the way you've built the class. It really gives something new, exciting and useful at each level. Smiley

NB: Oh and I have to edit the Mindbender. Several mistakes (including the first level ability) and typos hiding here and there.

Thanks for the comments.  That's the first class I've built so I'm happy to have feedback.  I'll review the PDF this week as soon as I can.
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« Reply #123 on: February 15, 2011, 03:41:31 PM »

Thanks, guys.

Psionic stance sounds good for Cloud Minds. I'm just working it through my brain now.

Also I think the "Wild Talent" Psionic Feat below from the SFA document would be great to add. It would be esp useful in campaigns where Psionics is rare and psions have some power but not much training. Maybe in a Horror type campaign, where some trauma or exposure to strange forces awakens latent powers.

Wild Talent

You have unexpectedly manifested a psion power.

Benefit: Choose one psionic power. You may gain ranks in the chosen power and your psion level when using or buying ranks in the chosen power is considered to be one half your career level (round up). The vitality cost of this power is increased by 1.
Special: If this is an otherwise non-psionic campaign, the GC may determine which powers you may choose from.
« Last Edit: February 15, 2011, 03:58:42 PM by snake » Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
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« Reply #124 on: February 15, 2011, 04:13:09 PM »

And just for the heck of it, here's a list of films and books with strong Psi elements. I've used many of them in the past for inspiration:

Horror :  Firestarter, Dead Zone, Carrie by Stephen King, The Fury by John Farris, Scanners.

Post Apoc: Hieros Journey by Sterling Lanier, Beneath the Planet of the Apes, The Horseclans novels by Robert Adams.

Superheros: X-men

Pulp: The Shadow (Film)

Space Opera: Dune, Star Wars, Star Trek

I'm sure people have their own favorites.
« Last Edit: February 15, 2011, 04:14:47 PM by snake » Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
aegis
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« Reply #125 on: March 03, 2011, 02:15:35 AM »

Toying with one last expert class (and maybe a handful of other feats) before proofreading and editing...

Void Disciple (Expert)
Void disciples have found the perfect harmony. They blend gracefully their innate psychic power and their honed physical abilities. They have made the saying mens sana in corpore sano their own. Their whole life is turned toward personal perfection and ultimate accomplishement, whether they seek theoretical illumination or more grounded martial power.

Party Role: Combatant. Void disciples excel in physical prowess. Although some of them have taken a vow of peace, any of them would make quite a fearful foe.

Class Features
Conditions
: Evolution 6+ ranks, Athletics 6+ ranks, Biorythm power, Qi Basics feat
Favored Attributes: Constitution, Wisdom
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Acrobatics, Athletics, Crafting, Impress, Notice, Prestidigitation, Resolve, Search, Sense Motive, Survival
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

Core Ability
Evolved
: Whenever you spend an action die to boost an attack, damage, or Wisdom-based skill check, you gain 1 Edge.

Class Abilities
Mind Over Body
: At Level 1, 5, and 9, you may choose one of the following abilities. Each may be chosen only once.
Action Over Stillness: You gain the Lighting Reflexes feat and may always act during surprise rounds.
Vigor Over Faintness: You gain the Great Fortitude feat and are considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
Will Over Weakness: You gain the Iron Will feat and its benefits extend to the baffled, fascinated, and frightened conditions. If you possess the no pain ability, its benefits are extended as well.
Qi Channeling I: At Level 2, you gain the Qi Mastery feat and whenever you would spend Edge, you may pay an equal psion cost instead.
Qi Channeling II: At Level 7, you gain the Qi Supremacy feat and whenever you would gain Edge, you may increase your maximum vitality by an equal amount instead.
Psychic Meditation I: At Level 3, once per scene you exit a Biorythm lethargy that lasted at least 1 hour, you gain 4 Edge.
Psychic Meditation II: At Level 7, once per scene when you exit a Biorythm lethargy that lasted at least 1 hour, you also gain one d8 action die. If not spent by the end of the scene, this action die is lost.
Rejuvenation I: At Level 4, you gain the Guts feat and its effects extend to the baffled and shaken conditions.
Rejuvenation II: At Level 8, you gain the Quick Healer feat and you heal vitality points and wounds, and lose stress and subdual damage, at four times the normal rate when in Biorythm lethargy.
Stillness of the Void: At Level 4, you gain a trick.
Stillness of the Void (Unarmed Attack Trick): Spend up to 5 Edge. If you hit by 5 or more, the target is also slowed for a number of round equal to the amount of Edge you spent. You may use this trick once per round.
At Level 10, the target is paralyzed and you may use this trick any number of times per round. Further, you are immune to the slowed and paralyzed conditions.
Master’s Stance: At Level 6, when in any stance, you may spend 3 Edge to assume a second stance while not losing the benefits of the first.
Master’s Touch I: At Level 8, you may add 2 tricks to each attack. Also, you may apply unarmed tricks to melee attacks and vice-versa.

