FEATS
What are Psionic Feats? To all nonpsionic characters all psionic feats are treated as special (only psionic characters and creatures may take them). Some psionic feats do not directly use power points of a psionic character, but the mere presence of those power points and the psionic potential implicit therein allow psionic characters access to feats others can never hope to gain. Unlike a skill, a feat has no ranks. A psion either has the feat or he does not. However, a few psionic feats can be taken multiple times. Unlike skills, feats are not bought with points. You simply choose them for your character. Each psion, and psyhic warrior gets one feat when the character is created. Every three levels (3rd, 6th, 9th, 12th, 15th, 18th, and so on), he or she gains another feat. For multiclass characters, feats come according to total character level, regardless of individual class levels. The types of feats that are presented here are: general, psionic, metapsionic, and item creation feats.
1: BODY FUEL (PSIONIC): The psion can expand his power point total at the expense of his health. The formula for it is as follows, 2 ability score points equals one power point, treat the reduced ability scores as temporary damage.
2: COMBAT MANIFESTATION (PSIONIC): The psion is extremely adept at manifesting powers in combat, meaning it is quite a bit harder to break his mental concentration.
3: CRAFT CYRSTAL CAPACITOR (ITEM CREATION): The psion can create psionic crystal capacitors that store power points. This crystal capacitor can store up to a maximum of 17 power points.
4: CRAFT DORJE (ITEM CREATION): The psion can create slender crystal wands called dorjes than can manifest powers inside them which use them as charges. A newly created dorje has enough power points to manifest it's primary power 50 times.
5: CRAFT PSIONIC ARMS AND ARMOR (ITEM CREATION): The psion can create psionic weapons, armor, and shields.
6: CRAFT UNIVERSAL ITEM (ITEM CREATION): The psion can create miscellaneous psionic items, such as
third eyes
or
psychoactive skins
.
7: DEEP IMPACT (PSIONIC): The psion can now count any hit with a melee weapon as if it is a touched attack.
8: DELAY POWER (METAPSIONIC): The psion can manifest powers that trigger a set duration after manifestation. A delayed power doesn't activate untill 1 to 5 rounds (posts) after the psion finishes manifesting it. The psion determines the delay when manifesting the power, and it cannot be changed once set. The power activates on the turn (post) that the psion designates. This can be countered or negated with an appropiate reaction. However any damage taken during the normal actions of the turn is also counted along with the delayed powers once they trigger.
9: DISARM MIND (PSIONIC): The psion can directly deplete his/her foe's power point total with psionic attacks. This attack deals a blow to your enemies power point total, you take your charisma and multiply it by 4 for the total in power point loss that your foe takes.
10: DODGE (PSIONIC): The psion is very adept at dodging blows.
11: ENCODE STONE (ITEM CREATION): The psion can create power stones from which him/her or another psion can manifest the powers stored therein.
12: ENLARGE POWER (METAPSIONIC): The psion can manifest powers farther than normal. This feat is good in combination with ranged attacks for this will extend the area of affect.
13: EXTEND POWER (METAPSIONIC): The psion can manifest powers that last longer than normal.
14: FELL SHOT (PSIONIC): The psion can strike his/her foe with a ranged weapon as if making a touch attack.
15: GREAT SUNDER (PSIONIC): The psion can sense the stress points on other's weaponry. Thus the psion can effectively halve the weapons hardness if he/she makes a strike to shatter or break their enemy's weapon.
16: GREATER POWER PENETRATION (PSIONIC): The psions powers are especially potent at breaking through power resistence.
17: GREATER PSIONIC FOCUS (PSIONIC): The psions powers within his/her primary discipline have even greater potency.
18: HEIGHTEN POWER (METAPSIONIC): The psion can manifest a power as if it were a higher level than it actually is.
19: HIDE POWER (METAPSIONIC): The psion can now manifest powers without having the telltale displays associated with psionic power manifestation.
20: IMPROVED PSICRYSTAL (PSIONICS): The psion can now upgrade his psicrystal with a new personality fragment, and this feat can be gained multi times.
21: INERTIAL ARMOR (PSIONIC): The psions mind instinctively generates a field of protective energy. This armor is composed of psychokinetic force, incorpeal creatures can't bypass it the way they do normal armor.
22: INNER STRENGTH (PSIONIC): The psion who takes this has more power points than normal. This feat can only be taken 3 times for a grand total of 6 extra points, 1 for the first time, 2 for the second, and 3 for the third, for a total of 6.
23: MASTER DORJE (METAPSIONIC): The psion can manifest a dorje's power with power points.
24: MAXIMIZE POWER (METAPSIONIC): The psion can manifest powers to maximum effect. With this all powers work at their max power for maximum results.
25: MENTAL ADVERSARY (PSIONIC): The psion can make exceptionally strong psionic attacks. This feat can be gained multiple times.
26: MENTAL LEAP (PSIONIC): The psion can make amazing jumps. This ability can also be taken multiple times with each time increasing the psions distance by a multiple of the times it is taken.
27: MIND TRAP (PSIONIC): The psion can punish psionic attackers. The psion depletes a number of power points equal to 10+ his charisma from any one attacking him on any psionic attack that damages him.
