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High Psionics: Psionic Feats

High Psionics

Psionic Feats
Author:s Greg Jacob, Andreas Rnnqvist, Jeremy Smith
Editing: Jeremy Smith
Design / Layout: Jeremy Smith
Cover Illustrations: John Milner
Interior Illustration: V. Shane
For supplemental material, please visit our website: <www.dreamscarredpress.com>
Requires use of the Dungeons & Dragons Third Edition Core Books and the Expanded Psionics Handbook,
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material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the
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ii

High Psionics: Psionic Feats

PSIONIC FEATS
The study of psionic arts and the development of

In addition, whenever a creature attempts to use


dispel magic to dispel a power you manifest, it
makes its caster level check against a DC of 13 +
your manifester level.
Special: You cannot take this feat if you have the
ability to use spells (either via spell slots or spelllike abilities).

its varied ways often gives rise to new assortments


of options for psionic characters, expanding the
abilities of both manifesting and non-manifesting
psionic characters. Detailed below are dozens of
psionic-related feats, as well as general feats with
psionic aspect.
Later are introduced new mantra feats, originally
introduced in Untapped Potential: New Horizons
in Psionics, as well as new epic psionic feats for
high-level play.
Any prerequisite feats marked with an asterisk (*)
are new feats presented here. All others are from
the Players Handbook or the Expanded Psionics
Handbook.

CONCENTRATED ANGER

You know how to walk the knifes edge of your


anger, gaining incredible clarity of attention.
Prerequisites: Cha 13, Autohypnosis 4 ranks,
rage ability.
Benet: When entering a rage, you may choose
to focus your anger, entering what is instead known
as a controlled rage.. Doing so means that you gain
half your usual bonus to Strength and Constitution,
but you retain your bonus to Will saves and suffer
no penalty to AC. While in such a rage, you are
considered psionically focused. You gain the
benets of any feats you possess that only function
while psionically focused, and you may activate
a feat or ability that requires you to expend your
psionic focus.
However, anything that causes you to lose your
psionic focus, including expending it to activate a
feat or ability, ends your rage, with all the usual
consequences. Focusing your anger requires your
full attention, so you are no more able to take

NEW GENERAL FEATS


ANTIMAGIC PSIONICS

Your powers are more potent when used against


spellwielding characters and creatures.
Prerequisite: Psicraft 5 ranks.
Benet: You get a +2 bonus on manifester level
checks made to overcome spell resistance (but only
spell resistance, not power resistance, this is an
exception to the magic-psionics transparency rule).
This bonus stacks with the bonus conferred by
Power Penetration and Greater Power Penetration.
NEW GENERAL FEATS
Feat

Prerequisites

Benet

Antimagic Psionics1

Psicraft 5 ranks

+2 bonus to overcome spell resistance

Concentrated Anger

Cha 13, Autohypnosis 4 ranks, rage ability

Use psionic focus while raging

Flareburst

Supernatural or psionic ability to infuse an


attack with re

Flaming attack continues to burn

Psionic Mastery

Psionic Afnity, Psicraft 6 ranks, Use


Psionic Device 6 ranks

Additional +4 bonus on Psicraft and


Use Psionic Device checks

Psionic Void

Psionic Hole

Stun attackers who have psionic


focus

You cannot take or use this feat if you have the ability to use spells or spell-like abilities

High Psionics: Psionic Feats

Prerequisite: Psionic Hole.


Benet: In addition to the effects of the Psionic
Hole feat, any foe that possesses a psionic focus
that strikes you in melee combat must make a
successful Will save (DC 15 plus your Wisdom
modier) or be stunned for 1d4+1 rounds.

actions that require concentration than you would


be in a normal rage.
Special: You can take psionic feats that require
you to maintain or expend your psionic focus as if
you were a psionic character, as long as you meet
all other prerequisites of the feat. If you already
have the ability to become psionically focused, you
can effectively be focused twice while raging in this
manner. In this case, losing your rst focus does
not end your rage. However, you cannot attempt to
regain your focus while in a rage, even a controlled
rage.
You do not become a psionic character by taking
this feat (you do not gain the psionic subtype), nor
do you gain a power point reserve or the ability to
manifest any powers.

