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    Default [3.5] Variant Psionics System - Wild Talents [PEACH]

    First is a disclaimer:

    This is something I cooked up as an alternative for my campaign (i.e. a total replacement of the current psionics systems), so of course, your mileage may vary. It's been through several revisions, and yes, in many ways it's overpowered or underpowered, depending. But it's something I felt that my fellow playgrounders might enjoy, so... here it goes.

    Any edits I make, I will note here at the top of the OP. I appreciate all critiques and comments.

    Edit1: Clarified that if the same talent is gained twice, how the scores interact.
    Edit2: Names and some abilities were inspired/borrowed from a friend's online game in some/many instances. If you're into MUDs, go to lostsouls.org, a home away from home of mine for many years. The head developer of this online game (Chaosprime) is a genius at coding and has a very, very sophisticated system. I suggest to all to try it out. *tips his hat*

    ---

    WILD TALENTS

    You are one of the remarkable individuals who have developed a psychic wild talent. A wild talent is a power of the mind enabling the gifted individual to perform extraordinary feats solely with the application of will through the psionic medium, without the arcane symbolic hierarchies and strange power sources of magery.

    When an event is triggered, the player rolls a d100 against their awakening score. The base awakening score for any creature is 1%. Kalashtar and other naturally psychic races begin play with one wild talent automatically, as well as a base awakening chance of 5% (1% plus 4% from being naturally psychic). If an awakening event is successful, roll a d20 on Table 1-1 to determine which wild talent is awakened, followed by an additional d100 roll to determine the talent's strength. This determines the talent's yield of abilities granted to the character.

    Table 1-1
    1) Battledancer- Minor precognitive, gains combat insights and intuition based on minute glances into possible futures which may direct the psychic's actions in battle.
    2) Bladeturner- A capable telekinetic who is able to project a field of kinetic force to turn aside weapon strikes.
    3) Dexter- Psychically enhancement to one's dexterity, agility, and alacrity.
    4) Empath/Telepath- The ability to sense emotions, read or project thoughts and detect psionic use.
    5) Eyewyrd- The ability to move unseen and undetected by clouding minds to your presence.
    6) Farstriker- The ability to generate concussive force bolts and self-centered blasts.
    7) Firestarter- The ability to psychokinetically generate fire and heat.
    8) Fixer- The ability to psychically repair items and objects or to sculpt or create items using one's mind to realize it.
    9) Frostheart- The ability to psychokinetically generate cold and ice.
    10) Ironman- The ability to psionically focus one's vital energies into one's body to toughen and strengthen it from harm.
    11) Levitator- The ability to make telekinetic flights and maneuvers or move objects with your mind.
    12) Mindbender- The ability to psychically influence another's actions and thoughts.
    13) Mindblaster- The ability to directly attack an opponents mind and nervous system with violent telepathic forces.
    14) Mindshielder- The ability to protect one's own mind or another's mind from telepathic or psionic assault.
    15) Planeswalker- The ability to traverse distances in the blink of an eye or cross planar boundaries.
    16) Psychic Healer- The ability to psionically restore health and vigor to an injured subject.
    17) Seer/Sensitive- The possession of precognitive and clairsentient abilities.
    18) Soulknife- The ability to generate a blade of telekinetic and telepathic force to use in battle.
    19) Stormlord- The ability to withstand, harness, and utilize electrical attacks and weather control.
    20) Strongman- The ability to psychokinetically assist one's strength to superhuman levels.

    Talent Events

    There are a variety of moments in one's life where mental and psionic awakening can occur. These moments are called events, and when they happen they can alter a character forever. The following is a list of the events possible, and this list by no means is complete. Just as people are different, there are bound to be other opportunities for psionic awakening. A talent event may only ever be triggered once, except for natural development, which is rolled at each level or advancement of hit die until successful. If the same talent results from a different awakening event, add the total percentages together. If the result exceeds 100%, then for every 10% over 100%, reduce all manifestation check DC's by 1.

    Identity Reevaluation- When the character is forced to evaluate themselves whether through racial or gender changes, dramatic alignment shifts, or through mental tampering.
    Psychic Trauma- Whenever the character takes a substantial degree of psychic damage or emotional trauma from an external and unnatural source (such as a particularly damaging mind thrust, psychic enervation, or witnessing the deaths of many people all at once).
    Mental Enhancement- Mental enhancement occurs whenever the character experiences a magical or psionically induced increase in mental capabilities to a potent degree (Fox's Cunning for example wouldn't do this, but a Wish spell to increase one's Intelligence may).
    Philosophical Enlightenment- When a character develops a great and powerful insight or realization that changes who he or she is as a person.
    Psychic Surgery- When a character's mind is forcibly tampered with and altered by an external force.
    Consciousness Alteration- When a character's perceptions are altered and he or she begins to see things through different perspectives because of this (for example, the drug known as dream lily).
    Near-Death Experience- When a character's health brought below 0 but is brought back from the brink of death.
    Metaphysical Enlightenment- When the character is introduced to a whole new world or realm of possibilities (such as a psionic séance with a potent telepath's abilities).
    Natural Development- Whenever a character advances in level or increases in hit dice.
    Viewing a Divine Force- Whenever a character sees a being of near to complete omnipotent power and potential (such as seeing a rakshasa Rajah rise from Khyber or viewing the Silver Flame itself).
    Engaging an Alien Mind- When a character's mind is psychically contacted and connected to an incredibly different type of mind (such as being mindlinked by a mind flayer or a daelkyr).

