Things get more interesting, however, when you have psionic feats. Many psionic feats i. If you lose your focus in any way expending it or being forced to lose it , you also lose this speed bonus, although it returns when you restore your focus. Most notable of the 'expend-focus' feats are every last Metapsionic feat. That's right, in order to use any metapsionic feat, you must expend your psionic focus. This prevents, normally, the use of more than one metapsi feat on any one manifestation.
Since it takes a full-round to recover, it's similar to but inferior to the Sorceror's use of metamagic, although you can use that prep round in advance.
Unlike sorcerors, though, use of metapsionics does not alter the time to manifest the power itself, so Quicken Power can be used. Psionic Focus is a powerful balance tool, and many metapsi feats cost slightly less than their metamagic equivalents. You automatically lose your psionic focus if you fall unconcious or hit zero power points.
You can be forced to lose it via the Psionic Hole feat or a creature like a gray glutton. The feats Psicrystal Affinity and Psicrystal Containment allow your psicrystal to become psionically focused, which is similar to your own focus although being unfocused, with a focused psicrystal, is not enough to count as 'being psionically focused' for things like your feats , and you can even expend both to power two expend feats at once like Greater Psionic Weapon and Deep Impact.
Finally, the feat Psionic Meditation can speed up the focus process, to a move action. Considering how focus is used to power other feats, relying of focus stunts like this can be very, very feat-intensive. Tempest Stormwind wrote:Quote: A fair bit of confusion has arisen here, mostly due to the overuse of the word "discipline. If you are familiar with the Arcane Disciple feat, it is somewhat like that.
So, in an effort to dispel confusion, I'll try to clarify what, exactly, a psion's discipline subtype means for your power selection. They do not automatically learn their discipline powers, nor can they learn any power that is not on the lists mentioned above without the use of the Expanded Knowledge feat.
FabulousRex wrote:Since you are forced to choose a Disciplne as a Psion, the choice you make -must- match the charecter you want to play. A sneaky, devious type is better used as a Telepath or Seer than a Kineticist. So I've made some basic guidlines on all the Disciplnes concerning their flavor, play style, and suggested Optimization routes. Information can mean alot of different things, though. Out of combat, knowing your enemies, allies, and partners is invaluable.
Inside combat, precognitive powers let you cheat the odds, influence your saves, and give you insight bonuses on combat checks. Suggested Optimization - Psycrystal Affinity is immensely useful to gather information, in addition to it's other benefits.
Psion Uncarnate could make you into the ultimate spy, if you wish to lose your connection to the Material Plane. They also have a few nifty creation and modification powers as well as some good save-or-dies , and make ideal Psionic Crafters.
If you want a well-rounded Psion with alot of gear, the Shaper is for you. In and out of combat, it's likely you will solve most problems with expendable ectoplasmic Constructs that you create on the spot. Suggested Optimization - Boost Construct was literally -made- for Shapers, don't pass it up! FabulousRex wrote: Kineticist- Kineticists are notorius 'blasters', with some of the best Energy powers on their Disciplne list.
They are, however, matter manipulators. Their other skills and powers focus on the mind over the enviroment around them. If that means siezing control of an enemy's body, shifting and manipulating matter, or forming terrific blasts of energy is up to the individual Kineticist!
Suggested Optimization- Meta-Psionic feats to boost your energy-power output are a good idea, along with Psionic Mediation and Psycrystal Containment to truly use those MetaPsi feats to their fullest. FabulousRex wrote: Egoist- Egoists focus on the changes and manipulation of their own bodies, both with their Skills and Powers.
Famous for shape-shifting via Metamorphasis, Egoists also pack some impressive self-buff and self-heal powers, making them the most likely to enter melee combat and survive if not thrive! Suggested Optimization- Metamorphic Transfer is fantastic with the Metamorphasis power, allowing you to use some of the target creature's unusual abilites a few times a day.
The online Sangehirn is fantastic for applying your powers to your party especially healing , and the Slayer makes you a formidable melee combatant. FabulousRex wrote: Nomad- The Nomad is not thought of as the most powerful Disciplne, but it has it's place, and can be especially good at battlefield control, time manipulation, and transportation.