NEW PSIONIC FEATS


ASTRAL SKIRMISHER [PSIONIC]

Most people think in three dimensions, you arent


so limited. Speed and mobility are your greatest
weapons and you use them like no one else.
Prerequisites: Dex 13, Dodge, Mobility, Spring
Attack, base attack bonus +11, able to manifest
burst, dimension swap, and either dimension slide
or psionic dimension door.
Benet: This feat allows the use of three special
options:
Momentums Edge: Whenever you make a charge
attack or spring attack while under the effects of
the burst power, you gain a bonus on damage rolls
equal to 1/5th your base land speed.
Faceted Riposte: Whenever an opponent provokes
an attack of opportunity from one of your allies and
that ally forgoes that attack (either by choice or if
they cannot make any more attacks of opportunity
this round) you may manifest dimension swap
targeting yourself and that ally as an immediate
action and make an attack of opportunity against
that opponent.
Astral Blitz: When you teleport adjacent to a foe
using a Psychoportation (Teleporation) power, that
foe is denied their dexterity bonus to AC against
your next attack that round. If you manifest psionic
dimension door as a move action you may use
your remaining standard action to perform a single
attack against a foe you threaten.
Normal: After manifesting psionic dimension
door your turn is immediately over.

FLAREBURST

When your aming attack hits, the target continues


to burn.
Prerequisite: Supernatural or psionic ability to
infuse an attack with re.
Benet: When you attack an opponent with a
ame-infused weapon (such as a re lash, hand are,
or weapon are), the opponent bursts into ames.
On the round following a direct hit, the target takes
an additional 1d6 points of damage. If desired,
the target can use a full-round action to attempt to
extinguish the ames before taking this additional
damage. Extinguishing the ames requires a DC
15 Reex save. Rolling on the ground provides
the target a +2 circumstance bonus on the save.
Leaping into a lake or magically extinguishing the
ames automatically smothers the re.

PSIONIC MASTERY

You have achieved a degree of mastery over the


psionic art.
Prerequisites: Psionic Afnity, Psicraft 6 ranks,
Use Psionic Device 6 ranks.
Benet: You gain a +4 benet on all Psicraft
and Use Psionic Device checks. This stacks with
the bonus granted by the Psionic Afnity feat for a
total bonus of +6.

BLASTING SHOT [PSIONIC]

You focus psionic energy into your ranged attacks


and force your opponent back.
Benet: When you make a ranged attack, you
can expend your psionic focus to automatically
push your target 1d6x5 feet back. You must decide
whether or not to use this feat prior to making an

PSIONIC VOID

Through training and experience you have


developed your ability to negatively affect psionic
characters and creatures.

High Psionics: Psionic Feats

PSIONIC FEATS
Feat

Prerequisites

Benet

Astral Skirmisher

Spring Attack, able to manifest burst,


dimension swap, and either dimension slide
or psionic dimension door, base attack
bonus +11

Gain benets with your psychoportation effects

Blasting Shot1

Psionically push a ranged opponent


back
Psionically push an opponent away
*
Concentrated Anger , Unconditional Power, Manifest while raging and gain a
wild surge ability
bonus to your wild surge ability
Psionic Body, Psionic Talent
Gain power points for your psionic
feats
Psionically attach a weapon to your
Con 13, Craft Psionic Arms and Armor,
Deep Impact, Psionic Weapon, Weapon Fo- body
cus [weapon to be bonded], able to manifest
graft weapon
Body Fuel, manifester level 12th
Penalties from Body Fuel are penalties instead of burn damage
Knock enemy back using concusStr 13, Iron Will, able to manifest concussion burst
sion blast

Blasting Strike1
Blazing Fury
Bodily Reservoir
Bond Weapon

Burning Body Fuel


Concussive Force1
Reective Barrier

Divine Focus
Do Unto Others2
Ectoplasmic Manipulator1

Wis 13, Iron Will, Concussive Force*,


Opportunity Power, able to manifest
concussion blast and inertial barrier
Ability to turn or rebuke undead
Cha 15, able to manifest inict pain
Boost Construct

