Some
feats have prerequisites. A character must have the specified ability score,
feat, skill, or base attack bonus in order to select or use that feat. A
character can gain a feat at the same level at which he or she gains the
prerequisite.
A
character cant use a feat if he or she has lost a prerequisite.
Four
types of feats are presented here: general, psionic, metapsionic, and item
creation feats.
Any
class can take a general feat.
To
nonpsionic characters, all psionic feats are treated as special (only psionic
characters and creatures may take them). Psionic feats allow the psionic
character to enhance combat, augment psionic powers, and manipulate psionic
attack and defense modes.
Some
psionic feats do not directly use the power points of a psionic character, but
the mere presence of those power points and psionic potential allow psionic
characters access to these feats. Feats that have a prerequisite of reserve
power points [some number+] require the psionic character or creature to
possess a number of unused power points equal to or greater than the given
number to use the feat in any given round. These power points are not used to
power the feat; however, if they are not held in reserve the feat is temporarily
unavailable.
Note:
If a psionic characters total power point maximum never equals the reserve
power point prerequisite, the character cannot take the feat.
Metapsionic
feats allow a psionic character to enhance the manifestation of a regular
power. Using a metapsionic feat doesnt take any longer but does increase the
total power point cost to manifest the power.
A
psionic character can use multiple metapsionic feats on a power, and the extra
power point cost is cumulative, but a power altered by metapsionic feats can
never cost more power points than the manifesters level minus one (minimum
one).
With
the proper item creation feat, a character can store a power enhanced by a
metapsionic feat in a power stone, psionic tattoo, or dorje, but the level
limits for psionic tattoos, power stones, and dorjes apply to the powers
higher, metapsionic level. The metapsionic level increases by 1 for every 2
points a metapsionic feat increases a powers cost.
Important:
Metapsionic feats cannot be used to augment psionic attack and defense modes.
The feats that allow direct manipulation of psionic attack and defense mode
powers are specifically noted with the given feat.
Psionic
characters can use their personal power to create lasting psionic items.
An
item creation feat lets a psionic character create a psionic item of a certain
type. Regardless of the type of item, each item creation feat has certain
features in common.
XP
Cost: Power and energy that the psionic character would normally have is
expended when making a psionic item. The XP cost normally equals 1/25 the cost
of the item in gp. A psionic character cannot spend so much XP that he or she
loses a level. However, he or she can, on gaining enough XP to achieve a new
level, immediately expend XP on creating an item rather than keeping the XP to
advance a level.
Raw
Materials Cost: Creating a psionic item requires costly components, most of
which are consumed in the process. The cost of these materials normally equals
half the cost of the item.
Using
an item creation feat also requires access to a laboratory or psionic workshop,
special tools, and so on. A psionic character generally has access to what he
or she needs unless unusual circumstances apply.
Time:
The time to create a psionic item depends on the feat and the cost of the item.
The minimum time is one day.
Item
Cost: Craft Dorje, Encode Stone, and Scribe Tattoo create items that directly
reproduce power effects and whose strength depends on manifester level. A power
from one of these items has the strength it would have if manifested by a
psionic character of that level. The base price of these items (and thus the
base XP cost and the base cost of the raw materials) depends on the manifester
level and the power level imprinted into the item. The manifester level must be
high enough that the psionic character creating the item can manifest the power
at that level. To find the final price in each case, multiply the manifester
level by the powers level and then multiply that figure by a cost in gold
pieces noted in each specific feat.
Extra
Costs: Any dorje, power stone, or psionic tattoo that stores a power with a
costly material component or an XP cost also carries a commensurate cost. For
psionic tattoos and power stones, the psionic character must pay the XP cost
when creating the item. For a dorje, the psionic character must pay fifty times
the XP cost.
Some
psionic items similarly incur extra costs in material components or XP as noted
in their descriptions.
This
is the format for feat descriptions.
Description
of what the feat does or represents in plain language.
Prerequisite:
A minimum ability score, another feat or feats, a minimum base attack bonus, a
skill, a base number of power points, or a level that a character must have in
order to acquire this feat. This entry is absent if a feat has no prerequisite.
A feat may have more than one prerequisite.