Nothing definitive. Just ideas... If you have comments...

Progression should look something like:
Atk 1
Fort 1
Ref 1
Will 2
Def 2
Init 0
LS 0
Leg 1
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« Reply #126 on: March 05, 2011, 04:36:03 PM »

I have a class idea I'd  like to try out for this, assuming I can make it coherent and I'll help with typo hunting.  However, I'm in the middle of a large project until at least this Thursday.  So after that, you'll have a bit of help. Smiley
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« Reply #127 on: March 13, 2011, 02:16:12 PM »

Ok, here's the class I was thinking of.  It needs a description and a good once over. 

Mindblade

Role Combatant/Backer
Requirements: Psionics Campaign quality, Psychokinesis 6+ ranks, Athletics 4+ ranks, Psi Blade Basics feat
Favored Attributes: Strength, Dexterity, Constitution
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Acrobatics, Athletics, Crafting, Notice, Resolve, Sneak, Sense Motive
Vitality: 12+Con
Skill Points 4 + Int

BAB: High
Fortitude: Medium
Reflex:Medium
Will: High
Defense: Medium
Initiative: Medium
Lifestyle:Low
Legend:Low

1 Psionic Focus, Blade-First
2 Edgewalk
3 Blade Tricks
4 Bonus Feat, Mental Edge
5 Blade Tricks
6 Mental Shields
7 Edgewalk, Blade Tricks
8 Bonus Feat, Psychic Healing
9 Blade Tricks
10 Mack the Knife

Core Ability
Psionic Focus:  When you use an action die to boost a Psychokinetic check, you gain one Edge.

Abilities
Blade-First: At first level when you activate your psi blade power, you gain one Edge.  Also, the weapons you create with your power do not require ammunition as long as you wield them.

Edgewalk: At second level, you gain the following trick:
        Edgewalker(Hurled attack trick): After a successful attack with a hurled psi weapon, you may spend 2
        vitality to move to any square adjacent to your target as a free action.
At 7th level you may use your edgewalker trick on bows and black powder weapons.

Blade Tricks: At Levels 3, 5, 7, and 9, select one of the following abilities.  Each may be chosen only once.
   Psychic Crafting: You learn one Essence and one Charm.  You may apply essences and charms you know
         to your psi weapons as if each were an upgrade.  These upgrades function only in your hands.
   Dancing Blades: When you have at least 2 edge you may make melee attacks against anyone within
        Close Quarters.  You may spend 2 edge to inflict your psi weapon's full damage against any single opponent
        you've successfully damaged this round.
   Ghost Blade: Your psi weapon ignores cover less than total and when you have at least 4 edge you may
         move through occupied spaces without penalty as long as you stop in an unoccupied square.
   Always Armed: The cost of your psi blade power and upgrades is halved.
   Psi Blade Expert:  When you wield a psi weapon, you inflict +1d4 damage.
   I'll Create One of Those:  When you use the Perk "I Have One of Those" you may spend vitality instead
        of action dice on a 2 to 1 basis to determine the maximum complexity of the item.

Bonus Feat:  At 4th and 8th level you gain a bonus feat from the Psionics or Melee Combat trees.