Manifest concussion blast against


creature that attacks you in melee

Use turn undead use to gain focus


Nauseate others that hurt you
Expend focus for stronger constructs
Eternal Slayer
Gain benets when ghting superIron Will, able to manifest dispel psionics,
natural creatures
personal mind blank, and catapsi
Favored Power
Manifester level 5th
Reduce the cost of a single power
Greater Favored Power
Favored Power*, manifester level 9th
Manifest your favored power faster
Feral Instinct
Able to manifest claws of the beast, psionic Gain physical combat options with
scent, and animal afnity, base attack bonus your psionic powers
+8
2
Focused Metapsionics
Any metapsionic feat
Use metapsionic feats without expending focus
2
Ghost Slayer
Ghost Attack, base attack bonus +12
Threaten critical attacks against
incorporeal creatures
Wounding Attack, base attack bonus +11
Gain Wounding Attack benet on
Greater Wounding Attack1
all attacks for the round
Id Companion
Cohort is astral construct
Leadership, able to manifest astral
construct
Int 13, Psionic Weapon, able to manifest
Weapon gains aming special abilIgnite Weapon2
energy retort
ity
1
You must expend your psionic focus to use this feat.
2
You must be psionically focused to use this feat.

High Psionics: Psionic Feats

PSIONIC FEATS, CONT


Feat

Prerequisites

Benet

Str 15, Mental Leap, Psionic Body, Jump


10 ranks
Wis 15, Psionic Talent
Wis 17, Improved Psionic Talent, Psionic
Talent
Wis 19, Greater Psionic Talent, Improved
Psionic Talent, Psionic Talent
Wis 15, Psionic Body, Speed of Thought

Gain +15 bonus to jump check

Make a ying unarmed attack


Gain +15 bonus to Sense Motive check
+1 bonus to unarmed attacks while psionically focused

Metapsychic Fist2

Mental Leap, Psionic Fist


Inquisitor
Improved Unarmed Strike, Psionic Fist,
able to manifest metaphysical claw, base
attack bonus +3
Psionic Fist

Metapsychic Shot2
Metapsychic Weapon2
Mystify Ambusher2

Psionic Shot
Psionic Weapon
Alertness, able to manifest distract

Psionic Critical1

Str 13, Psionic Weapon, base attack bonus Bonus damage on critical hits
+8

Improved Mental Leap

Improved Psionic Talent


Greater Psionic Talent
Superior Psionic
Talent
Improved Speed of
Thought2
Leaping Kick1
Master Inquisitor1
Metaphysical Fist2

Greater Psionic
Critical

Str 13, Greater Psionic Weapon, Psionic


Critical*, Psionic Weapon, base attack
bonus +1

Psionic Detection

Reduce cost of low-level powers


Reduce cost of additional power levels
Reduce cost of powers up to 6th level
+15 insight bonus to speed

Unarmed attack or natural weapon deals


+1d6 damage
Ranged weapon deals +1d6 damage
Melee weapon deals +1d6 damage
Attacker might take random action

Deal additional damage on critical hits


when using Psionic Weapon
Detect psionic creatures and auras

Improved Psionic
Detection

Psionic Detection

Learn more about auras detected with


Psionic Detection

Overchannel

Take damage to increase allys manifester


level

Psionic Gift
Psionic Heartening1

Gain bonus to Fortitude saves

Psionic Metabolism

Rapid Metabolism, Psionic Body

Heal damage every 8 hours

Psionic Metabolism , Psionic Body, Rapid Gain full nights rest from 4 hours
Metabolism
meditation

Improved Psionic
Metabolism

Psionic Spring Attack1

Dex 13, Psionic Charge, Psionic Dodge,


Spring Attack, base attack bonus +6

Move between attacks

Psychic Blow1

Stunning Fist

Target of Stunning Fist must make Will


save instead of Fortitude save

Psychic Cannibal

Manifester level 1st, evil alignment

Gain power points using coup de grace

Psionic Weapon, Weapon Focus

Charge weapon with psychic energy

Quicker than the Eye

Base attack bonus +6

Gain additional attack during full attack

Rapid Constructor

Improved Initiative

Manifest astral construct faster

Retain Focus

Psionic Meditation, manifester level 5th

Instantly regain psionic focus

Psychic Strike Focus


1

You must expend your psionic focus to use this feat.

