This month in "Expanding Your Mind" we have two new feats. The first, Inner Fortitude, gives psions an alternative to Inner Strength from page 26 of the Psionics Handbook. The second, Overpower, works in conjunction with Fortify Power from Dragon Magazine 287. Inner Fortitude [Psionic] You can trade the ability to manifest a power for increased power points. Prerequisite: Inner Strength. Benefit: Upon gaining this feat, you may choose one unassigned power and trade it in for power points. The power points gained equal the cost to manifest a power of the chosen level. For example, upon reaching 12th level, the psion takes Inner Fortitude and chooses to trade in her unassigned 5th-level power. This gives her 9 additional power points per day. Special: You can gain this feat multiple times, each time choosing a new unassigned power to trade in for power points. You can choose to trade in only a power that has not been assigned to a power yet. You may not trade in an unassigned power that should be assigned to your primary discipline. You can choose to defer selecting a power when you take this feat and instead choose a power to trade in upon gaining a level in the future. However, upon reaching 20th-level, a psion must discover powers for all unassigned power slots or use the feat to trade them in for power points. You must maintain a power reserve of 1 point per deferred Inner Fortitude feat until any unassigned powers have been selected. For example a 10th-level psion has taken Inner Fortitude at levels 1, 3, 6, and 9 and has deferred them. This requires a power reserve of 4 points per day. Upon reaching 11th level, the psion cashes in all 4 deferred feats, trading in a 5th-, two 4th-, and a 3rd-level unassigned power for 28 additional power points per day. Note that the psion would have had to not assign the 4th- or 3rd-level power she gained at 9th-level. Overpower [Metapsionic] You can manifest a power at twice its normal effect. Prerequisite: Fortify Power. Benefit: All variable, numeric effects of an overpowered power are doubled. An overpowered power deals twice as much damage, cures twice as many hit points, affects twice as many targets, and so on, as appropriate. For example an overpowered lesser concussion deals twice the amount of damage (roll 1d6 and multiply the result by 2). Saving throws and opposed rolls (such as the one you make when you manifest negate psionics) are not affected. Powers without random variables are not affected. An overpowered power costs a number of power points equal to its standard cost + 6. Special: You can apply overpower to the same power multiple times. You can't break the power point limit of the manifester level minus one when using overpower. For instance, a lesser concussion overpowered twice deals 1d6 times 3 damage for a cost of 13 power points. Thus, a 14th-level manifester could have used the power as described in the example above, but a 13th-level manifester could not. You can simultaneously apply overpower in conjunction with fortify power. You can't break the power point limit of the manifester level minus one when using these feats in conjunction with each other. For instance, a lesser concussion overpowered once and fortified twice deals 1d6 times 2.5 damage for a cost of 10 power points. Thus an 11th-level manifester could have used the power as described in the example above, but a 10th-level manifester could not. See Tables 1-1, 1-2 and 1-3 for available combinations, optimal combinations, and maximum effect.
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