Author Topic: [3.5] Extra elements for psionics  (Read 662 times)

Offline Prime32

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[3.5] Extra elements for psionics
« Topic Start: November 06, 2011, 07:36:28 AM »
Here's what we have currently.
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Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save
Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get a +3 bonus if the target is wearing metal armor. If the power allows a save the DC is increased by 2.
Fire: A power of this energy type deals +1 point of damage per die.
Sonic: A power of this energy type deals -1 point of damage per die and ignores an objectís hardness.


With this system there are "minor elements" (equivalent to the existing ones) and "major elements" which are more powerful. A character picks one major element at 1st level - this is the only element he can apply to psionic powers.
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Extra Element [General]
Benefit: Select one major element or two minor elements. When you manifest a power with an elemental descriptor you may use any of the elements with which you are familiar instead of the one you chose at character creation. If you select a minor element which you already possess then it is upgraded to a major element.
Normal: When manifesting powers with an elemental descriptor you may only use the element which you chose at 1st level.
Special: You may select this feat multiple times. Each time you may choose new elements or upgrade minor elements to major ones.
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Double Element [Metapsionic]
Prerequisite: 2 elements
Benefit: You can expend your psionic focus while manifesting a power to apply two elements at once. These can be minor or major elements. The power gains the benefits and drawbacks of both elements at once, and gains both descriptors. The saving throw DC of such a power is also increased by 1 (if it does not allow a save, you instead gain a +1 bonus to the attack roll).


If you don't want to use this system wholesale, here's a feat for you:
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Advanced Element [Psionic]
Benefit: Select one major element from the list below. Whenever you manifest a psionic power which allows a choice of energy type, apply the effects of the chosen element instead (you lose the ability to apply standard energy types to such powers). In addition, the pp cost of powers affected by this feat is reduced by 1 (minimum 1, this does not affect the number of pp you can spend on a power).

Offline Prime32

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Re: [3.5] Extra elements for psionics
« Reply #1: November 06, 2011, 07:36:45 AM »
Minor Elements
  • Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save
  • Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get a +3 bonus if the target is wearing metal armor (or is made out of metal, carrying a lot of metal, etc.). If the power allows a save the DC is increased by 2.
  • Fire: A power of this energy type deals +1 point of damage per die.
  • Sonic: A power of this energy type deals -1 point of damage per die and ignores an objectís hardness.

  • (No descriptor): No effect.
  • Acid: A power of this type halves the effects of an object's hardness. One round later, affected targets take 1 point of damage per die of the original effect.
  • Air: A power of this type deals -1 damage per die, and attempts to bull rush affected targets directly away from the origin of the effect as if it were a Medium creature with a Str score equal to your primary manifesting score.
  • Darkness: A power of this type deals -1 damage per die, and affected targets must make a Reflex save or suffer a 20% miss chance on all their attacks for 1 round.
  • Desiccation: A power of this type deals -1 damage per die, or +1 damage per die against water elementals and plant creatues, but does not affect creatures whose bodies do not contain water. Affected targets must make Fort saves or be fatigued for 1 round.
  • Earth: A power of this type deals -1 damage per die and ignores power resistance. If the power allowed a Reflex save it is changed to a Fortitude save.
  • Force: A power of this type deals -2 damage per die (minimum 0) and can affect incorporeal and ethereal creatures as if they were solid.
  • Good/Evil/Chaos/Law: A power of this type deals +2 damage per die against creatures of its opposing alignment. Characters of the alignment opposed to the element cannot use it (ie. an LG character cannot use the Chaos or Evil elements).
  • Light: A power of this type deals nonlethal damage, and affected targets are dazzled for 1 round. Undead instead take lethal damage. Creatures specifically vulnerable to sunlight take lethal damage, and the damage is increased by +1 point per die.
  • Metal: A power of this type deals -1 damage per die and ignores power resistance.
  • Mind-affecting: A power of this type deals +2 damage per die, but does not affect creatures immune to mind-affecting effects.
  • Negative energy: A power of this type deals -1 damage per die. Living creatures are damaged by this power, undead are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
  • Positive energy: A power of this type deals -1 damage per die. Undead are damaged by this power, living creatures are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
  • Repair: A power of this type deals -1 damage per die. Constructs are healed by this power rather than damaged, and other creatures are unaffected.
  • Water: A power of this type deals -1 damage per die (or +1 damage per die against creatures composed of fire or otherwise vulnerable to water) and attempts to trip affected targets as if it were a Medium creature with a Str score equal to your primary manifesting score. A target which cannot breathe water and is not holding its breath must make a Reflex save or be sickened for 1 round.