You must be psionically focused to use this feat.

High Psionics: Psionic Feats

PSIONIC FEATS, CONT


Feat

Prerequisites

Benet

Retractable Claws

Dex 13, Combat Reexes, able to


manifest claws of the beast

Manifest claws of the beast during an


attack of opportunity

Seek the Void

Concentration 12 ranks

Take 10 on physical attribute checks

Seek the Void, Concentration 16 ranks

Expend focus to roll automatic 20

Wilder level 3

Enemies also suffer enervation effects

Shared Enervation

Enemies suffer shaken effects when you


enervate

Speed Beyond Thought1

Speed of Thought

Expend focus to gain +60 bonus to


movement

Superior Psionic Fist

Psionic Fist, Greater Psionic Fist

Charge sts as if made of deep crystal

Perfect Action
Shared Enervation
Frightful Surge

Swift Psionic Meditation Wis 15, Psionic Meditation,


Concentration 11 ranks
Psionic Premeditative
Trance
Swift Strike
Tireless Devotion

Gain psionic focus as a swift action

Wis 17, Combat Reexes, Swift Psionic


Meditation*, Concentration 15 ranks

Spend power points to instantly gain focus

Psionic Weapon

Make attack as a swift action

Endurance, Autohypnosis 5 ranks

Ignore fatigue and exhaustion effects

Unbalancing Strike

Trip foes using psionic energy

Weapon Intuition

Use any weapon for a short time

You must expend your psionic focus to use this feat.

You must be psionically focused to use this feat.

attack. If your attack misses, you still expend your


psionic focus.

manifested. Your wild surge is further increased


by one level if it normally boosts your manifester
level by 1-3, or by two if it normally adds 4 or more
to your effective manifester level; this increased
boost also increases the risk of psychic enervation.
Suffering psychic enervation automatically ends
your rage (with all attendant consequences) in
addition to its normal effects.
Example: Ardath is a 4th-level barbarian/6thlevel wilder with this feat. When raging, she can
manifest powers as long as she amplies each one
with a wild surge, adding three to her effective
manifester level (rather than the normal limit of her
wild surge +2 ability) and risking a 15% chance of
psychic enervation.

BLASTING STRIKE [PSIONIC]

You focus psionic energy into your attack and


force your opponent away from you, pushed by the
energy being expelled through you.
Benet: When you make a melee attack, you can
expend your psionic focus to automatically push
your target 1d6x5 feet directly away from you. You
must decide whether or not to use this feat prior to
making an attack. If your attack misses, you still
expend your psionic focus.

BLAZING FURY [PSIONIC]

Your rage unlocks the full power of your psychic


passion.
Prerequisites: Concentrated Anger, Unconditional Power, wild surge ability.
Benet: You can manifest powers while in a
rage (whether a controlled rage, such as from
Concentrated Anger, or not), but must invoke
a maximum wild surge on each such power

BODILY RESERVOIR [PSIONIC]

Your psionic talent resonates within your body


which is strengthened by your psychic potential.
This creates a reservoir, a deep well, of psionic
power within your body which you can utilize to
power your abilities.
Prerequisites: Psionic Body, Psionic Talent.

High Psionics: Psionic Feats

Benet: You gain 1 power point for every psionic


feat you have.

and the penalties would last for 6 hours).

BOND WEAPON [PSIONIC]

You knock foes back with psionic force.