    Event Modifiers Base Awakening 1%

    +1% for every point of Intelligence, Wisdom, or Charisma above 16.
    +1% for having a Knowledge skill above 8 ranks.
    +2% for having Knowledge (psionics) above 12 ranks.
    +2% for having their Concentration skill above 8 ranks.
    +1% per wild talent or psionic feat possessed.
    +4% for being naturally psionic or possessing the Wild Talent feat.
    -2% for each arcane spellcasting class possessed.
    -1% for each divine spellcasting class possessed.
    -1% for each point of Intelligence, Wisdom, or Charisma below 8.
    -100% for having the undead, ooze, animal, or construct type.


    Psionic Focus


    Psionic characters are capable of gaining something known as psionic focus. Psionic focus is a state of being within a psychic character that allows him to push the limit of their psychic abilities. When this focus is expended, higher level abilities of the wild talent are accessible (provided the talent is of sufficient strength to use them). Psionic focus requires a minute of intense meditative concentration to gain, thus it cannot be regained in combat situations and is usable only once per encounter. To gain psionic focus, the player rolls a Concentration check with a DC of 20. Once successful, he is capable using his focus to power certain psionic feats and use the higher end abilities of his wild talents.

    ---
    Last edited by ErrantX; 2009-01-24 at 02:29 AM.
    Chris Bennett
    Lead Designer (Path of War)
    Dreamscarred Press

    My credits:
    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
    My extended homebrew signature!


    Platinum Contributor to the Avatar D20 Project!

  2. - Top - End - #2
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Wild Talent Descriptions

    Activating a Wild Talent
    Activating a wild talent is a standard action unless otherwise noted in the talent's description. Talent abilities that function on targets are subject to saving throws and spell/power resistance as per the spell/power itself. Manifester level is equal to half character level. Treat powers with the augmentation capabilities as psi-like abilities (i.e. augmented as if the maximum amount of power points was being spent equal to the character's manifester level).
    When rolling a talent's activation roll, if a 1 is the result of the roll, the character enters a state known as 'psychic enervation', in which his psyche reels with the shock of unleashed psionic energies that were improperly channeled. Psychic enervation is a state that prevents the activation of any further talents and lasts for one hour.
    Characters who are fatigued can manifest talents at an additional +5 to their activation DC. Characters who are exhausted cannot regain psionic focus if they have expended it. When a talent requires a psychic to currently have their psionic focus expends it to activate a different psychic ability, the ongoing power ends immediately and must be reactivated.

    Battledancer- Minor precognitive, gains combat insights and intuition based on minute glances into possible futures which may direct the psychic's actions in battle.
    Uses: To activate one's battledancer talent, one must make a DC 20 Concentration check and possess psionic focus. Activating Battledancer is a swift action with a duration of one minute per manifester level.
    01-25: +1 insight bonus to AC, +1 insight bonus to Initiative, +1 insight bonus to attack rolls
    26-50: +2 insight bonus to AC, +2 insight bonus to Initiative, +1 insight bonus to attack rolls
    51-75: +2 insight bonus to AC, +3 insight bonus to Initiative, +1 insight bonus to attack rolls, +1 insight bonus to Reflex saves
    76-100: +2 insight bonus to AC, +4 insight bonus to Initiative, +2 insight bonus to attack rolls, +2 insight bonus to Reflex saves

    Bladeturner- A capable telekinetic who is able to project a field of kinetic force to turn aside weapon strikes.
    Uses: The character expends his psionic focus and creates a shimmer field of defensive energy that defends him. The activation of Bladeturner lasts for one round per manifester level.
    01-25 +1 deflection bonus to AC
    26-50 +2 deflection bonus to AC
    51-75 +3 deflection bonus to AC
    76-100 +4 deflection bonus to AC

    Dexter- Psychically enhancement to one's dexterity, agility, and alacrity.
    Uses: The character must have psionic focus, and initiate a DC 20 Concentration check as a swift action. Please note: Whenever the character takes damage, he must make a Concentration check equal to the damage taken to maintain this ability. Dexter's duration is equal to the character's manifester level in minutes or until he fails a Concentration check.
    01-25: +2 enhancement bonus to Dexterity
    26-50: +2 enhancement bonus to Dexterity, +10 enhancement bonus to speed
    51-75: +4 enhancement bonus to Dexterity, +10 enhancement bonus to speed, +2 competence bonus to Balance, Jump, and Tumble checks.
    76-100: +4 enhancement bonus to Dexterity, +20 enhancement bonus to speed, +4 competence bonus to Balance, Jump, and Tumble checks.

    Empath/Telepath- The ability to sense emotions, read or project thoughts and detect psionic use.
    Uses: See below per power. Must have psionic focus to utilize these abilities.
    01-25: Empathy (DC 15 Sense Motive check to activate, lasts for ten minutes per character level).
    26-40: Detect Psionics (DC 15 Psicraft check to activate, lasts for one minute per character level).
    41-60: Detect Thoughts (DC 20 Sense Motive check to activate, lasts for one minute per character level).
    61-80: Mindlink (Requires one minute of concentration to activate, DC 20 Sense Motive check to activate, lasts for ten minutes per character level).
    81-95: Mindprobe (Expend psionic focus, manifesting time one minute, DC 25 Sense Motive check, lasts one round per character level).
    96-100: Psychic Chirgury (Expend psionic focus, use leaves manifester exhausted and triggers psychic enervation, requires uninterrupted concentration for thirty minutes to utilize, DC 35 Psicraft check; the Repair Psychic Damage feature works per normal, but the Transfer Knowledge ability works as follows: the manifesting psychic may impart a successful awakening of a randomly determined talent on another character at the personal cost of 5,000xp, or the successful awakening of a specific talent for 10,000xp).