Benefit:
What the feat enables the character to do.
Normal:
What a character who does not have this feat is limited to or restricted from
doing. If not having the feat causes no particular drawback, this entry is
absent.
Special:
Any special rules concerning the feat, such as rules for taking the feat
multiple times (normally not allowed).
Prerequisite:
Inner Strength, Talented.
Benefit:
The character can burn ability points as power points on the basis of 1 power
point per 2 ability score points burned. Burning ability points for power
points is a free action: A character could burn more than 2 ability score
points to gain several power points per free action. Treat reduced ability
scores as temporary ability damage. The
character can burn no more than 60 ability points in a day, regardless of any
ability healing he or she may receive.
Benefit:
The character gets a +4 bonus on Concentration checks made to manifest a power
while on the defensive.
Prerequisite:
Manifester level 9th+.
Benefit:
The character can create a crystal capacitor that stores a number of power
points equal to or less than his or her base power points for his or her
highest manifester level. The nature of power point storage, at least in
conjunction with this feat, allows a maximum of 17 power points to be stored in
a single crystal capacitor. Moreover, a crystal capacitors maximum is always
an odd number. Note that during use, a crystal capacitor very often contains
even numbers of power points, just not when fully charged.
Crafting
a crystal capacitor takes one day for each 1,000 gp in its base price. The base
price of a crystal capacitor is equal to the highest-level power it could
manifest using all its stored power points, squared, multiplied by 1,000 gp. To
encode a crystal capacitor, a character must spend 1/25 of this base price in
XP and use up raw materials costing half this base price.
Prerequisite:
Manifester level 5th+.
Benefit:
The character can create a dorje of any psionic power of 9th level or lower
that he or she knows (or can gain access to). Crafting a dorje takes one day
for each 1,000 gp in its base price. The base price of a dorje is its
manifester level x the power level x 750 gp (treat 0-level powers as one-half
level). To craft a dorje, a character must spend 1/25 of this base price in XP
and use up raw materials costing half of this base price.
A
newly created dorje has enough power points to manifest its primary power fifty
times.
Any
dorje that stores powers with an XP cost also carries a commensurate cost. In
addition to the cost derived from the base cost, the character must pay fifty
times the XP cost.
Prerequisite:
Manifester level 5th+.
Benefit:
The character can create any psionic weapon, armor, or shield whose
prerequisites he or she meets. Enhancing a weapon, suit of armor, or shield
takes one day for each 1,000 gp in the price of its psionic features. To
enhance a weapon, suit of armor, or shield, the character must spend 1/25 of
its features total price in XP and use up raw materials costing half of this
total price.
A
character can also mend a broken psionic weapon, suit of armor, or shield if it
is one that he or she could make. Doing so costs half the XP, half the raw
materials, and half the time it would take to empower that item in the first
place.
The
weapon, armor, or shield to be enhanced must be a masterwork item that the
character must provide. (Its cost is not included in the above cost.)
Prerequisite:
Manifester level 3rd+.
Benefit:
The character can create any miscellaneous psionic item whose prerequisites he
or she meets. Crafting a miscellaneous psionic item takes one day for each 1,000
gp in its price. To empower a miscellaneous psionic item, the psionic character
must spend 1/25 of the items price in XP and use up raw materials costing half
of this price.
A
characrer can also mend a broken universal item if it is one that he or she
could make. Doing so costs half the XP, half the raw materials, and half the
time it would take to empower that item in the first place.
Some
universal items incur extra costs in materials components or XP as noted in
their descriptions. These costs are in addition to those derived from the
items base price. The character must pay such a cost to create an item or mend
a broken one.
Prerequisite:
Str 13+, Power Attack, Psionic Weapon, base attack bonus +3 or more.
Benefit:
If the character pays 5 power points per strike, he or she can resolve his or
her melee attack with a weapon as a touch attack for purposes of assessing the
foes Armor Class. The character must decide whether or not to pay the cost
prior to making the melee attack. The weapon remains charged for a maximum
number of rounds equal to the characters Strength modifier +1, or until the
character makes his or her next attack, whichever occurs first. If the attack
misses, the power point expenditure is wasted.