Prerequisites: Str 13, Iron Will, able to manifest
concussion blast.
Benet: You can expend your psionic focus
while manifesting concussion blast to attempt to
knock your target away from you. Resolve this as
a bull rush attempt except that you do not actually
move. The target makes a normal Strength check,
modied if appropriate for size and stability. In
place of your Strength check, use the damage result
from yourconcussion blast, modied for your size
if you are not Medium-size. You suffer no ill effects
if you fail to beat the targets Strength check. If
you win, the target is knocked back 5 ft., + 1 foot
per point by which you beat its Strength check. If
a substantial solid object prevents it from moving
that far, the target suffers damage as if it had fallen
the distance that it could not move due to hitting the
obstacle. (i.e. a creature which had been standing 5
ft. from a wall when it was knocked back 25 ft. by
Concussive Force suffers 2d6 bludgeoning damage
when it hits the wall.)
If you succeed in knocking your target back,
you can spend 2 additional power points on the
manifestation of concussion blast (treat this as
augmenting the power by 2 points in all ways except
that it can be applied reactively) to retain your
psionic focus. If you augmented your concussion
blast to affect multiple targets, the closest of your
targets (your choice if there is a tie) must attempt
to resist your bull rush attempt; if you succeed, you
can augment your concussion blast as described
above, and shift your psionic focus to the next
closest target, so that they have to resist also. You
can continue to do this until you fail to knock a
target back, knock all your targets back, or cannot
augment your concussion blast further without
exceeding your manifester level limit.

CONCUSSIVE FORCE [PSIONIC]

You can make a single weapon a permanent part of


your body and soul.
Prerequisites: Con 13, Craft Psionic Arms and
Armor, Deep Impact, Psionic Weapon, Weapon
Focus [weapon to be bonded], able to manifest
graft weapon.
Benet: You choose a single weapon and make
that weapon a permanent part of you. The weapon
does not appear to merge into your body as a
grafted weapon would, but it cannot be removed
from your grasp (making disarm attempts futile)
and you cannot release it. You can, however, cause
it to disappear into your body (usually your arm) or
reappear from within your body as a move action.
You gain a +1 bonus to attack and weapon damage
rolls with that weapon, and because the weapon is
a part of you, it is treated as both a natural and a
manufactured weapon. You can also add psionic
enhancements to the weapon at two-thirds the
normal cost in gold and experience.
Your Constitution modier is added to the
weapons hardness and your Fortitude save bonus
(including your Constitution modier) is added to
its break DC. However, if your bonded weapon is
ever destroyed, you must make a Fortitude save
(DC 15). Failure means you lose 200 xp per level
and suffer 1 point of permanent Constitution drain.
Success means you lose only 100 xp per level and
take 2 points of temporary Constitution damage.
This experience loss can cause you to lose a level
but cannot drop you below 0 xp. You can bond
another weapon (of the same type or of another
type for which you have the Weapon Focus feat)
after a month and a day have passed.

BURNING BODY FUEL [PSIONIC]

You have used your body as fuel for your mind for
so long that you are feeling less of the effects.
Prerequisites: Body Fuel, manifester level
12th.
Benet: When using the Body Fuel feat, you
take ability penalties instead of ability burn. These
penalties last for 1 hour and are cumulative (so if
you use the Body Fuel feat six times you would take
a -6 penalty to Strength, Dexterity and Constitution,

DIVINE FOCUS [DIVINE, PSIONIC]

You may channel divine energy to regain your


mental composure.
Prerequisite: Ability to turn or rebuke undead.
Benet: As a swift action, you may spend one of
your turn or rebuke attempts to automatically gain
psionic focus.

High Psionics: Psionic Feats

DO UNTO OTHERS [PSIONIC]

after one minute.


Dampening Field: You gain power resistance
equal to ve plus your manifester level against any
power that targets you manifested within one of
your catapsi elds. You also gain spell resistance
equal to ve plus your manifester level against
any spell that targets you cast within one of your
catapsi elds.

Your subconscious mind lashes out in retribution at


whoever hurts you.
Prerequisites: Cha 15, able to manifest inict
pain.
Benet: Whenever any creature damages you
with an attack or targeted spell or ability while you
are psionically focused, that creature must succeed
at a Will save (DC 10 + your manifester level + your
Charisma modier) or be nauseated for a number
of rounds equal to one-half your Charisma bonus
(minimum 1). This is a mind-affecting telepathy
effect.

FAVORED POWER [PSIONIC]

You have mastered one power over all others,


allowing you to manifest it without expending as
much energy as others.
Prerequisite: Manifester level 5th.
Benet: Choose one power which you know,
when you manifest this power you always pay one
power point less (minimum 1). This does not allow
you to spend more power points than you normally
would (i.e. equal to your manifester level).

