Sunday, October 21, 2007

Hunters preview 3: Psionic feats

Something that has really gotten me jazzed over the past couple of days, while working out the mechanics for Psionic abilities in the Hunters, is the way that character roles still count in the way psychic feats work.

Here's an example of three Telekinesis feats to demonstrate.

Telekinetic Hand

Powerhouse

You can wield objects with your mind as effectively as you could with your hands, perhaps better.

Prerequisite: Wild Talent, Psionics 4 ranks, Telekinesis perk

Effect: You can wield a melee weapon with your mind, using your ranks in the Psionics skill in place of your Strength. This power has an effective “range increment” of 10 ft. meaning that at 10 ft. or less you may wield a melee weapon with no penalty to hit. At 11 to 20 ft. you suffer a –2 penalty to hit and so forth.

If you attack with a Telekinetic Hand in addition to your normal attacks, you suffer the usual penalties for attacking with two weapons (all attacks this round suffer a –10 penalty in addition to any penalties normally incurred from multi-attack).

Special: This use of the Psionics skill is a free action that can be performed once per round. It has a duration of 10 rounds (one minute). The normal saving throw to resist psychic damage is made once, at the end of this duration.


Telekinetic Leap

Speedfreak

You use your mind to enable you to make superhuman leaps.

Prerequisite: Wild Talent, Psionics 4 ranks, Telekinesis perk

Effect: You add +5 ft. to your running leap, or +2.5 ft. to your standing leap for each four ranks you have in the Psionics skill, rounded down.

Special: This use of the Psionics skill is a free action that can be performed once per round. A saving throw to resist psychic damage must be made each time this ability is used.


Telekinetic Shield

Tank

You create a minor telekinetic barrier.

Prerequisite: Wild Talent, Psionics 4 ranks, Telekinesis perk

Effect: Each attack that hits you is reduced by two points of damage. Use of this feat is a free action but you cannot use this feat in a round where you would be denied your Dexterity bonus for any reason.

Special: This use of the Psionics skill is a free action that can be performed once per round. It has a duration of 10 rounds (one minute). The normal saving throw to resist psychic damage is made once, at the end of this duration.

So the Powerhouse is attacking, the Speedfreak is moving and the Tank is sucking up damage.

In this case, they're just doing it telekinetically.

2 comments:

the other charles said...

These all look pretty sweet. I am really looking forward to this setting.

On a related note, don't you sleep?

Charles said...

Not *all the time* sheesh.

Seriously though, my sleeping schedule is... eccentric to say the least and always has been.

And when things are clicking, as they certainly were last night, sleep can f-ing wait.

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