Expanding Your Mind
The Battle of the Mind (Three New Feats and a Psionic Item)

Psionic combat can be quite draining on a psionic character, and it quite often ends with both participants exhausted and drained of power points. This month in Expanding Your Mind, we have three new feats and a psionic item to help your psionic character win the battle of the mind.

Psychic Assault [Psionic]

You can increase your chance of success in psionic combat.

Benefit: You may add up to half of your manifester level as a modifier to the defender's Will save DC for psionic combat when you pay the cost of +3, plus +2 power points per +1 DC modifier. You must pay this cost prior to determining the failure or success of the psionic attack. For example, a 13th-level psion selects mind thrust in psionic combat and adds half his manifester level (+6) to the Will save DC. He pays 15 power points to use this feat.

Amulet of Mental Adversary: When worn, the amulet of mental adversary grants the wearer exceptionally strong psionic attacks as per the Mental Adversary feat. You deal +1 ability damage on a successful psionic attack. This ability damage does not stack with that granted by the Mental Adversary feat.

Manifester Level: 10th; Prerequisites: Craft Universal Item, Mental Adversary; Market Price: 8,000 gp; Weight: --.

Psionic Combat Buffer [Psionic]

You become more efficient at psionic combat.

Prerequisite: Minimum level 6th+, any other psionic combat feat*

Benefit: You have developed a psionic combat power point buffer that allows you to activate psionic attack and defense modes at 1/2 the normal cost (minimum 1 power point). You may choose to designate a maximum of half of your total power points per day as buffer points for use in psionic combat only (subject to available power points -- you cannot spend what you do not have). You can do this at any time, but charging the buffer is a full-round action. If in combat while charging the buffer, you are considered flat-footed for that round of psionic combat. You can use power points stored in the buffer only for psionic defense and attack modes, and they have a duration of 1 hour per manifester level. Once the duration has been reached, no additional power points can be placed in the buffer that day. Half of any unused points are returned to the character at the end of the duration; the remaining half dissipates harmlessly. The buffer may be dismissed at any time and is treated as though it had reached its duration.

*Psionic combat feats that can be used as a prerequisite include Psychic Assault, Mental Adversary, Mind Trap, Psychic Bastion, Disarm Mind, and Mind Blind.

VARIANT: Advanced Psionic Combat

As an option for campaigns with a high level of psionics, you can allow psions and psychic warriors to receive Psychic Assault as a free feat at 1st level. You may also want to decrease the minimum level requirement to 3rd+ for the Psionic Combat Buffer feat.

Greater Psionic Combat Buffer [Psionic]

You become more efficient at psionic combat.

Prerequisite: Psionic Combat Buffer

Benefit: You have developed a psionic combat power point buffer that allows you to activate psionic attack and defense modes at 1/3 the normal cost. If you maintain a reserve of at least 3 power points in your buffer, the cost to activate some combat modes can be reduced to zero, otherwise the minimum cost is 1 power point. You may choose to designate a maximum of half of your total power points per day as buffer points for use in psionic combat only (subject to available power points -- you cannot spend what you do not have). You can do this at any time, but charging the buffer is a full-round action. If in combat while charging the buffer, you are considered flat-footed for that round of psionic combat. You can use power points stored in the buffer only for psionic defense and attack modes, and they have a duration of 1 hour per manifester level. Once the duration has been reached, no additional power points can be placed in the buffer that day. Half of any unused points are returned to the character at the end of the duration; the remaining half dissipates harmlessly. The buffer may be dismissed at any time and is treated as though it had reached its duration.


1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.