Benefit:
A delayed power doesnt activate until 1 to 5 rounds after the character
finishes manifesting it. The character determines the delay when manifesting
the power, and it cannot be changed once set. The power activates just before the
characters turn on the round designated. Only area, personal, and touch powers
may be affected by this feat. Any decisions the character would make about the
power (including attack rolls, designating targets, or determining or shaping
an area) are decided when the power is manifested, while any effects resolved
by those affected by the power (including saving throws) are decided when the
power triggers. A delayed power may be negated normally during the delay, and
can be detected normally in the area or on the target with powers that can
detect psionic effects. A delayed power costs a number of power points equal to
its standard cost +6.
Prerequisite:
Cha 13+, Mental Adversary.
Benefit:
The character depletes a number of power points equal to his or her Charisma
modifier x4 from his or her opponent on any psionic attack that deals 1 or more
ability damage, after accounting for the opponents mental hardness. To use
this feat, the character must pay power points equal to the cost of the psionic
attack +3. The character decides whether or not to pay the extra cost after
discovering the failure or success of the psionic attack to deal ability
damage.
Prerequisite:
Manifester level 1st+.
Benefit:
The character can create a power stone of any power that he or she knows.
Encoding a power stone takes one day for each 1,000 gp in its base price. The
base price of a power stone is the level of the stored psionic power x its
manifester level x 25 gp (treat a 0-level power as one-half level). To encode a
power stone, a character must spend 1/25 of this base price in XP and use up
raw materials costing half of this base price.
Any
power stone that stores a psionic power with an XP cost also carries a
commensurate cost. In addition to the costs derived from the base price, the
character must pay the XP when encoding the stone.
Benefit:
An enlarged power has its range doubled. Powers whose ranges are not defined by
distance do not have their ranges increased. Determine an enlarged powers area
or effect as if the character were two manifester levels higher than he or she
actually is. An enlarged power costs a number of power points equal to its
standard cost +2.
Benefit:
An extended power lasts twice as long as normal. Powers with a concentration,
instantaneous, or permanent duration are not extended. An extended power costs
a number of power points equal to its standard cost +2.
Prerequisite:
Dex 13+, Point Blank Shot, Psionic Shot, base attack bonus +3 or more.
Benefit:
If the character pays 5 power points per shot, he or she can resolve his or her
ranged attack as a touch attack for purposes of assessing the foes Armor
Class. The character must decide whether or not to pay the cost prior to making
the ranged attack. The characters bullet, bolt, or arrow remains charged for
a maximum number of rounds equal to his or her Dexterity modifier +1, or until
the character makes his or her next attack, whichever occurs first. If the
attack misses, the power point expenditure is wasted.
Prerequisite:
Str 13+, Power Attack, Sunder, reserve power points 5+.
Benefit:
When the character strikes at an opponents weapon, he or she ignores half of
the weapons total hardness (round down). Total hardness includes any magical
or psionic enhancements possessed by the weapon that normally add to its
hardness. However, to strike and do any damage to a magically or psionically
enhanced weapon, the character still needs a weapon of equal or better
enhancement.
Special:
A character can also sense the stress points in any hard construction, such as
wooden doors or stone walls, and can ignore half of the objects total hardness
(round down) when attacking that object.
Prerequisite:
Power Penetration.
Benefit:
The character gets a +4 bonus on manifester level checks (1d20 + manifester
level) to beat a creatures power resistance. This bonus overlaps (does not
stack with) the bonus from Power Penetration.
Prerequisite:
Psionic Focus.
Benefit:
Add +4 to the DC for all saving throws against powers from within the
characters discipline if the character has already taken the Psionic Focus
feat for the selected discipline. This bonus overlaps (does not stack with) the
bonus from Psionic Focus.
Special:
A character can gain this feat multiple times. Its effects do not stack. Each
time a character takes this feat, it applies to a new discipline, but a psion
must choose his or her primary discipline the first time he or she takes this
feat.
Benefit:
A heightened power has a higher psionic power level than normal (up to 9th
level). Unlike other metapsionic feats, Heighten Power actually increases the
effective level of the power that it modifies. All effects dependent on power
level (such as saving throw DCs and ability to penetrate a minor dead psionics
zone or a minor globe of invulnerability) are calculated according to the
heightened level. The heightened power costs as many power points as a power of
its effective level.