Mental Edge: At 4th level when you have at least 2 edge you may spend 4 vitality to grant your teammates' attacks the excruciating quality and a +2 psionic bonus to damage for a number of rounds equal to your class level.  When this power is active at the start of your action you may spend 1 edge to end it and gain a bonus to your threat range on your next attack equal to half your class level.

Mental Shields: At 6th level when you have at least 2 edge you may spend 4 vitality to give your teammates DR equal to your psi bonus for a number of rounds equal to your class level. When this power is active at the start of your action you may spend 2 edge to end it to gain Damage Resistance (All) equal to (your class level minus the number of rounds the power was active) for one round.

Psychic Healing: At 8th level when you have at least 3 edge you may spend an action die to give yourself regeneration 2  for a number of rounds equal to your class level. When this power is active at the start of your action you may spend 3 edge to end it and restore your teammates' vitality by 2d6 each.

Mack the Knife:  At 10th level once per session, you may use your psi blade power to  summon a psi weapon that gains AP(All) and Keen(20).  Attacks by this weapon always inflict bleed.

Typos I've found:

Page 3
    The description for the Psychic Erudite is in French (Not a typo, but still Smiley )
    Psion, first paragraph carrier should be career
    Class Role:  Merge the two sentences ending with group and starting with But.  "The psion can fill any possible role in a group but...."
Page 10
    Dazzler:  The description needs a period at the end.


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aegis
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« Reply #128 on: March 14, 2011, 04:06:13 PM »

Thanks for the typos!

Well, now on the Mindblade ... the class is waaaay too powerful in my opinion.

Blade-first : I should steal the second sentence for the power description actually. It doesn't make sense otherwise.

Edgewalk is quite powerful, even considering the cost, and I don't get why it should apply to bow and black powder weapons?

Dancing Blade and Ghost Blade are strong enough to be cut in half and still be interesting.

Mental Edge and Mental Shields are also way to strong. Compare to the benefits of the Lionheart chain for example. Plus I don't see the thing with the shields ... except if they are in the mind maybe (like stress damage resistance and/or immunity to negative morale effects).

I'm not sure about the gamebreaker, especially the bleed and keen part.

Well, to sum up, the class in itself is quite inspiring but would really benefit from a power-down. 'hope I'm not too harsh ... Smiley
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« Reply #129 on: March 14, 2011, 08:42:30 PM »

Not at all harsh.  I'll look at it again and rework it.
Thanks for the typos!

Well, now on the Mindblade ... the class is waaaay too powerful in my opinion.

Blade-first : I should steal the second sentence for the power description actually. It doesn't make sense otherwise.
Edgewalk is quite powerful, even considering the cost, and I don't get why it should apply to bow and black powder weapons?
Quote
That should be psi-bows and black powder, assuming the later is even possible.
Dancing Blade and Ghost Blade are strong enough to be cut in half and still be interesting.
Works for me.
Mental Edge and Mental Shields are also way to strong. Compare to the benefits of the Lionheart chain for example. Plus I don't see the thing with the shields ... except if they are in the mind maybe (like stress damage resistance and/or immunity to negative morale effects).

I'm not sure about the gamebreaker, especially the bleed and keen part.

Well, to sum up, the class in itself is quite inspiring but would really benefit from a power-down. 'hope I'm not too harsh ... Smiley

I'll think on these.  The intent is a mild group buff that can be sacrificed for a good but very short duration self buff.  I've been playing Guild Wars and it's a combination of the way the Dervish's buffs work and GW2's Guardian Virtues. 
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« Reply #130 on: May 09, 2011, 01:54:22 AM »

Blankbeard, did you had the chance to work on the Mindblade? I'd like to complete the document and start editing so that everyone can use it.  Smiley
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« Reply #131 on: May 09, 2011, 01:17:44 PM »

Actually, I haven't had a chance to do anything.  I'm in the middle of graduating from pharmacy school and it's been a hectic.  If you want to take a stab at it, I'm ok with that.  Otherwise, it might be best to leave the class out.  It's going to take more time to hammer out than I think I'll have available for a few days.  I only have internet access a couple days a week so if I get any chance to work it out I'll post something by the weekend.

