There
are five psionic attack modes and five psionic defense modes. Each mode is like
a specialized psionic power and generally follows the rules for using a psionic
power, but there are some differences. Successful psionic attacks deal
temporary ability damage, while successful psionic defenses protect the subject
from taking that ability damage. Psionic characters can target nonpsionic
opponents with attack modes, though nonpsionic creatures are naturally
resistant to most such attacks.
Psionic
Attack Modes Psionic Defense
Modes
Ego
Whip (Dex) Empty
Mind
Id
Insinuation (Str) Intellect
Fortress
Mind
Blast (Cha) Mental
Barrier
Mind
Thrust (Int) Thought
Shield
Psychic
Crush (Wis) Tower of Iron
Will
(Nonpsionic
buffer)
Attack and defense modes do not fall under any one
discipline, nor do they possess levels (though for the purposes of
Concentration checks an equivalent level is given in Table: Psionic Attack
Modes); however, each attack mode is keyed to a particular ability score (noted
next to each attack mode in parentheses). The attacker adds his or her key
ability modifier to his or her roll to set the defenders Will save DC against
the attack. The ability also indicates the specific type of temporary ability
damage the attack deals if successful.
A
psionic character initiates psionic combat by targeting any opponent in range
with one of the five psionic attack modes he or she knows. Using a psionic
attack mode is a standard action, and normally only one attack is allowed in a
round.
Each
psionic attack mode has a power point cost (as noted on Table: Psionic Attack
Modes). The attacker sets the defenders Will save DC with a d20 roll modified
by two additional components: the attackers appropriate ability modifier and
the DC modifier. The attackers ability modifier is always his or her key
ability modifier, regardless of the specific attack mode used. The DC modifier is determined by the defense
mode raised by the defender, if any, which is found by cross-referencing the
attack mode and defense mode on Table: Psionic Combat DC Modifiers. The
defender does not know what specific attack he or she is defending against
until after the defense is raised, nor does the attacker know what defense will
be raised until after the attack is launched.
The
attacker may choose to enhance the psionic attack through the use of specific
feats, if possessed. An attacker cannot use feats in conjunction with psionic
combat that are not specially for use with psionic attack modes.
A character defending against a psionic attack mode
makes a Will save to determine the success or failure of the attack. Unless
flat-footed or out of power points, psionic characters can respond to a psionic
attack by putting up one of the five psionic defense modes. The defender is
aware of the attack but not the specific attack mode. Following the attack, the
defender knows which attack mode it was, regardless of the success or failure
of the attack to deal temporary ability damage.
A
psionic character must be conscious to raise a psionic defense mode. Regardless
of initiative order, a defender may always attempt to put up a defense mode as
a free action if he or she has sufficient power points to pay for it and is not
flat-footed.
If
caught flat-footed, or if the defenders power points are exhausted, the
defender must make a Will save without the benefit of a psionic defense modes
bonus on the saving throw. The DC modifier of an unanswered psionic attack mode
is +8.
A
defender who successfully raises a psionic defense mode gains a bonus on the
Will save against that psionic attack (and that attack only) and possibly
mental hardness against temporary ability score damage, depending on the mode
utilized (again, only for the specific attack). This Will save bonus is set out
in Table: Psionic Combat DC Modifiers.
Special
Considerations: If the defender raises a psionic defense mode but still fails
the Will save, the mental hardness granted by the mode, if any, still reduces
the total ability damage dealt by the attack (except in the special case of id
insinuation). A defender who fails the Will save and does not have sufficient
mental hardness to block out all the ability damage takes the balance as the
appropriate amount and type of temporary ability damage.
The
defender may choose to enhance the psionic defense through the use of specific
feats, if possessed. A defender cannot use feats in conjunction with psionic
combat that are not specially for use with psionic defense modes.
Unless
flat-footed, a psionic character can defend against multiple psionic attacks
from different aggressors in the same round, if he or she has sufficient power
points to pay the cost of each defense.
Like
psionic creatures, nonpsionic creatures make a Will save to defend against
psionic attacks. Nonpsionic creatures
do not chose defense modes, however, they have protection from psionic attacks
in the form of a nonpsionic buffer (see Table: Psionic Combat DC
Modifiers). Furthermore, they naturally
convert ability damage to rounds of being stunned on a 1-for-1 basis.
Even
when stunned a nonpsionic being retains its nonpsionic buffer.
Table:
Psionic Combat DC Modifiers
Ego Id Mind Mind Psychic
Whip Insinuation Blast Thrust Crush
Empty
Mind +1 2 +3 3 5
Intellect
Fortress 2 +1 +0 +6 +4
Mental
Barrier 1 +4 3 +1 +3
Thought
Shield 4 1 2 +4 +2
Tower
of Iron Will +3 +0 1 +5 3
Nonpsionic
buffer 8 9 +4 8 8
Flat-footed
or out +8 +7 +8 +8 +8
of
power points
The
defender knows he or she is being attacked, but not what attack is coming in,
and can put up a defense he or she knows unless flat-footed. Depending on the
combination of attack mode and defense mode, the defenders DC is modified as
noted on the table.