Benefit:
A psionic power can be manifested without one associated display characteristic
chosen by the character when he or she takes the feat: auditory, material,
mental, olfactory, or visual. The hidden power costs a number of power points
equal to the standard cost +2.
Special:
A character can take this feat multiple times, each time choosing a different
display characteristic to hide while manifesting a given power.
Benefit:
The character can implant another personality fragment in his or her
psicrystal. The character gains the benefits listed for both psicrystal types.
The psicrystals personality adjusts and becomes a blend between all implanted
personality fragments.
Special:
A character can gain this feat multiple times. Each time, he or she implants a
new personality fragment in the psicrystal, from which the character derives
the noted benefits.
Prerequisite:
Reserve power points 1+.
Benefit:
While the character retains 1 or more power points, his or her mind
automatically generates a tangible field of force that provides a +4 armor
bonus to AC. Unlike mundane armor, Inertial Armor entails no armor check
penalty or speed reduction. Because inertial armor is composed of psychokinetic
force, incorporeal creatures cant bypass it the way they do normal armor. The
inertial armor can be invisible or appear as a colored glow, at the characters
option. The armor bonus provided by Inertial Armor does not stack with the
armor bonus provided by a shield or regular armor.
Benefit:
The character gains +1 power points.
Special:
A character may gain this feat multiple times, each time gaining a number of
power points equal to the previous Inner Strength gain +1.
Benefit:
The character can manifest a power stored in a dorje without expending a
charge. Instead, the character pays for the imbedded power from his or her own
power point reserve by spending a number of power points equal to its standard
cost +2. When all the charges of a dorje are exhausted, the dorje becomes
inert; thus, this feat no longer affects that individual dorje.
Benefit:
All variable, numeric effects of a maximized power are maximized. Saving throws
and opposed rolls are not affected. Powers without random variables are not
affected. The maximized power costs a number of power points equal to its
standard cost +6.
Prerequisite:
Cha 13+.
Benefit:
The character deals +1 ability damage on a successful psionic attack when he or
she pays the cost of the psionic attack +3 power points. The character decides
whether or not to pay the extra cost after determining the failure or success
of the psionic attack to breach the defenders Will save.
Special:
A character can gain this feat multiple times, each time gaining the potential
to deal bonus damage equal to the previous damage bonus +1, but at a cost equal
to the previous cost plus 8 power points. The character decides what increment
of bonus damage to deal within the range granted by gaining this feat multiple
times.
Prerequisite:
Str 13+, 6 ranks of the Jump skill, reserve power points 3+.
Benefit:
The character jumps twice as far or as high as is indicated on his or her Jump
check. The characters maximum jump (a function of his or her height) is twice
normal, and extra distance jumped (above and beyond the normal distance rolled)
is not counted against the characters total allowed movement in the round.
Special:
A character can take this feat multiple times. Each time increases his or her
jump multiple by one and increases the prerequisite of reserve power points by
+8.
Prerequisite:
Any item creation feat.
Benefit:
The character can create psionic items (including psionic armors and weapons,
psionic tattoos, dorjes, power stones, and universal items) as if his or her
effective manifester level were one less than his or her actual level (minimum
1st level). The character must still be
of high enough level to manifest the power in question. The chatacter can choose to use or not use
this feat on each new psionic item he or she creates.
Prerequisite:
Psychic Bastion.
Benefit:
The character depletes a number of power points equal to 10 + his or her
Charisma modifier from the attacking opponent on any psionic attack that deals
1 or more ability damage to the character. Against freely manifested attack modes,
Mind Trap deals back ability score damage equal in type and amount to that
dealt the character, plus an additional 2 points. The opponent cannot raise
defense modes against this damage. To
do so, the character must pay power points equal to the cost of the psionic
defense +3. The character decides whether or not to pay the extra cost after
discovering the failure or success of the opponents psionic attack to deal
ability damage.
Prerequisite:
Extend Power.
