Excerpts 04/03/2006


Complete Psionic Excerpt
By Bruce Cordell and Chris Lindsay



Ready for some more psionic fun in your game? You should definitely take a peek at what's in store for you in Complete Psionic, the essential sourcebook for expanding the use of psionic power by any character. Some of the things you'll find in this book include more feats, more prestige classes, and more monsters. But don't dally here -- look below for the table of contents. You'll also find some excerpts that give you a taste of what's inside this supplement: feats, powers, monsters, psionic-flavored source material, and prestige classes.

FEATS

ECTOPIC FORM [PSIONIC]

This feat allows you to create astral constructs with distinct appearances and specialties.

Prerequisite: Know astral construct power.

Benefit: The astral constructs you create using this feat vary in appearance and talents.

Special: You can gain Ectopic Form multiple times. Each time you take the feat, it applies to a new form of astral construct. You can only apply one of the following feats to each astral construct you create. When you use this feat, refer to the preconstructed astral constructs of particular kinds on pages 121-128.

Ectopic Form (Agile Loper)

Astral constructs you create with this form take on a distinctive quadruped appearance. They are quicker and more agile than normal.

Benefit: When you create an astral construct using this form, you imbue it with +4 bonus on initiative checks and a +20-foot increase to its base speed.

An agile loper construct is the same base size as an unmodified astral construct fashioned with the astral construct power. Agile lopers appear as sleek, centaurlike quadrupeds with pale fur, humanoid torsos, and black, ramlike horns on their foreheads.

Ectopic Form (Alabaster Aerial)

Astral constructs you create with this form take on a distinctive humanoid appearance, but possessing wings instead of arms. They are natural fliers.

Benefit: When you create an astral construct using this form, you shape its arms into wings and give its feet a distinctive handlike appearance. The addition of wings grants your alabaster aerial a fly speed of 20 feet (average). An alabaster aerial of at least 4th level has a fly speed of 30 feet (average), and an alabaster aerial of at least 7th level has a fly speed of 40 feet (average).

An alabaster aerial construct is the same base size as an unmodified astral construct fashioned with the astral construct power. Alabaster aerials appear as silvery-white humanoids with wings for arms and large hands on the ends of their legs, rather than feet. They use their wings for flight and their feet for pummeling opponents.

Ectopic Form (Amber Tunneler)

Astral constructs you create with this form take on a distinctive many-legged form, with short, strong legs.

Benefit: When you create an astral construct using this form, you give it short, powerful legs that can be used for digging in the ground at great speed. The creature is a natural tunneler, having a burrow speed equal to its base land speed.

An amber tunneler construct is the same base size as an unmodified astral construct fashioned with the astral construct power. Amber tunnelers appear as amber-colored, many-legged, buglike burrowers that are wide and low to the ground, possessing powerful legs for digging or attacking.

Ectopic Form (Anathemic Carapace)

Astral constructs you create with this form take on a distinctive buglike appearance, and harbor a retributive energy that is unleashed if they are destroyed.

Additional Prerequisite: Ectopic Form (any form).

Benefit: When you create an astral construct using this form, you imbue it with latent energy that is unleashed in a destructive burst when the construct is destroyed, dealing up to 1d6 points of damage plus an extra 1d6 points for every Hit Die of the construct to every adjacent creature (Reflex half; DC 10 + 1/2 construct's HD). You can choose to detonate an anathemic carapace construct as a standard action if you have unobstructed line of sight to your creation. Each round, starting in the round after it appears, the damage of an anathemic carapace's burst reduces by 1d6 points.

ELAN RETAINMENT [PSIONIC, RACIAL]

You can use your psionic metabolism to aid your ability to retain your psionic focus when you would otherwise expend it.

Prerequisites: Elan, 3 HD.

Benefit: Once per day as an immediate action, you can spend 3 power points to maintain your psionic focus, even if you have just taken an action that would normally expend it.

ELEMENTAL ENVOY [PSIONIC]

This feat allows you to acquire an elemental steward: an emberling (fire), a geodite (sonic), an arctine (cold), or a tempestan (electricity). This elemental steward acts as an envoy in place of a psicrystal. This envoy remains with you for an indefinite period of time, until dismissed or destroyed. (Elemental stewards are described in Chapter 5, starting on page 130.)

Prerequisites: Knowledge (the planes) 1 rank, Psicrystal Affinity.

Benefit: When you are able to acquire a new psicrystal, you can select an elemental steward instead. The type of steward -- emberling (fire), geodite (sonic), arctine (cold), or tempestan (electricity) -- depends on your preference, unless you have the Privileged Energy feat, in which case the steward must match the energy type.

As you advance in power, your elemental steward also increases in power; see the Elemental Stewards as Envoys sidebar.

Special: You cannot simultaneously possess both a psicrystal and an elemental envoy.

MIND CLEAVE [PSIONIC]

When you lay low a foe, you drain off a portion of its excess mental energy into the conduit of your mind blade.

Prerequisites: Mind blade class feature, psychic strike class feature.

Benefit: If you deal a creature enough damage to make it fall (typically by dropping it to below 0 hit points or killing it) with your mind blade, you drain off a portion of the creature's liberated energy of consciousness. The liberated energy automatically charges the blade used to fell the foe as if you had imbued it with your psychic strike class feature.

ORC DOUBLE AXE MIND BLADE [PSIONIC]

When you reshape your mind blade, you can change it into an exotic weapon: an orc double axe.

Prerequisites: Ability to generate a mind blade, shape mind blade class feature.

Benefit: Any time you wish to reshape your mind blade using your shape mind blade class feature, you can add the orc double axe to your shape repertoire. You are proficient with your orc double axe mind blade -- you are treated as if you possess the Exotic Weapon Proficiency (orc double axe mind blade). The weapon is sized appropriately for you and deals damage as an orc double axe.

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