It's skills make it a very self-sufficient Disciplne, ideal for low-PC games and outdoors campaigns, while it's powers make the Nomad the king of battlefield mobility. Really crank up that mobility and time control! FabulousRex wrote: Telepath- Perhaps the most popular Disciplne, the Telepath focuses on what Psionics has a special affinity for, mind manipulation. Wether it's charming your way through social encounters, or forcing your enemy to kill itself, the Telepath views the human mind a clay to be molded however they see fit.
This of course means that mind-effecting-immune creatures like Undead can cause a Telepath fits if he's unprepared! Suggested Optimization- Psionic Endowment can really kick up the DC's to beguile their foes' minds, while the Thrallherd PrC simply attracts followers to you without you having to lift a finger!
Strongheart Halflings are great, Strongheart Halflings are a forgotten realms specific sub-race of halflings found in the Forgotten Realms Campaign Setting. The feat rocks. Illumians make great Psions mainly because of two reasons. Whisper Gnomes also make good Psions. As we will be taking Psionic Body at level 1, that extra feat will also grant you 2 more hp, and Psychic Reformation will help insure that you get the most out of the extra slot throughout your career.
As neither of the below builds depend on int-based saving throws to produce an adequate offense, the boost to save DCs is nice but not decisive. At that point, your frail health is less of an issue as you have more hp and access to metamorphosis, you can use all day buffs extended , and the extra boost to Int begins to matter more and more. All in all, a powerful and versatile choice for the early levels, but a human will prove the better choice in the long run. It gains the psionic subtype.
Psi-Like Abilities Sp : A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. The Half-Fey Half-fey are the spawn of powerful fey creatures and the mortals they find so intriguing. Often confused by the ignorant with half-fiends, some half-fey grow up tormented by their peers, but a few use their gifts to win over others and become quite popular.
Certain mortals who are obsessed with the fey study fey magic and dwell in sylvan places in hopes of gaining power, and a few actually do manage to acquire the half-fey template.
Low-Light Vision Ex : the half-fey gains low-light vision. Spell-Like Abilities: Starting at 1st level, a half-fey with an Intelligence or Wisdom score of 8 or better gains spell-like abilities. The exact abilities gained depend on the half-fey's character level and level in the template class, according to the following table.
In each case, the caster level equals the half-fey's character level. Master Player Race List Version 2. The races will be presented by Name, Ability score adjustments, size, base land speed, and notes on what extraordinary, supernatural, or spell-like abilities they may have, favored class es , type and subtype if any, and lastly book and page number for reference. This was made to make referencing character races easier and now includes races that were omitted from the earlier editions.
See Augment under Descriptive Text, below. You can manifest a power at a lower manifester level than normal, but the manifester level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same manifester level.
In general.. Note, each encounter does not mean Combat, some will be Social. With combat encounters try to determine the most effective way to eliminate an opponent while conserving PPs. Sometimes its best to simply use Battlefield Control powers and funnel the combat to your fighters and allow them to be effective. Other times it may be better to avoid haveing the enemy reach your fighters and destroy them at range, especially if they have special attacks that severly weaken your party members.
A special caution should be considered A final note Power points are always an issue with any psionic build. Psionic characters always have to ration power points in one point or another. For Psychic warriors, this is even more of a problem with their reduced power point pools.
However turning to sources such as magic of incarnum it is possible to circumvent and amplify the power point pools of any psionic character. Further more the feat itself has a built in limit on the number of points invested based on character level. Thus feat allows you to expend your psionic focus which allows one of the characters essentia receptacles to be treated as if it had been invested with the maximum possible essentia If you use this tactic its wise to keep Cognizence Crystals on hand, using that you can boost your pp reserve by filling up the crystals with the pp before they expire, another use is to recharge psionic tatoos using the temp pp while preserving your main pool I usually never bother with the research option for gaining access to powers of other disciplines, going Expanded Knowledge instead.
It seems that Expanded Knowledge is widely accepted and used on the boards, but since research just seems so much stronger, I was wondering why there's so little talk about it. However, AC is not very good at level 1, but is very playable at level 3 when you can EK it. Energy Missile is good from the start lvl 3 but you can put it off for 2 levels without problem considering other available options the astral construct for one! At low levels, the fact that you get both an increase in quality AND quantity from the feat is also quite significant, since you know so few powers.
The XP penalty from researching also hurts more at lower levels. At higher levels, power slots aren't as scarce, and the XP cost is pretty insignificant.