Benefit:
A persistent power has a duration of 24 hours. The persistent power must have a
personal range or a fixed range; a character cant use this feat on a power
with a variable range, or on a power with an instantaneous duration. Note that
the character must concentrate on some powers to use their effects;
concentration on such a power is a standard action that does not provoke an
attack of opportunity. A persistent power costs a number of power points equal
to its standard cost +8.
Benefit:
The character gets a +2 bonus on manifester level checks (1d20 + manifester
level) to beat a creatures power resistance.
Prerequisite:
Str 13+, Psionic Fist.
Benefit:
The character can make attacks of opportunity using any power he or she knows
with a range of touch, if he or she has at least one hand free. The Power Touch
attack of opportunity does not preclude the normal manifestation of a psionic
power during the same round. The power used in conjunction with this feat costs
a number of power points equal to its standard cost +2.
Normal:
Attacks of opportunity do not involve casting spells or manifesting powers.
Special:
Possession of the Quicken Power feat reduces the extra cost of Power Touch to 0
power points (the character still must pay the standard cost for the power used
in the attack of opportunity).
Benefit:
At 1st level, the character may use his or her key ability modifier determined
by his or her primary discipline, if a psion, instead of his or her
Constitution modifier to determine bonus hit points. At higher levels, the
characters bonus hit points are determined by his or her Constitution, as
normal. However, the character now gains +1 hit point every time he or she
learns a metapsionic feat.
Special: A character may only take this feat as a
1st-level character.
Prerequisite:
Wis 13+, Speed of Thought, reserve power points 3+.
Benefit:
When taking a charge action in combat, the
character can make a number of turns, each
of not more than 90 degrees, equal to his or her Dexterity modifier. The action still counts as a
charge.
Prerequisite:
Dex 13+, Dodge, reserve power points 5+.
Benefit:
During the characters action, he or she designates an opponent and receive a
+1 dodge bonus to Armor Class against attacks from that opponent. This can be
the same opponent designated for the standard Dodge feat, or a separate
opponent. If the same opponent is chosen for both Dodge and Psionic Dodge, the
bonuses stack. The character can select a new opponent on any action. Note: A
condition that makes the character lose his or her Dexterity bonus to Armor
Class (if any) does not make the character lose the dodge bonus from the
Psionic Dodge feat. Also, dodge bonuses stack with one another, unlike most
other types of bonuses.
Prerequisite:
Str 13+.
Benefit:
The characters unarmed strikes deal +1d4 points of bludgeoning damage when he
or she pays the cost of 1 power point. The character must decide whether or not
to pay the cost prior to making the melee attack. The characters hand or foot
remains charged for a maximum number of rounds equal to the characters
Strength modifier +1, or until the character makes his or her next attack,
whichever occurs first. If the attack misses, the power point expenditure is
wasted.
Benefit:
Add +2 to the DC for all saving throws against powers from the selected
discipline.
Special:
A character can gain this feat multiple times. Its effects do not stack. Each
time the character takes the feat, it applies to a new discipline, but a psion
must choose his or her primary discipline the first time he or she takes this
feat.
Prerequisite:
Con 13+, Rapid Metabolism.
Benefit:
The character converts 1 point of normal damage to 1 point of subdual damage
per hour, if he or she pays the cost of 1 power point per hour. If the
character is unconscious or dying, Psionic Metabolism does not work.
Prerequisite:
Dex 13+, Point Blank Shot.
Benefit:
The characters ranged shots deal +1d4 points of piercing damage when he or she
pays the cost of 1 power point. The character must decide whether or not to pay
the cost prior to making the ranged attack. The arrow, bolt, or bullet remains
charged for a maximum number of rounds equal to the characters Strength
modifier +1, or until he or she makes his or her next attack, whichever occurs
first. If the attack misses, the power point expenditure is wasted.
Prerequisite:
Str 13+, Power Attack.
Benefit:
The characters melee weapon deals +1d4 points of damage (slashing, piercing,
or bludgeoning, as appropriate to the weapon) when the character pays the cost
of 1 power point. The character must decide whether or not to pay the cost
prior to making the melee attack. The weapon remains for a maximum number of
rounds equal to the characters Strength modifier +1, or until he or she makes
his or her next attack, whichever occurs first. If the attack misses, the power
point expenditure is wasted.