    Eyewyrd- The ability to move unseen and undetected by clouding minds to your presence and fooling their senses.
    Uses: See below. Must have psionic focus to utilize these abilities.
    01-30: Concealing Amorpha (DC 15 Hide check to activate, lasts for one minute per character level)
    31-50: Invisibility (DC 20 Hide check to activate, lasts for one minute per character level)
    51-70: Greater Concealing Amorpha (Expend psionic focus, DC 20 Hide check to activate, lasts for one minute per character level)
    71-80: False Sensory Input (Expend psionic focus, DC 25 Bluff check to activate, requires concentration and will last one minute per character level)
    81-100: Greater Invisibility (Expend psionic focus, DC 30 Hide check to activate, lasts for one round per character level)

    Farstriker- The ability to generate concussive force bolts and self-centered blasts.
    Uses: The manifester must make Psicraft checks based on the DC's listed below, damage is determined by the character's manifester level. Must have psionic focus to utilize these abilities.
    01-45: Concussive Laceration (as concussive bolt but deals ½ slashing damage) (DC 20, functions at manifester level)
    46-70: Concussive Detonation (self-centered only) (DC 25, full round action, functions at manifester level)
    71-90: Concussive Bolt (DC 25, functions at manifester level)
    91-100: Concussive Blast (as concussive bolt but 30ft cone) (DC 30, full round action, functions at manifester level)

    Firestarter- The ability to psychokinetically generate fire and heat.
    Uses: See below. Uses the character's manifester level to determine damage. Must have psionic focus to utilize these abilities.
    01-20: Burning Hands (DC 15 Concentration check)
    21-30: Firebolt (DC 20 Concentration check, make ranged touch attack which inflicts 1d6 points of fire damage per manifester level, maximum 10d6 damage)
    31-50: Flaming Weapons (swift action, DC 20 Concentration check)
    51-70 Fire Shield (warm shield) (DC 20 Concentration check)
    71-80: Fireball (Expend psionic focus, DC 25 Concentration check, damage equal to manifester level, maximum 10d6 damage)
    81-100: Boil Blood (raises the body temperature of a target within 30 feet to lethal levels; the target must succeed on a Fortitude save DC 15 + the Firestarter's Charisma modifier or die horrifically as its blood or other internal fluids boil; if the save is successful then the target takes 8d8+17 fire damage from the intense heat) (Expend psionic focus, DC 35 Psicraft check, full round action, leaves the Firestarter fatigued for 1d6 minutes and can only be used once every 2d6 hours)

    Fixer- The ability to psychically repair items and objects or to sculpt or create items using one's mind to realize it.
    Uses: The character uses his knowledge of Craft skills to assist him in using his mental prowess to do his work without tools. Must have psionic focus to utilize these abilities.
    01-20: Mending (DC 15)
    21-40: Psionic Repair Damage (DC 20, concentration ability, each point of damage repaired requires the character to spend 1 round in concentration over the item/construct)
    41-50: Make Whole (Expend psionic focus, DC 20 craft check)
    51-70: Fabricate (Expend psionic focus, DC equal to the item's Craft DC)
    71-100: Greater Psionic Fabricate (Expend psionic focus, DC equal to the item's Craft DC)

    Frostheart- The ability to psychokinetically generate cold and ice.
    Uses: See below. Uses the character's manifester level to determine damage. Must have psionic focus to utilize these abilities.
    01-20: Chill Touch (DC 15 Concentration check)
    21-40: Frost Bolt (DC 20 Concentration check, make ranged touch attack which inflicts 1d6 points of cold damage per manifester level, maximum 10d6 damage)
    41-60: Frost Weapons (swift action, DC 20 Concentration check)
    61-80: Fire Shield (cold shield) (DC 20 Concentration check)
    81-90: Cone of Cold (Expend psionic focus, DC 25 Concentration check, damage equal to manifester level, maximum 10d6 damage)
    91-100: Bone Chill (Creates a 30ft burst of icy chill that flash freezes everything within it's deadly radius; inflicts 9d6+21 damage points of cold damage, DC 15 + Frostheart's Charisma modifier Fortitude save for half; any victim who fails that saving throw must make an additional saving throw at the same DC or die due to its internal fluids freezing and bones splintering) (Expend psionic focus, DC 35 Psicraft check, full round action, leaves the Frostheart fatigued for 1d6 minutes and can only be used once every 2d6 hours)

    Ironman- The ability to psionically focus one's vital energies into one's body to toughen and strengthen it from harm.
    Uses: The character must have psionic focus. The character then must make a DC 20 Concentration check as a full round action to manifest their Ironman talent, with a duration of one minute per manifester level).
    01-25: +2 enhancement bonus to Constitution
    26-50: +2 enhancement bonus to Constitution and +1 natural armor bonus to AC
    51-75: +4 enhancement bonus to Constitution and +2 natural armor bonus to AC
    76-100: +6 enhancement bonus to Constitution and +3 natural armor bonus to AC

    Levitator- The ability to make telekinetic flights and maneuvers or move objects with your mind.
    Uses: See below. Uses manifester level to determine duration and strength of ability. Must have psionic focus to utilize these abilities.
    01-30: Far Hand (DC 15 Concentration check)
    31-60: Levitate (DC 20 Concentration check)
    61-70: Telekinetic Force (DC 20 Psicraft check)
    71-80: Fly (Expend psionic focus, DC 25 Concentration check)
    81-90: Telekinetic Thrust (DC 25 Psicraft check)
    91-100: Telekinetic Maneuver (Expend psionic focus, DC 25 Concentration check)