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« Reply #132 on: May 10, 2011, 02:04:46 AM »

No problem, there's no hurry. It's just that if I happen to have some free time in the coming month (or the next), I'll try to nail it down with one stab if possible. Smiley
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« Reply #133 on: May 13, 2011, 09:48:16 AM »

Attempt the first.  Please excuse the lack of formatting.

Made it clear Edgewalker works with certain kinds of ranged weapons produced with the psi-blade power only.  Broke up the other abilities and spread them out.  I'm not sure if Always Armed would work better as a flat -1 or -2 to the power cost (min 1) as halving it may be too much (Create a brand new loaded long rifle each round for 2 vitality?)



Mindblade

Role Combatant/Backer
Requirements: Psionics Campaign quality, Psychokinesis 6+ ranks, Athletics 4+ ranks, Psi Blade Basics feat
Favored Attributes: Strength, Dexterity, Constitution
Psion: Each level in this class increases your Psion Level by 1.
Class Skills: Acrobatics, Athletics, Crafting, Notice, Resolve, Sneak, Sense Motive
Vitality: 12+Con
Skill Points 4 + Int

BAB: High
Fortitude: Medium
Reflex:Medium
Will: High
Defense: Medium
Initiative: Medium
Lifestyle:Low
Legend:Low

1 Psionic Focus, Blade-First
2 Edgewalk
3 Blade Tricks
4 Bonus Feat, Mental Edge
5 Blade Tricks
6 Mental Edge II
7 Edgewalk, Blade Tricks
8 Bonus Feat, Mental Edge III
9 Blade Tricks
10 Mack the Knife

Core Ability
Psionic Focus:  When you use an action die to boost a Psychokinetic check, you gain one Edge.

Abilities
Blade-First: At first level when you activate your psi blade power, you gain one Edge. 

Edgewalk: At second level, you gain the following trick:
        Edgewalker(Hurled attack trick): After a successful attack with a hurled psi weapon, you may spend 2 vitality to move to any square adjacent to your target as a free action.
At 7th level you may use your edgewalker trick on bow and black powder psi weapons.

Blade Tricks: At Levels 3, 5, 7, and 9, select one of the following abilities.  Each may be chosen only once.
   Psychic Crafting: You learn one Essence and one Charm.  You may apply essences and charms you know to your psi weapons as if each were an upgrade.  These upgrades function only in your hands.
   Dancing Blades: When you have at least 2 edge you may make melee attacks against anyone within Close Quarters. 
 Recurring Wounds: As a free action, you may spend 2 edge to inflict your psi weapon's normal damage against any single opponent you've successfully damaged this round.  You may do this once per combat.
   Ghost Blade: Your psi weapon ignores cover less than total.
   Always Armed: The cost of your psi blade power and upgrades is halved.
   Psi Blade Expert:  When you wield a psi weapon, you inflict +1d4 damage.
   I'll Create One of Those:  When you use the Perk "I Have One of Those" you may spend vitality instead of action dice on a 2 to 1 basis to determine the maximum complexity of the item.

Bonus Feat:  At 4th and 8th level you gain a bonus feat from the Psionics or Melee Combat trees.

Mental Edge I: At 4th level once per scene you may spend 4 vitality to grant your teammates' attacks the excruciating quality and a +2 psionic bonus to damage for a number of rounds equal to your class level. 

Mental Edge II: While your Mental Edge power is active at the start of your action you may spend 2 edge to end it and gain a bonus to your threat range on a single attack this round equal to half your class level.

Mental Edge III: Your Mental Edge power also grants teammates a +2 on attack rolls.

Mack the Knife:  At 10th level you may freely inflict any of lethal, stress, or force damage with your psi-blades without penalty or reduction of damage.  As a free action, you may spend 1 Edge to apply an additional trick to your next attack with a psi weapon.  This may not result in more than two tricks being applied to the same attack.
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