Table:
Psionic Attack Modes
Attack Ability Power
Mode Range Damage Points
Mind
Thrust Close (25 ft. + 5 ft./2
levels) 1d2 Int 1
Ego
Whip Close (25 ft. + 5 ft./2
levels) 1d4 Dex 3
Id
Insinuation Close (25 ft. + 5 ft./2
levels) 1d2 Str* 3
Psychic
Crush Close (25 ft. + 5 ft./2 levels) 2d4 Wis 5
Mind
Blast 60 ft. cone** 1d4 Cha 9
*A
defender who fails a Will save ignores mental hardness, if any.
**All
creatures caught in the area must save or be affected.
Nonpsionic
beings affected by mind blast are stunned for 3d4 rounds.
Attack
mode level equivalents for the purpose of Concentration checks: Mind Thrust,
1st; Ego Whip and Id Insinuation, 2nd; Psychic Crush, 3rd; Mind Blast, 5th.
Table:
Psionic Defense Modes
Defense Power
Mode Secondary Protection Points
Empty
Mind None 1
Thought
Shield 1 mental hardness* 1
Mental
Barrier 2 mental hardness* 3
Intellect
Fortress 3 mental hardness* 5
Tower
of Iron Will 2 mental hardness*, 5
10-ft. radius**
Nonpsionic
buffer Ability damage=stun n/a
*Mental
hardness reduces total ability damage dealt by successful psionic attack.
**Bonus
on defenders Will save does not stack with overlapping psionic defenses, but
mental hardness does stack.
Nonpsionic
creatures are stunned for a number of rounds equal to the points of ability
damage that would be dealt.
All
damage taken during psionic combat is in the form of temporary ability damage.
The specific attack mode used determines the type of temporary ability damage
dealt. Temporary ability damage returns naturally at a rate of 1 point per day
for each damaged ability (2 points per day under the care of someone versed in
the Heal skill).
If a
psionic beings score in any one ability damaged by an attack mode reaches 0,
he or she drops helpless. All further psionic attacks against that target deal
temporary Constitution damage. The downed being cannot raise psionic defenses
against these attacks. If his or her Constitution reaches 0, he or she
immediately dies. If brought back to life through magical or psionic means, the
victim comes back with a Constitution score of 1. Lost ability points continue
to return normally as the temporary damage fades.
Psionic
attack and defense modes are in many ways akin to standard powers, but they
differ in some ways. Since they do not really belong to any one discipline, a
psionic character can use any mode he or she has access to without worrying
about a key ability score. Psionic
attack and defense modes are supernatural, not spell-like. Using an attack mode draws an attack of
opportunity, but using a defense mode does not.
Attack
Mode (Dex)
Display:
Me
Manifestation
Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Instantaneous
Saving
Throw: Will negates (see text)
Power
Resistance: No
Power
Points: 3
The
defender makes a Will save (DC 1d20 + manifesters Dexterity modifier + DC
modifier).
Psionic
creatures are allowed to raise a psionic defense mode, which modifies the
defenders Will save DC. Those who fail their saving throw take 1d4 points of
temporary Dexterity damage.
Nonpsionic
creatures always enjoy a nonpsionic buffer against a psionic attack mode (see
Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic
creatures are stunned for 1d4 rounds.
Defense
Mode
Display:
Au
Manifestation
Time: 1 action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power
Points: 1
A
manifester can raise empty mind as a reaction in response to a psionic attack mode,
even if he or she has already taken the full allotment of actions for the round
(unless the manifester is flat-footed or out of power points). Cross-reference this defense with the attack
mode on Table: Psionic Combat DC Modifiers to get the appropriate modifier to
the Will save DC.
Attack
Mode (Str)
Display:
Me
Manifestation
Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Instantaneous
Saving
Throw: Will negates (see text)
Power
Resistance: No
Power
Points: 3
The
defender makes a Will save (DC 1d20 + manifesters Strength modifier + DC
modifier).
Psionic
creatures are allowed to raise a psionic defense mode, which modifies the
defenders Will save DC. Those who fail their saving throw take 1d2 points of
temporary Strength damage, regardless of mental hardness.
Nonpsionic
creatures always enjoy a nonpsionic buffer against a psionic attack mode (see
Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic
creatures are stunned for 1d2 rounds.