    Mindbender- The ability to psychically influence another's actions and thoughts.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities.
    01-30: Charm Person (DC 15 Diplomacy check)
    31-50: Suggestion (DC 20 Diplomacy check)
    51-70: Modify Memory (Expend psionic focus, DC 25 Bluff check)
    71-85: Mass Cloud Mind (Expend psionic focus, DC 30 Bluff check)
    86-100: Dominate (Expend psionic focus, DC 30 Intimidate check)

    Mindblaster- The ability to directly attack an opponents mind and nervous system with violent telepathic forces.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities.
    01-30: Mind Thrust (DC 20 Intimidate check)
    31-50: Psionic Blast (DC 25 Intimidate check)
    51-70 Mindwipe (Expend psionic focus, DC 25 Intimidate check)
    71-80: Ultrablast (DC 30 Intimidate check)
    81-100: Decerebrate (Expend psionic focus, DC 35 Psicraft check, full round action, leaves the Mindblaster fatigued for 1d6 minutes and can only be used once every 2d6 hours)

    Mindshielder- The ability to protect one's own mind or another's mind from telepathic or psionic assault.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities. To utilize these abilities on another subject, add +5 to the DC of the activation roll.
    01-30: Thought Shield (DC 15 Psicraft check)
    31-50: Intellect Fortress (DC 20 Psicraft check)
    51-70: Tower of Iron Will (DC 25 Psicraft check)
    71-100: Mind Blank (Expend psionic focus, DC 30 Psicraft check)

    Planeswalker- The ability to traverse distances in the blink of an eye or cross planar boundaries.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities.
    01-30: Dimension Door (DC 20 Jump check)
    31-50: Teleport (Expend psionic focus, one minute manifesting time, DC 25 Psicraft check)
    51-70: Swift Dimension Door (DC 25 Jump check)
    71-80: Greater Teleport (Expend psionic focus, one minute manifesting time, DC 30 Psicraft check)
    81-100: Plane Shift (Expend psionic focus, one minute manifesting time, DC 30 Psicraft check)

    Psychic Healer- The ability to psionically restore health and vigor to an injured subject.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities.
    01-20: Cure Light Wounds (DC 15 Heal check, usable once per 2d6 minutes, restores 1d8+1/character level max +5 to subject, concentration ability, each point of damage healed requires the character to spend one round in concentration over the subject)
    21-30: Cure Disease/Neutralize Poison (Expend psionic focus, manifesting time one minute, DC 20 Heal check, leaves Psychic Healer fatigued for 1d4 minutes)
    31-40: Restoration (Expend psionic focus, manifesting time one minute per ability point restored, DC 20 Heal check, leaves Psychic Healer fatigued for 1d6 minutes)
    41-55: Cure Serious Wounds (DC 25 heal check, restores 3d8+1/character level max +15 to subject, concentration ability, each point of damage healed requires the character to spend one round in concentration over the subject)
    56-70: Cure Blindness/Deafness (Expend psionic focus, manifesting time one minute, DC 25 Heal check)
    71-80: Heal (Expend psionic focus, manifesting time one minute, DC 30 Heal check, the Psychic Healer fatigued for 2d6 minutes)
    81-90: Regenerate (Expend psionic focus, manifesting time five minutes, DC 30 Heal check, the Psychic Healer is fatigued for 1d4 hours.)
    91-100: Psionic Revivify (Expend psionic focus, DC 35 Heal check, full round action, leaves the Psychic Healer exhausted for 1d6 hours and triggers psychic enervation)

    Seer/Sensitive- The possession of precognitive and clairsentient abilities.
    Uses: See below. Uses the character's manifester level to determine the function of the power. Must have psionic focus to utilize these abilities.
    01-20: Sensitivity to Psychic Impressions (DC 15 Sense Motive check, this power is maintained for as long as concentration is maintained)
    21-40: Remote Viewing (Expend psionic focus, manifesting time one minute, DC 20 Psicraft check)
    41-50: Aura Sight (DC 20 Sense Motive check)
    51-60: Psionic Divination (Expend psionic focus, manifesting time ten minutes, DC 25 Psicraft check)
    61-70: Legend Lore (Expend psionic focus, manifesting time 1d4x10 minutes, DC 25 Psicraft check)
    71-80: Fate of One (DC 30 Psicraft check)
    81-90: Hypercognition (Expend psionic focus, DC 30 Sense Motive check)
    91-100: Metafaculty (Expend psionic focus, manifesting time one hour, DC 35 Psicraft check)

    Soulknife- The ability to generate a blade of telekinetic and telepathic force to use in battle.
    Uses: The psychic must currently have psionic focus. As a standard action the psychic may manifest a blade of coherent psionic power to use in battle. This weapon strikes as a magical weapon for purposes of overcoming damage reduction. This weapon may be sundered, but the psychic may simply remanifest the weapon again. Mindblade's add the manifester's Charisma bonus to damage, not Strength bonus.
    01-20: Mindblade damage 1d6 short sword (ghost touch)
    21-40: Aligned Mindblade (weapon strikes with the manifester's alignment)
    41-60: Mindblade damage 1d8 long sword (ghost touch, throwing)
    61-80: Returning Mindblade (mindblade remanifests as an immediate action after being thrown)
    81-100: Mindblade damage 1d10 bastard sword (ghost touch, throwing)