Getting "free" feats for a few hundred XP is huge, especially when you consider things like qualifying for PrCs. Most importantly, you can get them levels earlier than you could with the EK feat, which could allow you to regain your XP investment pretty quickly if it's a powerful addition to your arsenal. The missing link between the two options seems to be Psychic Reformation, making level 7 the ideal level to withdraw for a few months of solitude after an adventure that left you with a fair bit of extra XP to spend before you reach 8th.
Out goes outdated powers good for low level characters Matter Agitation, Mind Thrust and friends , out goes the EK feats, in goes the very same powers researched, some qualifying feats to set you up for your PrC of choice, some metapsionics perhaps and anything else that strikes your fancy. With a couple of thousand XP less, you now have a perfect level 7 psion, capable of manifesting any power of your choice why not a researched Evade Burst as a 3rd level power?
Is this a good idea? I'm worried that it robs the disciplines of their uniqueness. Obviously getting powers manifested as fast as possible is important, however certain powers have an inconveniently log manifestation time.
As well as Call to Mind, Powers like Major creation have manifestation time in things like 10 min, with some powers needing a full week to manifest. The process is simple. Then select a second power, in this case minor creation. One of the conditions of linked power is that the second power shares the same target as the primary power, in the event that the first power does not have a target or area as is the case in call item the second powers area or target is chosen by the manifester.
The next round the second power goes off without any additional cost in actions or power points. It only costs you 1 power point and 1 round to activate manifesting Astral Construct, there is never any reason to throw a construct power higher than AC1, because the benefit is capped at 1 A pick. So look at what you can have temporary access to: Buff: Same as spending 1 point on Vigor, except they are not treated as temporary hit points.
Fly: How many other first level characters are flying? Some DM disallow this one, or require you spend enough points to create a construct with enough Str to carry you and your gear as a light load.
Improved Bull Rush: As the feat, normally has the same prereqs as Cleave. Mobility: As the feat, you don't need Dex 13 or Dodge. Power Attack: As the feat. Swim: Superior to Float, except you can't use it on others. Trip: Free trip attempt for hitting with a hand to hand attack. It does not amount to powered combat armor see Ectoskeleton and others for that. Instead it is a feat that lets you spend 1 point and a round to morph it into one of a set of other feats.
Here's the challenge: Find the minimum, most efficient and reliable set of powers for a mid level psion to handle anything a DM can throw at the party within their challenge level!
The purpose of the challenge is to free up slots for defense and utility, and good practice in keeping power redundancy to a minimum. Consider all the possible threats you and your party could be facing around levels and try to find as efficient multi-purpose answers as possible. Would also bypass Globe of Invulnerability.
Telekinetic Maneuver: Unsure if this is useful against incorporeal creatures - it is a [force] effect, but the type discription specifically states incorporeal creatures can't be grappled Wouldn't Su hydra blast work too?
Ego Whip: Having an alternative strategy to HP beating is both good and bad. It's sometimes more efficient for you, but it's often less efficient for the party if you're splitting up efforts on HP and Cha on the same target. Sometimes very useful as a battlefield control effect, but isn't actually a save-or-die since you still have the problem of killing them, and contrary to hold monster, for instance , you have to cut through the cocoon first and can expect opposition while doing so.
Fortitude save-or-dies: Crystallize or Decerebrate. Useful as mage killers, but so is a simple Crystal Shard or hydra blast. Ok, the challenge is on. Good look with coming up with powerful and synergistic packages! All suggestion welcome. Re: Entangling Ectoplasm. A debuff, as like Bacris notes.
Making room to add potent and PP efficient effects like that man, there are so many good level 1 powers is part of the reason I offer this challenge. It's not an effect that can allow you to win a battle in itself, but it can turn the tides in battle much like an ectoplasmic wall etc.
As such, it wouldn't be part of such a "minimalist set" that I'm looking for, but still an excellent pick for the slots you save from having a minimum of efficient damaging powers. Re: Telekinetic Thrust. Theoretically, we could cut both Astral Construct and Crystal Shard and replace them with Telekinetic Thrust, but I feel we'd loose a lot of power in doing so though we save a slot.