Offline Prime32

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Re: [3.5] Extra elements for psionics
« Reply #2: November 06, 2011, 07:37:01 AM »
Major Elements
  • Cold: A power of this energy type deals +1 point of damage per die. If the power allowed a Reflex save it is changed to a Fortitude save. Affected targets are slowed for 1 round.
  • Electricity: A power of this energy type provides a +2 bonus on manifester level checks for the purpose of overcoming power resistance. If the power requires an attack roll you get +3 bonus if the target is wearing metal armor (or is made out of metal, carrying a lot of metal, etc.). If the power allows a save the DC is increased by 2. Affected targets take a -2 penalty to Dex for 1d4 rounds.
  • Fire: A power of this energy type deals +1 point of damage per die. Affected targets must make a Reflex save or catch fire, taking damage equal to one-third the initial damage dice for 1d4 rounds, and 1d6 damage on subsequent rounds (if one-third the initial damage dice is less than 1d6 the effect ends after 1d4 rounds). A target gets another Reflex save at the start of each round - if he succeeds he is no longer on fire. This otherwise follows the normal rules for catching on fire.
  • Sonic: A power of this energy type ignores an objectís hardness and deafens affected targets for 1 round.

  • (No descriptor): A power of this type deals +1 damage per die.
  • Acid: A power of this type halves the effects of an object's hardness and sickens targets for 1d4 rounds. One round later, affected targets take 1 point of damage per die of the original effect.
  • Air: A power of this type attempts to bull rush affected targets directly away from the origin of the effect as if it were a Large creature with a Str score equal to your primary manifesting score.
  • Darkness: Targets affected by a power of this type must make a Reflex save or suffer a 50% miss chance on all their attacks for 1 round.
  • Desiccation: A power of this type deals +2 damage per die against water elementals and plant creatues, but does not affect creatures whose bodies do not contain water. Affected targets must make Fort saves or be fatigued for 1d4 rounds.
  • Earth: A power of this type ignores power resistance. If the power requires an attack roll its critical multiplier is increased to x4, while if the power allowed a Reflex save it is changed to a Fortitude save and its DC increased by 2.
    • Earth (Sand): A power of this type ignores power resistance, and affected targets are dazzled for 1 round per pp expended.
  • Force: A power of this type can affect incorporeal and ethereal creatures as if they were solid.
  • Good/Evil/Chaos/Law: A power of this type deals +2 damage per die against creatures of its opposing alignment, and they must make a Fortitude save or be dazed for 1 round. Characters of the alignment opposed to the element cannot use it (ie. an LG character cannot use the Chaos or Evil elements).
  • Light: A power of this type deals non-lethal damage and blinds targets for 1 round. Undead instead take lethal damage. Creatures specifically vulnerable to sunlight take lethal damage, and the damage is increased by +1 point per die.
  • Metal: A power of this energy type ignores power resistance. If the power requires an attack roll its critical threat range is increased to 18-20, while if it allows a save the DC is increased by 2.
  • Mind-affecting: A power of this type deals +3 damage per die, but does not affect creatures immune to mind-affecting effects. Affected targets must make a Will save or become confused for 1 round.
  • Negative energy: Living creatures are damaged by a power of this type, undead are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
  • Positive energy: Undead are damaged by a power of this type, living creatures are healed, and creatures which are neither alive nor dead (such as constructs) are unaffected.
  • Repair: Constructs are healed by a power of this type rather than damaged, and other creatures are unaffected.
  • Water: A power of this type deals +2 damage per die against creatures composed of fire or otherwise vulnerable to water, and attempts to trip affected targets as if it were a Large creature with a Str score equal to your primary manifesting score. A target which cannot breathe water and is not holding its breath must make a Reflex save or be sickened for 1 round.
« Last Edit: May 11, 2013, 07:22:27 AM by Prime32 »

Offline Amechra

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Re: [3.5] Extra elements for psionics
« Reply #3: May 05, 2012, 11:17:42 AM »
Hmm...

I want to make a PrC that slaps these onto the Desert Wind discipline, yes I do...
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