    Stormlord- The ability to withstand, harness, and utilize electrical attacks and weather control.
    Uses: See below. Uses the character's manifester level to determine damage. Must have psionic focus to utilize these abilities.
    01-20: Shocking Grasp (DC 15 Concentration check)
    21-40: Energy Adaptation (Electricity) (DC 20 Concentration check)
    41-50: Shocking Weapons (swift action, DC 20 Concentration check)
    51-70: Call Lightning (DC 25 Psicraft check)
    71-90: Control Weather (Expend psionic focus, manifesting time ten minutes, DC 30 Psicraft check, leaves manifester fatigued for 1d6 minutes)
    91-100: Tornado Blast (Expend psionic focus, DC 30 Concentration check, inflicts 8d6 damage without save to a specific creature, or 17d6 damage to those within the talent's radius, see Expanded Psionics Handbook page 138 for more information)

    Strongman- The ability to psychokinetically assist one's strength to superhuman levels.
    Uses: The character must have psionic focus. The character then must make a DC 20 Concentration check as a full round action to manifest their Strongman talent, with a duration of one minute per manifester level).
    01-25: +2 enhancement bonus to Strength
    26-50: +4 enhancement bonus to Strength
    51-75: +4 enhancement bonus to Strength, 1d4 slam attack
    76-100: +6 enhancement bonus to Strength, 1d6 slam attack
    Chris Bennett
    Lead Designer (Path of War)
    Dreamscarred Press

    My credits:
    The Path of War: An OGL Tome of Battle for the Pathfinder game system, by Dreamscarred Press, available now!!
    My extended homebrew signature!


    Platinum Contributor to the Avatar D20 Project!

  3. - Top - End - #3
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Psionic Feats

    Combat Manifester [Psionic]
    You are adept at manifesting your talents in battle.
    Prerequisites: Concentration 4 ranks.
    Benefit: When trying to manifest a power defensively, you gain a +4 circumstance bonus on Concentration checks.

    Deep Impact [Psionic]
    You can make your psionically charged melee strikes as if they were a touch attack.
    Prerequisites: Strength 13, Psionic Weapon.
    Benefit: To use this feat, you must expend your psionic focus. When you make a melee attack while expending your focus (you must decide this before you roll your attack), you resolve the attack as if it were a touch attack. You also add your Psionic Weapon or Greater Psionic Weapon damage to this attack.

    Empower Mindblade [Psionic]
    Your mindblade is especially potent, having been enhanced through meditation and training to gain additional powers.
    Prerequisites: Character level 3rd, Soulknife wild talent.
    Benefit: You are capable of sacrificing experience points to empower your mindblade as if it were a traditional magic weapon. You must spend the listed amount of time in meditation, reflection, and training to enhance your mindblade with additional abilities. You may increase the weapon's enhancement bonus or add magical abilities (such as flaming or defending) the weapon with this ability. Once abilities are selected, they may not be changed. See the listed table below to determine experience costs and time spent in meditation.

    {table=head]Weapon Bonus|Total Xp Sacrifice Required|Min Character Level|Meditation

    +1|
    100
    |
    1
    |
    1 day**

    +2|
    400
    |
    3
    |
    +3 days

    +3|
    900
    |
    5
    |
    +5 days

    +4|
    1,600
    |
    7
    |
    +7 days

    +5|
    2,500
    |
    9
    |
    +9 days

    +6*|
    3,600
    |
    11
    |
    +11 days

    +7*|
    4,900
    |
    13
    |
    +13 days

    +8*|
    6,400
    |
    15
    |
    +15 days

    +9*|
    8,100
    |
    17
    |
    +17 days

    +10*|
    10,000
    |
    19
    |
    +19 days
    [/table]
    * A weapon cannot have an enhancement bonus above +5.
    ** This is the base amount of time for a +1 weapon. Add all of the following numbers to determine the length of time spent in meditation. For example, a +3 weapon would cost 1 + 3 + 5 = 9 days.


    Fell Shot [Psionic]
    You can make your psionically charged ranged attacks as if they were a ranged touch attack.
    Prerequisites: Dexterity 13, Psionic Shot.
    Benefit: To use this feat, you must expend your psionic focus. When you make a ranged attack while expending your focus (you must decide this before you roll your attack), you resolve the attack as if it were a ranged touch attack. You also add your Psionic Shot damage to this attack.

    Ghost Attack [Psionic]
    Your deadly strikes against incorporeal foes always find their mark.
    Prerequisites: Base attack bonus +3.
    Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creatures or creatures with a displacement effect active, you can make tow rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purposes of affecting the creature.

    Greater Psionic Fist [Psionic]

    You can charge your unarmed strikes with an overwhelming level of destructive psionic power.
    Prerequisites: Strength 13, Psionic Fist.
    Benefit: As per Psionic Fist, but instead inflicts 4d6 damage.

    Greater Psionic Shot [Psionic]
    You can charge your ranged attacks with an overwhelming level of destructive psionic power.
    Prerequisites: Dexterity 13, Psionic Shot.
    Benefit: As per Psionic Shot, but instead inflicts 4d6 damage.

    Greater Psionic Weapon [Psionic]
    You can charge your melee strikes with an overwhelming level of destructive psionic power.
    Prerequisites: Strength 13, Psionic Weapon.
    Benefit: As per Psionic Weapon, but instead inflicts 4d6 damage.

    Improved Psicrystal Affinity [Psionic]
    You can upgrade your psicrystal.
    Prerequisites: Psicrystal Affinity.
    Benefit: You can implant another personality fragment in your psicrystal. Your psicrystal's current personality blends with the new personality(s). You can gain this feat multiple times.

    Inquisitor [Psionic]
    You know when others are trying to lie to you.
    Prerequisites: Wisdom 13.
    Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on Sense Motive checks to oppose Bluff attempts. This last for 1 minute per character level. While this feat is in use, the character is unable to regain focus unless he prematurely ends this ability.

