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View Full Version : D&D 3.x Other Cogitation Graft [Telepathy Discipline Specific Power] (temp buff/debuff)



gooddragon1
2017-02-10, 01:11 AM
Cogitation Graft
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level or 1 round/level, See below
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

You attempt to briefly graft a mental construct onto the mind of your target, creating a temporary quasi-sentient modification that affects the efficiency of their thought processes (in the case of foes they can even go from being inefficient to outright antagonistic). The duration for this power is 1 minute/level for willing targets or 1 round/level for unwilling targets. If a willing target becomes unwilling while affected by this power, the remaining duration is rounded down to the nearest minute and converted from minutes to rounds. Targets can be affected by multiple instances of this power, but bonuses and penalties to the same category do not stack (only the highest amount applies). If you spent at least 5 power points manifesting this power, you may grant the option for willing targets of this power to choose to be treated as unwilling later in its duration in order to automatically get a result of 10 on a single roll that this power was granting bonuses on (or 20 if the duration was hours per level and you spent at least 10 power points manifesting this power, and treat ac boost as reflex/will boost for this purpose). Shortening the duration of the power to gain a benefit in this way can only be done once per round.

The target of this ability gains your choice of the following for the duration of this power:
1. +1 bonus or -1 penalty to attack rolls
2. +1 bonus or -1 penalty to armor class
3. +1 bonus or -1 penalty to reflex and will saves
4. +1 bonus or -1 penalty to initiative checks, skill checks that use dexterity or any mental ability score (intelligence, charisma, and wisdom (as well as concentration despite it being constitution based)), dexterity checks, and mental ability score checks (intelligence, wisdom, and charisma)

Augment:
You can augment this power in one or more of the following ways.

1. If you are a telepath, you may spend 2 additional power points to allow this power to affect willing creatures with an intelligence score of 1 or higher that would ordinarily be immune to mind-affecting effects and/or telepathy. If you are a telepath or a shaper, and you spend an additional 4 power points, you may tap into the thought based nature of ectoplasm to affect allied astral constructs with this power.

2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. You may choose whether a penalty or a bonus is applied to the new target, but the choices of which modifier categories apply and how many times a modifier category has been selected cannot be changed from target to target.

2a. For every additional 4 power points you spend, the maximum distance between any additional target is increased by 5 feet.

3. For every additional 4 power points you spend, you may choose an additional bonus or penalty to apply to a target (or multiple targets if augment option 2 was selected). If you select a bonus or penalty more than once, they stack.

4. If you spend 4 additional power points, this power’s duration is 1 hour per level rather than 1 minute per level for willing targets. Targets that become unwilling have the remaining duration rounded down to the nearest hour and then converted from hours to rounds.

5. If you spend 4 additional power points, this power’s range becomes medium (100 ft. + 10 ft./level). If you spend an additional 8 power points, this power's range becomes long (400 ft. + 40 ft./level).

6. If you spend 8 additional power points, you may manifest this power as a swift action (or, if you are a telepath, you may choose to manifest it as an immediate action).

In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

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Telepaths (and the telepathy discipline in general), run afoul of just about everything being immune to mind-affecting effects. Enchanters have the heroism (http://www.d20srd.org/srd/spells/heroism.htm) spell. So, why not give telepaths the ability to buff their comrades. For those telepathy discipline people who didn't get this power from the expanded knowledge feat, they get an extra bonus (just like kineticists can potentially get when manifesting astral construct) in addition to not having to take a feat and getting access to the power earlier in that they can use it even on allies who are immune to mind-affecting effects and telepathy as well as being able to manifest it as an immediate action with significant power point investment.

Note: I liked the name of the feat "Alacritous Cogitation". Also, psionics usually gets stuff with cool names (synchronicity, personality parasite, reality revision, etc.). Lastly, yes this power is a swiss army knife for a first level power, but astral construct (http://www.d20srd.org/srd/psionic/powers/astralConstruct.htm) is a thing.