There's also the practical problem: how do we present the projectiles in a timely fashion to manifest the power? Re: Incorporeal subtype. I read it exactly like munin actually. The argument that it should only apply to damage and also Su damage is definetely not in line with the SRD. Is the MM3 like official errata for previous monstrous info? If so, can someone provide the updated text for the incorporeal subtype as of MM3?
He can help his party with Entangling ecto Not very much to do but try to survive. Psion Tactics: Now he can use his powers a little more His actions are mostly the same Diplomacy focus His combat options now are to Throw a lot of Splash weapons easy to use, very effective. Handy Haversack Psi Suggestion has many uses. Hostile Empathic Transfer Also he adds 1 point to intelligence Boots of the Winterlands Tactics: This level he gets 2 versatile powers Although its not a world record, it is still very nice at this time.
Also he can do a lot more in a tight situation, schism will give him more actions but drain PP quickly. Psi Divination is very useful Plane Shift:very useful transport Positive Material Plane Dispel Psionic:a power that usually should be taken earlier Psi Dominate:now he can really control his enemies. Ring of Sustenance gp Boots of the Winterlands gp Hand of the Mage.. Tactics: here is another milestone in his power growth. He has great flexiblity in the use of his powers and can freely use many skills.
He has little to be afraid of in combat Here he is easily the equal of any other character and the Superior of many. Retrieve also can be very powerful Here is how you offset the costs: -Practiced Manifester erases the ML penalty.
Psion Seer Build 1 This build starts playing as a "Information manager", with the help of your powers, and your psicrystal as a scout. Powers known: On construction. Astral Vambraces. Incarnate 1 gives you the ability to shape 2,and the feat gives you the third Psion until 9th Psicrystal Affinity 3.
Psicrystal Containment 6. Quicken Power, Psionic Meditation 9. Track Slayer until 19th Sacred Vow VoP, bonus exalted feat: Touch of Golden Ice Your stunning fist DC is a measly There's 2 epic feats which allow you to use reflex saves instead of the others Naturally Psionic: A phrenic creature gains 1 bonus power point.
Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization if she otherwise meets the prerequisites in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip.
The whip remains in existence as long as the pyrokineticist holds it. In addition, she gains resistance to fire Hand Afire Ps : A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Her unarmed attacks with that hand are treated as armed.
Such attacks deal an extra 2d6 points of fire damage. Bolt of Fire Ps : Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet.
This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has. Better BAB than Psion Not limited to Fire only Immunity to Enchantments Ex : a half-fey becomes immune to all spells and effects from the Enchantment school.
This ability replaces the saving throw bonus against these effects included in the half-fey's base racial features. Wings Ex : a half-fey grows insectlike wings usually similar to those of a butterfly and may use them to fly at up to twice her base land speed with good maneuverability. Hit Die: d8. Class Features All of the following are class features of the marshal. Weapon and Armor Proficiency: Marshals are proficient with all simple and martial weapons, with all types of armor heavy, medium, and light , and with shields except tower shields.
Skill Focus Diplomacy : Because a marshal has a way with people, he gains this feat as a bonus feat. If the marshal already has the feat, he can choose a different one. Minor Aura: A minor aura lets allies add the marshal's Charisma bonus if any to certain rolls.
Darkvision 60' 9HD Darkvision 90', 3x human Lowlight vision 12HD Darkvision ', 4x human Lowlight vision 15HD This takes care of that and focuses on being a well rounded versatile Trapfinding Character.
Track, Power Attack, Iron Will 2. PsiCrystal Affinity 3. Bullrush 6. Leap Attack 9. Shock Trooper Dodge Mobility Elusive Target. Use Expansion to get Huge or Gargantuan - 30'' reach. Since there are already a couple of psionicists in your group, and you seem to be lacking a rogue, you might consider something like this.
I think it should be quite fun and reasonably strong. Edit: Oops. I included Practiced Manifester, which is actually from Complete Psionics. I think that's the only one I missed, though. If you replace that with Overchannel and take Talented instead of something else, you'll still be pretty close to the original. I have a mix of some ranged and some melee things in there, so the build could actually be a bit more focused if you'd rather.
If you start at low levels you're better off taking Psionic Shot instead, and then Psychic Reforming it away at 7th level, if you think you can get access to the power. You won't be doing alot of damage, and you'll be kind of vulnerable. At level 7, you get access to 2nd level powers. Use Share Pain on your Psicrystal, and you will become much more durable, and can start risking melee. Conveniently, you just got two feats to help you there, proficiency with all Martial Weapons, and the ability to "fly".