    Mental Leap [Psionic]
    You can make amazing leaps.
    Prerequisites: Strength 13, Jump 5 ranks.
    Benefit: To use this feat, you must be psionically focused. You gain a +10 bonus on Jump checks.

    Narrow Mind [Psionic]
    Your ability to concentrate is as keen as an arrowhead, allowing you to gain psionic focus even in the most turbulent situations.
    Prerequisites: Wisdom 13
    Benefit: You gain a +4 circumstance bonus on Concentration checks to gain psionic focus.

    Powerful Manifestation [Psionic]
    When you manifest a wild talent, it is capable of piercing through resistances more easily.
    Prerequisites: Must possess a wild talent which may be resisted by spell or power resistance.
    Benefit: When you manifest a wild talent, you gain a +2 on manifester level checks to overcome spell or power resistance.

    Psicrystal Affinity [Psionic]

    You have created a psicrystal.
    Prerequisites: Knowledge (psionics) 4 ranks.
    Benefit: This feat allows you to gain a psicrystal. See page 21 of the Expanded Psionics Handbook for details.

    Psicrystal Containment [Psionic]
    Your psicrystal has advanced to be able to hold psionic focus for you.
    Prerequisites: Psicrystal Affinity, Concentration 8 ranks.
    Benefit: You can spend a full hour meditating with your psicrystal to use its personality fragment to form a psionic focus that you can use. At any time when you need to expend psionic focus, you can instead expend the psionic focus from your psicrystal instead, so long as its within 5 feet of you. The psicrystal cannot psionically focus itself- its owner must do focus it.

    Psionic Body [Psionic]
    Your mind reinforces your body.
    Benefit: When you take this feat, you gain +2 hit points per psionic feat you possess (including this one). Whenever you gain a new psionic feat, you gain 2 more hit points.

    Psionic Dodge [Psionic]
    You are proficient at dodging blows.
    Prerequisites: Dexterity 13, Dodge.
    Benefit: You must be psionically focused to use this feat. You receive an additional +1 dodge bonus to your AC while psionically focused. This bonus stacks with your Dodge feat.

    Psionic Fist [Psionic]
    You can charge your unarmed strikes with additional destructive psionic power.
    Prerequisites: Strength 13.
    Benefit: To use this feat, you must expend your psionic focus. When you make an unarmed or natural attack while expending your focus (you must decide this before you roll your attack), you inflict an additional 2d6 points of damage. This damage is not affected by damage reduction.

    Psionic Shot [Psionic]
    You can charge your ranged attacks with additional destructive psionic power.
    Prerequisites: Dexterity 13.
    Benefit: To use this feat, you must expend your psionic focus. When you make a ranged attack while expending your focus (you must decide this before you roll your attack), you inflict an additional 2d6 points of damage. This damage is not affected by damage reduction.

    Psionic Weapon [Psionic]

    You can charge your melee strikes with additional destructive psionic power.
    Prerequisites: Strength 13.
    Benefit: To use this feat, you must expend your psionic focus. When you make a melee attack while expending your focus (you must decide this before you roll your attack), you inflict an additional 2d6 points of damage. This damage is not affected by damage reduction.

    Speed of Thought [Psionic]

    The energy of your mind energizes the alacrity of your body.
    Prerequisities: Wisdom 13.
    Benefit: As long as you're psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

    Split Mindblade [Psionic]

    You are capable of manifesting twin mindblades, although they are not as strong as your singular mindblade.
    Prerequisites: Two-Weapon Fighting, Empower Soulknife, Soulknife wild talent.
    Benefit: You are capable of manifesting your mindblade into two separate weapons. Each mindblade's enhancement bonus is 1 less than the the single mindblade's, and they possess the additional weapon enhancements or qualities of the soulknife's normal mindblade.

    Talent Focus [Psionic]
    Your psychic abilities are more potent through training.
    Prerequisites: Must possess one or more talents which utilize abilities that allow saving throws.
    Benefit: Select a wild talent you possess to apply this feat to. The save DCs of this talent increase by 2. This feat may be taken multiple times, but must be applied to a different talent.

    Unavoidable Strike [Psionic]
    You can make your psionically charged unarmed strikes as if they were a touch attack.
    Prerequisites: Strength 13, Psionic Fist.
    Benefit: To use this feat, you must expend your psionic focus. When you make an unarmed or natural attack while expending your focus (you must decide this before you roll your attack), you resolve the attack as if it were a touch attack. You also add your Psionic Fist damage to this attack.

    Up the Walls [Psionic]
    You can run on walls for brief distances.
    Prerequisites: Wisdom 13, Speed of Thought.
    Benefit: While you're psionically focused, you can take part of one your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your movement on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your movement on a horizontal surface, you fall prone and are subject to falling damage if applicable. Treat the wall as normal floor for the purpose of measuring movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

    Wild Talent [General, Psionic]
    Your mind awakens to a previously unrealized talent for psionics.
    Benefits: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you may take psionic feats and gain psionic focus (see above). You are also given an awakening event upon taking this feat, with a base awakening chance of 50% plus any awakening modifiers you may possess. Psicraft is now a class-skill.
    Special: Naturally psionic characters may not take this feat.
    Last edited by ErrantX; 2009-01-24 at 02:20 AM. Reason: Added Empower Mindblade table
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Prestige Classes

    ToB Battle Psychic Prestige Class

    To some, the awakening of psychic potential within an individual is simply a new trick to add to the person's repertoire. Some who follow the warrior's path and have awakened a wild talent that improves their combat capabilities have found ways to improve upon them and awaken complimentary talents. These warriors, known as battle psychics, take their formidable mental talents and blend them with intense training in the martial arts, meditation, and the Sublime Way to find perfection of mind and body along the path of war.