Defense
Mode
Display:
Au
Manifestation
Time: 1 action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power
Points: 5
A manifester can raise intellect fortress as a reaction
in response to a psionic attack mode, even if he or she has already taken the
full allotment of actions for the round (unless the manifester is flat-footed
or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic
Combat DC Modifiers to get the appropriate modifier to the Will save DC. The
manifester also gains mental hardness 3, which is applied against any temporary
ability damage dealt by the attack mode if the manifester fails his or her Will
save (except against id insinuation).
Defense
Mode
Display:
Au
Manifestation
Time: 1 action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power
Points: 3
A
manifester can raise mental barrier as a reaction in response to a psionic
attack mode, even if he or she has already taken the full allotment of actions
for the round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC. The manifester
also gains mental hardness 2, which is applied against any temporary ability
damage dealt by the attack mode if the manifester fails his or her Will save
(except against id insinuation).
Attack
Mode (Cha)
Display:
Vi (see text)
Manifestation
Time: 1 action
Range:
60 ft.
Area:
Cone
Duration:
Instantaneous
Saving
Throw: Will negates (see text)
Power
Resistance: No
Power
Points: 9
This
attack blasts the minds of all creatures in a 60-foot cone. Defenders within
the area make a Will save (DC 1d20 + manifesters Charisma modifier + DC
modifier).
Psionic
creatures are allowed to raise a psionic defense mode, which modifies the
defenders Will save DC. Those who fail their saving throw take 1d4 points of
temporary Charisma damage.
A
nonpsionic creatures buffer is less helpful against mind blast than other
psionic attack modes. The Will save DC increases by +4, and on a failed saving
throw, a nonpsionic creature is stunned for 3d4 rounds (rather than 1d4).
Attack
Mode (Int)
Display:
Me
Manifestation
Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Instantaneous
Saving
Throw: Will negates (see text)
Power
Resistance: No
Power
Points: 1
The
defender makes a Will save (DC 1d20 + manifesters Intelligence modifier + DC
modifier).
Psionic
creatures are allowed to raise a psionic defense mode, which modifies the
defenders Will save DC. Those who fail their saving throw take 1d2 points of
temporary Intelligence damage.
Nonpsionic
creatures always enjoy a nonpsionic buffer against a psionic attack mode (see
Table: Psionic Combat DC Modifiers). On a failed saving throw, nonpsionic
creatures are stunned for 1d2 rounds.
Attack
Mode (Wis)
Display:
Me
Manifestation
Time: 1 action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One living creature
Duration:
Instantaneous
Saving
Throw: Will negates (See text)
Power
Resistance: No
Power
Points: 5
The
defender makes a Will save (DC 1d20 + manifesters Wisdom modifier + DC
modifier).
Psionic
creatures are allowed to raise a psionic defense mode, which modifies the
defenders Will save DC. Those who fail their saving throw take 2d4 points of
temporary Wisdom damage.
Nonpsionic
creatures always enjoy a nonpsionic buffer against a psionic attack mode (see
Table: Psionic Combat DC Modifiers). On a failed saving throw, a nonpsionic
creature is stunned for 2d4 rounds.
Defense
Mode
Display:
Au
Manifestation
Time: 1 action
Range:
Personal
Target:
You
Duration:
Instantaneous
Power
Points: 1
A
manifester can raise thought shield as a reaction in response to a psionic attack
mode, even if he or she has already taken the full allotment of actions for the
round (unless the manifester is flat-footed or out of power points).
Cross-reference this defense with the attack mode on Table: Psionic Combat DC
Modifiers to get the appropriate modifier to the Will save DC. The manifester
also gains mental hardness 1, which is applied against any temporary ability
damage dealt by the attack mode if the manifester fails his or her Will save
(except against id insinuation).
Tower
of Iron Will
Defense
Mode
Display:
Au
Manifestation
Time: 1 action
Range:
5 feet
Area:
10-ft.-radius emanation, centered on you (see text)
Duration:
Instantaneous
Saving
Throw: Yes (harmless)
Power
Resistance: No
Power
Points: 5
A
manifester can raise tower of iron will as a reaction in response to a psionic
attack mode, even if he or she has already taken the full allotment of actions
for the round (unless the manifester is flat-footed or out of power
points). Cross-reference this defense
with the attack mode on Table: Psionic Combat DC Modifiers to get the
appropriate modifier to the Will save DC. The manifester and those within the
area also gain mental hardness 2, which is applied against any temporary
ability damage dealt by the attack mode if the manifester fails his or her Will
save (except against id insinuation).
Because
tower of iron will has an area, it specifically grants mental hardness (but not
a DC modifier) to other living, willing creatures against a psionic attack.
These bonuses stack.
Nonpsionic
creatures within the area also gain this mental hardness, which shields them
from potential rounds of being stunned instead of temporary ability damage, on
a point-for-point basis.