Do this while hovering over your enemies head, and use your reach to stay out of theirs, if possible. You should be able to dish out quite alot of damage. You can also share Metamorphosis with your Psicrystal, if you want. You'll be able to dish out even more damage, but will be more vulnerable defensively because your Psicrystal could easily die and not be sharing your pain anymore.
At level 13, get Psychic Reformation and use it as discussed earlier, if you haven't already. Make yourself a Power Stone of it, then get rid of the feat and the power. Your feats should look like the ones in parenthesis at this point. This option is really only here for campaigns in which you couldn't do this at level 7. At level 20, you can use Fission to double all of this, if you want. This section isn't dedicated only on listing the best Powers out there for Psions , but also to present information that will make you able to identify if a certain power is good or bad.
Save-Based Powers: Unless you are a fairly experienced player you will probably have a problem selecting the right Powers at each level. There are Powers that deal with specific creature types, but what if someone wants to be prepared no matter what? What Powers should he Know for the day when he reaches a certain level?
Even worse what saving throws should his Powers allow? A way to cover this problem is to consult the graph below:. Deja Vu: Excellent 'save-or-die' for making your foe waste his actions, take damage for things that he had to do last round over again, repeating an ineffective tactic, perform actions that were intelligent last round, but stupid on this round, etcetera. More versatile than you might think. Energy Ray: Yes, I know you have Eldritch Blast as a warlock, but given that this power can be used for taking advantage of energy vulnerabilities on the fly, you can cause huge amounts of damage in a single round, if it's fully augmented and used with either Chain Power or Split Psionic Ray.
Also good for sundering enemy weapons, armor, etc. Entangling Ectoplasm: This is a good power for slowing enemies down. Entangling them can be a good tactic for preventing fast foes from reaching you. Far Hand: Limited telekinesis that is an excellent way for pickpocketing and reaching otherwise unreachable objects, when necessary.
Know Direction and Location: This one's good for preventing getting lost. Who needs the Survival skill when you can automatically know where you are at any given time? Missive: This could possibly disrupt an enemy caster if you shout loud enough. It's also good for passing on messages silently.
Sense Link: Good for numerous things, including watching your psicrystal while it scouts for you. Skate: While it doesn't seem that great for a character that can fly at will, remember that it can also be used on objects. If you find a 2, lb adamantine door, blast it off its hinges, manifest Skate on it, then tow it back to sell at the largest city you can reach.
Synesthete: Great for when you're blinded or deafened, and for avoiding any and all gaze-based attacks. Vigor: Share a fully-augmented Vigor with your psicrystal, then manifest Share Pain on it. Great for avoiding damage in combat, as well as for avoiding damage taken from Overchannel.
Concealing Amorpha: While not nearly as useful in most situations as Invisibility as enemies can see where you are , it's not subject to True Seeing at all. Control Sound : The uses for this power are nigh-endless. Very useful. Detect Hostile Intent: It's difficult to get the drop on someone if they know you're there, and that you want to hurt them. In a way, it's more useful than Detect Evil, since not everyone who wishes you harm will be evil. It is not useful versus mindless creatures, or creatures that cannot be manipulated via mind-affecting effects.
Ego Whip : While you have the ability to take something down via hit point damage and your various invocations, this is a great way to take down that raging frenzied berzerker with Deathless Frenzy and a Charisma of 6. It's also a nice way to blast the Tarrasque, or take down an enemy manifester for learning all of his powers known.
That the power is augmentable and its Will save is for half-damage makes this an even better power. Energy Adaptation, Specified: While the higher-powered Energy Adaptation and Energy Conversion powers are more versatile, it's still a good idea to have this handy. Why waste power points when all you need is protection vs fire?
Something that seems like it could be fun that I've never gotten a chance to try is Metaconcert, but that's a level 5 telepath power and requires you to have other psychic people to link up with to really do anything with it. That said, it's a 'by your powers combined' thing, so it seems like it could be pretty handy. The downside of crystal powers is that they tend to do physical damage, and the party fighter or what have you can handle that kind of damage type.