Benefit:
The character gains +1 mental hardness against a foes successful psionic
attack when he or she pays the cost of 3 power points. The character decides
whether or not to pay the cost after determining the failure or success of the
psionic attack to breach his or her Will save.
Special:
A character can gain this feat multiple times, each time gaining bonus mental
hardness equal to the previous bonus +1, but the character must pay a cost
equal to the previous cost + 8. The character decides what mental hardness
increment to use within the range granted by gaining this feat multiple times.
Prerequisite:
Cha 13+, Psychoanalyst.
Benefit:
When a living humanoid lies directly to the character, he or she perceives it.
The character detects a maximum number of lies per conversation equal to his or
her Charisma modifier. A conversation with an individual, once concluded, may
not be renewed with Psychic Inquisitor active for a period of 8 hours. The
character decides when, or if, to begin using this feat during a conversation.
Prerequisite:
Cha 13+.
Benefit:
The character gets a +2 bonus on all Diplomacy, Bluff, and Intimidate checks
against living humanoids with an Intelligence score of 4 or higher. He or she
gets the same +2 bonus on Charisma checks used to influence or interact with
living humanoids having an Intelligence score of 4 or higher.
Benefit:
Manifesting a quickened power is a free action. A character can perform another
action, even manifest another power, in the same round as he or she manifests a
quickened power. A character may only manifest one quickened power per round. A
power whose time to manifest is more than 1 full round cannot be quickened. The
quickened power costs a number of power points equal to its standard cost +8.
Special:
Possession of the Power Touch feat allows the use of that feat and one
quickened power in the same round.
Prerequisite:
Con 13+.
Benefit:
The character naturally heals a number of hit points per day of rest equal to
the standard healing rate + his or her Constitution modifier.
Prerequisite:
Dex 13+, Point Blank Shot, Psionic Shot, reserve power points 5+.
Benefit:
The character need not have a free hand (holding nothing) to use this feat, but
he or she must relinquish a two-handed hold on a single item or drop a shield
as a free action. Once per round when the character would normally be hit with
a ranged weapon, he or she may make a Reflex save (DC 20; if the ranged weapon
has an enhancement bonus to attack, the DC increases by that amount). If the
character succeeds, he or she snatches the ranged weapon. The character must be
aware of the attack and not flat-footed, and cannot already have acted in the
round. A character may only use this feat once in any given round.
Snatching
a ranged weapon or ammunition (such as an arrow, bolt, or sling bullet) counts
as a free action. If the character successfully retrieves a bolt, arrow, or
sling bullet, the character can load and fire it back at the foe if the
character holds the appropriate weapon. A bow requires a move-equivalent
action, a crossbow requires a standard action, and a thrown weapon such as a
spear or knife is a free action to throw back. If the character is not holding
a ranged weapon suitable to the snatched ammunition in, the character cannot
return the attack.
A
character makes the return attack at a bonus equal to half the foes ranged
attack bonus (round down) + the characters full ranged attack bonus.
Exceptional ranged weapons, such as boulders hurled by giants or spells, cant
be snatched.
Special:
If the character also has the Deflect Arrows feat, the character makes return
attacks at a bonus equal to the foes full ranged attack bonus + the
characters full attack bonus.
Prerequisite:
Manifester level 3rd+.
Benefit:
The character can create a psionic tattoo of any psionic power of 3rd level or
lower that he or she knows and that targets a creature or creatures (see
Special, below). Scribing a psionic tattoo takes one day. When the character
creates a psionic tattoo, he or she sets the manifester level. The manifester
level must be sufficient to manifest the power in question and no higher than
the characters own level. The base price of a psionic tattoo is its power
level x its manifester level x 50 gp (inscribing a 0-level power costs 25 gp).
To scribe a tattoo, the character must spend 1/25 of this base price in XP and
use up raw materials costing half of this base price.
When
a character creates a psionic tattoo, he or she makes any choices that he or
she would normally make when manifesting the power. When its wearer physically
activates the tattoo, the wearer is the target of the power.
Any
psionic tattoo that stores a power with an XP cost also carries a commensurate
cost. In addition to the costs derived from the base price, the character must
pay the XP when creating the tattoo.