    Swordsages and warblades with psychic abilities are the most common battle psychics, with their training in the Sublime Way, but some monks, fighters, or rogues find their way towards this class with an eye for improving what chance has given them.

    Hit Die: d6

    Battle Psychic
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Superior Unarmed Strike

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Bonus Psionic Feat

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Improve Talent

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Awaken Talent

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bonus Psionic Feat

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Improve Talent

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Awaken Talent

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Bonus Psionic Feat[/table]

    Maneuvers
    {table=head]Level|Known|Readied|Stances

    1st|
    1
    |
    0
    |
    0

    2nd|
    0
    |
    0
    |
    1

    3rd|
    1
    |
    1
    |
    0

    4th|
    0
    |
    0
    |
    0

    5th|
    1
    |
    0
    |
    0

    6th|
    0
    |
    1
    |
    0

    7th|
    1
    |
    0
    |
    1

    8th|
    0
    |
    0
    |
    0

    9th|
    1
    |
    1
    |
    0

    10th|
    0
    |
    0
    |
    0
    [/table]

    Class Skills:
    (6 + Int modifier per level) Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Psicraft (Int), Sense Motive (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

    Requirements:
    BAB: +3
    Skills: Concentration 8 ranks, Psicraft 4 ranks, Tumble 4 ranks.
    Feats: Improved Unarmed Strike, Psionic Body
    Maneuvers: Ability to use one maneuver and one stance from the Diamond Mind, Setting Sun, or Tiger Claw disciplines.
    Special: The character must possess one or more of the following wild talents: Battledancer, Dexter, Ironman, Soulknife, or Strongman.

    Class Features:

    Weapon and Armor Proficiencies: The character gains no new weapon or armor proficiencies.

    Maneuvers: At each odd level, the battle psychic gains new maneuvers known from the Diamond Mind, Setting Sun, or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your battle psychic levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
    At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.

    Stances Known:
    At 2nd and 7th levels, you learn a new martial stance from the Diamond Mind, Setting Sun, or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.

    Superior Unarmed Strike: The battle psychic gains Superior Unarmed Strike as a bonus feat.

    Bonus Psionic Feat: The battle psychic gains a bonus psionic feat. The character must qualify for the feat to select it.

    Improved Talent:
    The battle psychic's meditations and use of his wild talents allows him to improve upon their strengths. At 3rd level and at 7th level, the battle psychic may improve one of his existing talents by adding 25 to the talent's initial strength roll (example: if the battle psychic had gained Battledancer at 60, and used this class feature to improve it, his talent would now be Battledancer 85). This talent improvement may only be used on the following talents: Battledancer, Dexter, Ironman, Soulknife, or Strongman.

    Awaken Talent: At 4th and again 8th level the battle psychic feels an incredible yet familiar expansion with his mind as his psionic potential increases. He triggers a successful awakening of a new psionic wild talent through natural development. This wild talent is not randomly determined, but selected by the player from the following: Battledancer, Dexter, Ironman, Soulknife, or Strongman. The strength of the talent is randomly determined, and can be later improved by the battle psychic's Improved Talent class feature. You cannot select a talent you already currently possess to improve upon it with this class feature.

    ---
    Psychokineticist
    For those who develop their minds to nuture psionic essences, the mind is the most beautiful and deadly weapon they possess. Learning to harness their psychokinetic abilities to strengthen their combat talents, a psychokineticist turns his mind into a devastating force of destruction.

    Psychokineticists come from all walks of life, as the ability to develop psychic abilities is universal and not tied to any one profession.

    Hit Points: d4

    Psychokineticist
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Improve Talent

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Psicrystal Affinity, Improved Manifester +1

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Improve Talent

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Awaken Talent, Improved Manifester +2

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Overwhelming Power

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Improved Manifester +3

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Psicrystal Containment

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Improve Talent, Improved Manifester +4

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Awaken Talent

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Unimaginable Power, Improved Manifester +5[/table]

    Class Skills (2+ Int modifier per level): Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually)* (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Int).

    Requirements:
    Skills: Concentration 8 ranks, Intimidate 2 ranks, Knowledge (Psionics) 2 ranks, Psicraft 4 ranks.
    Feats: Combat Manifesting
    Will Save: +5
    Special: Must possess one of the following wild talents: Farstriker, Firestarter, Frostheart, or Stormlord.

    Class Features

    Weapon and Armor Proficiencies
    : The psychokineticist gains no additional weapon or armor proficiencies.

    Improved Talent: The psychokineticist's meditations and use of his wild talents allows him to improve upon their strengths. At 3rd level and at 7th level, the psychic savant may improve one of his existing talents by adding 25 to the talent's initial strength roll (example: if the psychokineticist had gained Firestarter at 60, and used this class feature to improve it, his talent would now be Firestarter 85). This talent improvement may only be used on the following talents: Farstriker, Firestarter, Frostheart, or Stormlord..
    Psicrystal Affinity: The psychokineticist gains Psicrystal Affinity as a bonus feat.

    Improved Manifester (Ex): The psychokineticist is more talented when manifesting his abilities. His manifester level increases by an additional +1.

    Awaken Talent: At 4th and again 8th level the psychokineticist feels an incredible yet familiar expansion with his mind as his psionic potential increases. He triggers a successful awakening of a new psionic wild talent through natural development. This wild talent is not randomly determined, but selected by the player from the following: Farstriker, Firestarter, Frostheart, or Stormlord. The strength of the talent is randomly determined, and can be later improved by the psychokineticist's Improved Talent class feature.