I suggest sticking to things hat they can't do, or can't do well, like ability score damage Ego Whip does Cha damage as I recall and elemental damage which psionics is good at being versatile in, because all the powers let you pick a damage type on manifesting them. You might want to avoid Energy Ball, because it's a point blank area of effect with a 40 foot radius, which means you can very easily murder your entire party by dropping that.
Energy Bolt is rather easier to avoid murdering your friends with and is also a 3rd level power. I have no suggestions regarding incarnum stuff. Never used it and haven't really looked into it that much. Given the way incarnum works though, it might break with your theme more than some of the stuff on the regular psion list though.
As I recall, using any incarnum stuff involves getting glowing energy forms that kind of exist on your character where gear would normally be. So if you're building someone who wears a tux and inflitrates places with class and some mild holding his fingers to his temple, then having a giant glowing helmet appear while you do psychic stuff might Double check with someone who knows incarnum well though, I might just be remembering things wrong.
This input has been incredibly helpful, and I'm well on my way to a build that I am satisfied with. Here's a question: Assuming that psicrystals gain feats, would it be possible to pick up Mindsight on my Psicrystal and use Sense Link on it in order to create a sort of mobile psychic radar?
Illithid feats for flavor and freeing up 4 power slots, and the hilariously awesome psionic glibness. For now, I'm going to wait to see what else my DM throws at me before making any other decisions. I considered astral construct, but this character is a socialite fop with barely enough edge to cut a cheese wheel. I'd rather see him bleed out than turn into the green lantern.
Last edited by Vidryan; at AM. Originally Posted by Sagetim. Originally Posted by ZamielVanWeber. Important to note that if you do not have Complete Psionic or you ignore the rules change in said book this statement is incorrect. I have a character concept for a campaign that I'm playing, but attempting to make a psion for the first time has proven Review the Rules of Posting for how old a thread can be before posting in it counts as Thread Necromancy.
The above words represent the consensus of the entire Giant in the Playground staff, including the moderators, the webmaster, and Rich Burlew. Jude, the forum guru. Do send moderator applications to this account, though, as directed in the announcement thread. Thank you. Site Navigation. Tweets by RichBurlew. All times are GMT The time now is PM. All rights reserved. Digital Point modules: Sphinx-based search. These represent powers unlocked through study, practice, and the accumulation of psionic lore.
The two free powers must be of levels the erudite can manifest, and they cannot be from a select discipline list. Exception: If a character with erudite levels gains at least as many levels in another psionic class as he has in his erudite class, he permanently loses the ability to add additional powers above and beyond the two gained at each new erudite level to his repertoire of powers known.
Learning Discipline Powers: An erudite can learn discipline powers only by directly learning a power from another's repertoire, learning it from a power stone, or taking the Expanded Knowledge feat. In any case, an erudite can learn a discipline-only power only if it is up to 1 level lower than the highest level power he can manifest. He can make mental contact only with a willing psionic character or creature unconscious creatures are considered willing, but not psionic characters under the effects of other immobilizing conditions.
Mental contact requires 1 round of physical contact. Next, the erudite must make a Psicraft check DC 15 power's level for each power he is trying to learn to see if he understands that power. If the selected power is not on his class list or on any of the select discipline lists, he automatically fails this check.
If the check fails, the erudite cannot understand, manifest, or learn the power. He cannot attempt to manifest or learn it again, even if he studies it from another source, until he gains another rank in Psicraft. If the power was being learned from a power stone, it does not vanish from the stone.
If the check succeeds, the erudite understands the selected power. He can attempt to manifest the power normally on his next turn, as described in Expanded Psionics Handbook, or he can attempt to permanently commit the power to his own repertoire. Committing the Power to Repertoire: Once an erudite understands a new power through the procedure of contact described above, he can learn it, permanently adding it to his repertoire.
Physical Requirements: The erudite doesn't need to keep the power stone or other psionic source nearby while he fixes the candidate power in his repertoire. However, should he manifest any other power during the time requirement, he loses focus on the power to be added, forgoing the chance to learn that power until he gains at least one more rank in Psicraft.
Time: The process requires 8 hours, regardless of the power's level. During those 8 hours, the erudite must remain in meditation. XP Cost: To permanently learn a new power that is not one of the powers he learns automatically when gaining a level, he must expend 20 experience points per erudite level, which are deducted from the character at the end of the meditation.
At that time, the erudite permanently knows the power and it is in his repertoire just like any other power he knows.
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