Special:
All Psychometabolism powers are an exception to the target criteria, and may be
scribed into a tattoo despite the fact that they are personal powers.
Prerequisite:
Wis 13+, reserve power points 1+.
Benefit:
The characters base speed is equal to his or her normal speed +10.
Special:
A character can take this feat multiple times. Each time increases his or her
base speed by 10 feet and increases the prerequisite of reserve power points by
4.
Prerequisite:
Str 13+, reserve power points 1+.
Benefit:
When a foes movement would otherwise grant the character an attack of
opportunity, the character may give up that attack and instead attack the foe
prior to the foes actual movement. This is akin to a readied action, but Stand
Still doesnt affect the characters initiative count or actual readied
actions, if any. The foe must succeed at a Fortitude save against a DC equal to
10 + the damage dealt, or be unable to move into or out of the area the
character threatensessentially, this ends the movement of a foe who is
closing, and prevents any movement of a foe who is fleeing (if the character is
normally allowed an attack of opportunity against the fleeing foe). Since the
character uses the Stand Still feat in place of his or her attack of
opportunity, the character may only do so a number of times per round equal to
the number of times per round he or she could make an attack of opportunity.
Normal:
Attacks of opportunity occur after a foe has already moved within the area a
character threatens; thus, a character is unable to affect their movement with
an attack.
Prerequisite:
Inner Strength.
Benefit:
The character can manifest three more 0-level powers for free per day than
normal.
Prerequisite:
Inner Strength, Talented, reserve power points (see below).
Benefit:
Choose any 0-, 1st-, 2nd-, or 3rd-level power the character knows. From now on
the character can attempt to trigger that power without paying its cost. To
trigger a power, the character must first satisfy the requirement of a power
point reserve equal to or greater than what it would normally cost to manifest
the power. Then, make an ability check appropriate for the powers discipline.
If the character meets or exceed the ability check DC (see below), the power is
manifested normally with no power point cost. If the character fails the check,
he or she is forced to pay its cost, but the power is still manifested
normally. A character cant use Trigger Power in conjunction with psionic
attack or defense modes.
DCs
for the ability check are determined by level: 0-level, 11; 1st level, 13; 2nd
level, 15; and 3rd level, 17.
A
character cannot take 10 when using Trigger Power.
Special:
A character can take this feat multiple times, each time using it for a new
triggered power.
Benefit:
Manifesting a power altered by this feat causes the power to take effect twice
on the target, as if the character were simultaneously manifesting the same power
two times on the same location or target. Any variables in the power (such as
targets, shaping an area, and so on) apply to both of the resulting powers. The
target suffers all the effects of both powers individually and receives a
saving throw for each. In some cases, failure of both of the targets saving
throws results in redundant effects, although any ally of the target would have
to succeed at two negate attempts in order to free the target from the charm. A
twinned power costs a number of power points equal to its standard cost +8.
Prerequisite:
Str 13+, Psionic Fist, base attack bonus of +3 or more.
Benefit:
If the character pays 5 power points per unarmed attack, he or she can resolve
his or her unarmed attack as a touch attack for purposes of assessing the foes
Armor Class. The character must decide whether or not to pay the cost prior to
making the unarmed melee attack. The characters hand or fist remains charged
for a maximum number of rounds equal to his or her Strength modifier +1 or
until the characters next attack, whichever occurs first. If the attack
misses, the power point expenditure is wasted.
Prerequisite:
Wis 13+, Speed of Thought, Psionic Charge, reserve power points 5+.
Benefit:
The character can take part of one of his or her move actions on a wall if the
character begins and end the move on a horizontal surface. The height the
character can achieve on the wall is limited only by this movement restriction.
If the character does not end his or her move on a horizontal surface, he or
she falls prone, taking damage as appropriate for his or her height above the
floor. Treat the wall as a normal floor for the purposes of measuring movement.
Passing the boundary between horizontal and vertical is equivalent to 5 feet of
movement along a normal floor. Opponents on the floor still get attacks of
opportunity as the character moves up the wall within areas they threaten.
Special:
A character can take other move actions in conjunction with moving on a wall.