28: PRESISTENT POWER (METAPSIONIC): The psion makes one of his/hers powers last all day. The persistent power must have a personal range or a fixed range, it can't be used on a power with an instantaneous duration (ie finger of fire). And the power will last 24 hours.
29: POINT BLANK SHOT (GENERAL): The psion is skilled at making well-placed shots with ranged weapons at close range.
30: POWER ATTACK (GENERAL): The psion can make exceptionally powerful melee attacks.
31: POWER PENETRATION (PSIONIC): The psions powers are especially potent, breaking through defenses more readily than normal.
32: POWER TOUCH (PSIONIC): The psion can make power-enhanced attacks of opportunity. The psion can make attacks of opportunity using any power he/she knows with a range of touch, if the psion has at least one hand free that is. It is treated as a free attack in any round/post.
33: PSIONIC BODY (PSIONIC): The psion's mind reinforces his/her body. This feat may only be taken at first level. With this every time the psion learns a new psionic feat he/she gains +1 hit point.
34: PSIONIC CHARGE (PSIONIC): The psion can charge in a crooked line, just as quickly as if he were running straight ahead at an opponent, he may make as many 90degree turns in his charge as he has points in dexterity.
35: PSIONIC DODGE (PSIONIC): The psion is highly proficient at dodging blows. This feat is a chosen feat for a specific opponent, say the psion picks vampires he will be able to dodge most all of thier physical attacks.
36: PSIONIC FIST (PSIONIC): The psion can charge his unarmed attacks with extra damage upon contact. The psions unarmed attacks deal and extra 2d8 added to their normal unarmed strikes.
37: PSIONIC FOCUS (PSIONIC): The psions powers within his primary discipline are more potent than normal.
38: PSIONIC METABOLISM (PSIONIC): The psions wounds heal especially rapidly. This only works if the psion is conscious and not near death already.
39: PSIONIC SHOT (PSIONIC): The psion can charge his/her ranged attacks with additional damage potential. The ranged shots gain a +2d8 damage bonus on all hits.
40: PSIONIC WEAPON (PSIONIC): The psion can now charge his melee weapon with additional damage potential. His/her melee weapon (sword, dagger, battle axe, staff what have you) now gives an additional +2d8 points of damage per hit.
41: PSYCHIC BASTION (PSIONIC): The psion can raise a fortified defense against psionic attacks. This feat is a multiple feat and each time it is taken the bonus against psionic attacks are stacked.
42: PSYCHIC INQUISITOR (PSIONIC): The psion will know when others lie. When a creature lies directly to the psion, the psion will perceive the attempt at deception. The psion can use this feat on any conversation that is less than 8 hours old.
43: PSYCHOANALYST (PSIONIC): The psion's knowledge of the mind gives him/her influence with others. The psion will come across as being more diplomatic to others and generally received not with suspicion.
44: QUICKEN POWER (METAPSIONIC): The psion can manifest a power with but a moment's thought. When the psion has this feat if he/she manifests a quickened power it doesn't count against him/her it is a free action and incurs no penalty for using it, (thus in a fight of 3 and 2 the psion can manifest a quickened power and still have his 3 attacks and 2 defenses).
45: RAPID METABOLISM (PSIONIC): The psion's wounds heal even more quickly, ie about 3 hours of rest to restore to complete health.
46: RETURN SHOT (PSIONIC): The psion can return incoming ranged attacks, this includes; arrows, crossbow bolts, spears, and other shot or thrown weapons, yes even bullets. The psion must have a free hand to return shot a ranged attack. The psion must be aware of the attack and not flat footed, nor can he/she have already used up his/her amount of actions in one turn/post.
47: SCRIBE TATTOO (ITEM CREATION): The psion can create psionic tattoos, aslo called psionic circuits, which store psionic powers within their designs. The psion can create these tattoo's which are empowered with psionic attack modes, and they must have a target, except for all the psychometabolism powers for those the target is considered the wearer of the tattoo's.
48: SPEED OF THOUGHT (PSIONIC): The psion simply moves faster. This feat can be taken multiple times, each succesive time the psion becomes quicker and quicker in actions.
49: STAND STILL (PSIONIC): The psion can prevent foes from fleeing or closing in on him/her. This must be done before the enemy can attack once in combat this will not work.
50: SUNDER (GENERAL): The psion is skilled at attacking his enemy's weapons. And does receive a bonus to shatter that weapon.
51: TALENTED (PSIONIC): The psion can manifest 3 more first level powers for free.
52: TRIGGER POWER (PSIONIC): The psion chooses one power that he/she can then manifest for free.
53: TWIN POWER (METAPSIONIC): The psion can mainfest a power simultaneously with another power just like it. This will allow the psion to cause a power to in affect strike twice at the target resulting in mirrored damages on the target.
54: UNAVOIDABLE STRIKE (PSIONIC): The psion can make an uarmed strike against his/her foe as if devlivering a touch attack. This will tell the psion what kind of armor and how to strike through his opponent's armor so as to deliver a more lethal attack.
55: UP THE WALLS (PSIONIC): The psion can run on walls for brief distances. The psion can take part of his/her movement and run on the walls, note if the psion does not begin and end his/her movement on the "ground" then they will fall and take damage from said fall.