Rules- Feats: Psionic Feats
Psionic Feats
Feat Requirements Benefits
- Boost Construct - Astral constructs +1 special ability from any current menu.
- Combat Manifestation - +4 on concentration checks manifest defensively or while in a grapple.
- Deep Impact STR 13, psi. weapon, BA +5 PF to make melee attack resolve as touch attack.
- Dire Stun Extra lurk augment When use lurk to make stunning strike +2 DC and duration +1.
- Enervation Endurance Psychic enervation W/psychic enervation lose only ½ wilder level PP, dazed end next turn
- Exotic Mindblade Shape mindblade Form mindblade into chosen non-reach exotic melee weapon
- Expanded Knowledge ML3 + power up to one lower than highest. .
- Greater Power Specialization Power specialization, weapon focus ray, ML 12, Ray powers that deal damage do +2 per die.
- Greater Power Penetration Power Penetration +2 on power penetration checks, stacks with power penetration.
- Instant Clarity Concentration 7, 3/D after initiating martial strike use swift to gain PF.
- Instinctive Consummator STR 13, , cleave PF to confirm a critical hit against a living creature.
- Lurk Augment, Extra Psioniclurk augment Use lurk augment ability +3 times per day.
- Lurk Augment, ranged Lurk augment Apply certain lurk augments to ranged attacks.
- Lurk Master Lurk augment Treat lurk level as +2 for determining augment features.
- Mind Cleave Psychic strike class After dropping foe with mindblade, auto charge psychic strike.
- Mind Empowerment Psychic strike, mind cleave After dropping foe with mindblade, next psychic strike is +1d8.
- Mind Strike Focused Mindblade, psychic strike +1d8 PF, w/charging psychic strike holds +1d8.
- Mind Strike, Swift Mindblade, psychic strike +2d8 1/ day you may charge your psychic strike as a swift action.
- Narrow Mind WIS 13 You gain +4 on concentration checks to become psionically focused.
- Overchannel - W/power +1 ML take 1d8, at 8th +2 for 3d8, at 15th +3 for 5d8.
- Power Specialization WF ray, ML 4 W/rays & ranged touch powers +2 damage, PF to deal Ability instead.
- Power Penetration - +2 on manifester level checks to overcome power resistance
- Practiced Manifester Knowledge Mysticism 4, Choose manifesting class, ML for that class +4, can’t exceed HD.
- Privileged Energy ManifestP energy missile Choose energy type, powers of that type +1 damage per die.
- Psionic Body - +2 HP per psionics feat.
- Psionic Dodge Dex 13, Dodge W/PF gain +1 dodge to AC
- Psionic Endowment - PF to add +1 to DC of a power.
- Psionic Fist STR 13 PF unarmed or natural attack +2d6.
- Psionic Meditation WSI 13, Concentration 7 Move action to gain psionic focus (still requires DC 20)
- Psionic Shot Point blank shot PF ranged attack deals +2d6
- Psionic Talent Power points +2 PP, each time you take feat the bonus PP goes up by 1.
- Psionic Weapon STR 13 PF to have melee attack deal +2d6
- Psychic Renewal Maneuvers, manifest As swift, PF + PP = ML to recover expanded maneuver.
- Shielded Manifesting - W/ shield, powers don’t provoke AoO.
- Speed of Thought WIS 13 W/PF +10 insight to speed if in medium or less.
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