    Overwhelming Power (Ex): The psychokineticist, once per day for every three psychokineticist levels he possesses, may Empower one of his talents as if he had used the Empower Spell metamagic feat upon it.

    Psicrystal Containment: The psychokineticist gains Psicrystal Containment as a bonus feat.

    Unimaginable Power (Ex): The psychokineticist, once per day, may Maximize one of his talents as if he had used the Maximize Spell metamagic feat upon it.

    ---
    Psychic Savant

    The path of the psychic savant is one of introspection, meditation, and self-reflection. While this is approached from many different angles, the end result is the same: mastery of the psychic powers that chance has delivered. Many different sorts of psychics qualify for this class, all it takes is the will and the want to make it happen. Those with more physical or combat oriented psychic abilities tend to fall in line more with battle psychics or psychokineticists respectively, but those with more esoteric talents find that the psychic savant will assist their abilities to levels previously unheard of.

    Hit Points: d4

    Psychic Savant
    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Improve Talent, Bonus Psionic Feat

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Swift Talent 1/day, Improved Manifester +1

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Improve Talent, Ignore Enervation 1/day

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Awaken Talent, Improved Manifester +2

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Psionic Feat

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Swift Talent 2/day, Improved Manifester +3

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Improve Talent

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Awaken Talent, Improved Manifester +4

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Swift Talent 3/day, Ignore Enervation 2/day

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Improve Talent, Bonus Feat, Improved Manifester +5[/table]

    Class Skills (2+ Int modifier per level): Autohypnosis (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually)* (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Int).

    Requirements:
    Skills: Concentration 8 ranks, Knowledge (Psionics) 2 ranks, Psicraft 4 ranks
    Feats: Psicrystal Affinity
    Special: Must possess one of the following wild talents: Empath/Telepath, Fixer, Levitator, Mindbender, Mindblaster, Mindshielder, Planeswalker, Psychic Healer, or Seer/Sensitive.

    Class Features

    Weapon and Armor Proficiencies: The psychic savant gains no additional weapon or armor proficiencies.

    Bonus Psionic Feat: The psychic savant gains a bonus psionic feat. The character must qualify for the feat to select it.

    Improved Talent: The psychic savant's meditations and use of his wild talents allows him to improve upon their strengths. At 3rd level and at 7th level, the psychic savant may improve one of his existing talents by adding 25 to the talent's initial strength roll (example: if the psychic savant had gained Mindshielder at 60, and used this class feature to improve it, his talent would now be Mindshielder 85). This talent improvement may only be used on the following talents: Empath/Telepath, Fixer, Levitator, Mindbender, Mindblaster, Mindshielder, Planeswalker, Psychic Healer, or Seer/Sensitive.

    Swift Talent (Ex): Once per day, the psychic savant may manifest one of his psychic abilities as a swift action. At 9th level, he may do this twice per day.

    Improved Manifester (Ex):
    The psychic savant is more talented when manifesting his abilities. His manifester level increases by an additional +1.

    Ignore Enervation (Ex): Once per day, the psychic savant may ignore an instance of enervation and reroll his talent skill check. He must take the result of this second roll. At 9th level, he may do this twice per day.

    Awaken Talent: At 4th and again 8th level the psychic savant feels an incredible yet familiar expansion with his mind as his psionic potential increases. He triggers a successful awakening of a new psionic wild talent through natural development. This wild talent is not randomly determined, but selected by the player from the following: Empath/Telepath, Fixer, Levitator, Mindbender, Mindblaster, Mindshielder, Planeswalker, Psychic Healer, or Seer/Sensitive. The strength of the talent is randomly determined, and can be later improved by the psychic savant's Improved Talent class feature.

    ---
    Last edited by ErrantX; 2009-01-13 at 10:41 PM. Reason: Adding classes
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    More wild talent related goodies here. Reserved.
    Chris Bennett
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Sort of like both First and Second Edition psionics without the point cost. I like it. Especially battledancer and seer/sensitive. They remind me a bit about River. Good job
    Quote Originally Posted by Jack Mann View Post
    It's worse than the time some friends used a silver piece, a platinum piece, a delayed blast fireball and a scroll of passwall to make a nuclear explosion in a game...
    Quote Originally Posted by nagora View Post
    Chatter is usually a sign that it's time to break out the Lego pirates and start firing marbles at each other's ships instead of role playing. Some nights, we're just not in the mood!

  7. - Top - End - #7
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Thanks Agrippa, the Battle Psychic PrC is sort of a way to make Miss River Tamm if one were so inclined.

    Three prestige classes based on talents are up.

    Chakras will come later tonight or tomorrow, dependent on time and energy.
    EDIT: No time, nor energy forthcoming, may or may not add in a system.

    Thanks!
    -X
    Last edited by ErrantX; 2009-01-24 at 02:22 AM.
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    biggrin Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Yo, C. You could at least hook me up with a link or something.

    Kids: if you like this systemry, you might be interested in playing the game that has the wild psi talents system it's mostly based on -- the first one in my signature.
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Kudos given to you in OP. What do you think of em? Inspire you to add any new ones? :P

    -X
    Last edited by ErrantX; 2009-01-24 at 02:27 AM.
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    Default Re: [3.5] Variant Psionics System - Wild Talents [PEACH]

    Aw, thanks. They're pretty awesome; it's fascinating to see them built out in D&D 3.5 terms. As to inspiration, I'm meh on the name frostheart, but I love mindbender and hope to make my own before terribly long.
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