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.

POWERS

BURROWING BONDS
Metacreativity (Creation)
Level: Shaper 4
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 7

A pealing chime accompanies the appearance of a long, slender, malleable shaft of crystal. It entwines your foe in its loops, piercing his flesh and holding him bound.

The crystalline bonds deal 3d6 points of damage when they first entwine and pierce the target's flesh, and 1d6 points of piercing damage (see the Metacreativity and Damage Reduction sidebar, below) every round thereafter as they continue to writhe and burrow, tightening their grasp.

A target caught by the bonds can attempt purely mental actions, such as manifesting a power. However, the burrowing nature of the bonds requires that a manifester make a Concentration check for each power attempted with a DC of 20 + half the continuous damage last dealt. (The continuous damage is that damage dealt in each round after the initial round of the effect.)

The target can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Alternatively, cutting or damaging the bonds can free a victim. The crystal has AC 5, hardness 12, and 30 hit points.

Augment: You can augment this power in one or more of the following ways.
1. For every 2 additional power points you spend, this power's save DC and the DCs to break loose increase by 1.
2. For every 2 additional power points you spend, this power can affect a target of one size category larger.
3. For every 2 additional power points you spend, the continuous damage increases by 1d6 points.

CALL ARMOR
Psychoportation (Teleportation)
Level: Justice 2, psychic warrior 1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One suit of armor or shield; see text
Duration: 1 min./level (D); see text
Saving Throw: None
Power Resistance: No
Power Points: Justice 3, psychic warrior 1

Armor appears on your body, answering your mental call.

You call a suit of armor or a shield to you, seemingly from thin air. (Actually, it is a real item snatched from some other random location in space and time.) You don't have to see or know of the item to call it. In fact, you can't ever call a specific item; you just specify the kind (chain shirt, full plate, buckler, and so on). The item is made of ordinary materials appropriate for its kind. Armor appears correctly donned, and a shield appears on the proper arm. Armor and shields gained by call armor are distinctive due to their astral glimmer.

If a called suit of armor is ever off your body or you relinquish your grip on a called shield for 2 or more consecutive rounds, the object automatically returns to its point of origin. (For this purpose, you're considered to be wearing armor when you're donning or shedding it.)

Augment: You can augment this power in one or both of the following ways.
1. For every 4 additional power points you spend, the item's enhancement bonus to Armor Class improves by 1. For example, if you spend 15 power points, you call a shield or a suit of armor with a +3 enhancement bonus to Armor Class.
2. If you spend 4 additional power points, you can alter the substance of the armor to make it mithral. If you spend 8 additional power points, you can make it adamantine.

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