ECTOPLASMIC MANIPULATOR
[PSIONIC]

You are a master of constructing creatures from


ectoplasm and this mastery extends even into the
present time, allowing you to reform your constructs
even after they have been formed by your will.
Prerequisite: Boost Construct.
Benet: You can expend your psionic focus as
a move action to choose one Menu choice anew
for an Astral Construct you have created. This new
choice must still be legal (ie. you cannot choose a
Menu C option if only Menu B options are available
to you).

FERAL INSTINCT [PSIONIC]

You are in touch with a feral animalistic side of


your consciousness that lends you great power in
battle.
Prerequisites: Base attack bonus +8, able to
manifest claws of the beast, psionic scent, and
animal afnity.
Benet: This feat allows the use of three tactical
maneuvers.
Feral Battle Cry: You can invoke your animal
instinct with a moments thought and a shout of
rage. When you declare a charge or score a critical
hit you may manifest animal afnity (targeting
only Strength, Dexterity and/or Constitution) as a
swift action.
Blind Instinct: No foe can hide from you when
you smell blood in the air. You suffer no penalty to
attack rolls while blinded or attacking an invisible
creature while under the effects of psionic scent, in
addition invisible attacks gain no bonus on attack
rolls against you while you are under the effects of
psionic scent.
Unchecked Savagery: When you kill, destroy,
or render unconscious (typically by reducing their
hit points to 0 or less) a creature with your claws
of the beast you gain a +2 morale bonus to attack
and damage rolls for one round per hit die of that
creature.

ETERNAL SLAYER [PSIONIC]

You are born and bred to hunt the most dangerous


of supernatural creatures.
Prerequisites: Iron Will, able to manifest dispel
psionics, personal mind blank, and catapsi.
Benet: This feat allows the use of three tactical
maneuvers
Equalizer: Your strikes sunder all defenses,
mundane and magical. When you successfully
strike a foe in melee, you may expend your psionic
focus. If you do, you may manifest dispel psionics
targeting the struck foe as a free action.
Impenetrable Determination: No magic will
alter your mind, to try is futile and it serves only
to feed your determination. Any spell or power
nullied by your personal mind blank provides you
with temporary power points equal to the spell or
powers level (psionic powers so nullied provide
temporary power points equal to the power level
plus 1 for every 2 power points spent augmenting
the power). These temporary power points fade

High Psionics: Psionic Feats

FOCUSED METAPSIONICS [PSIONIC]

GREATER PSIONIC CRITICAL


[PSIONIC]

You may use may use metapsionic feats without


loosing focus
Prerequisite: Any metapsionic feat.
Benet: Anytime you use a metapsionic feat, you
may choose to retain psionic focus by spending 2
additional power points. These additional points
count to the normal maximum number of points you
may spend on a power (equal to your manifester
level). You still must be psionically focused to use
metapsionics.

Your psionically charged attacks have the potential


to erupt in a tremendous explosion of added psionic
fury.
Prerequisites: Str 13, Greater Psionic Weapon,
Psionic Critical, Psionic Weapon, base attack bonus
+12.
Benet: If you score a critical hit with an attack
that is using the Psionic Weapon feat, you deal an
additional +4d6 points of damage. If the weapon
you are using has a critical modier of x3 you
instead add +8d6 damage. If the weapon you are
using has a critical modier of x4 you instead add
+12d6 damage. This extra damage is similar to the
effect of a bursting weapon, and thus it affects even
creatures normally immune to critical hits.
This damage replaces that damage dealt by
Psionic Critical.

FRIGHTFUL SURGE [PSIONIC]

When you use a wild surge, your tremendous


passion strikes fear in the hearts of your enemies.
Prerequisite: Shared Enervation.
Benet: Whenever you use a wild surge, all
enemies within 30 ft. must make a Will save (DC
10 +1/2 your manifester level + your Charisma
modier) or be shaken for a number of rounds
equal to the wild surge. An enemy that makes its
save cannot be affected by this effect for 24 hours.

GREATER PSIONIC TALENT [PSIONIC]

Your mastery of augmentation continues to


improve.
Prerequisites: Wis 17, Improved Psionic Talent,
Psionic Talent.
Benet: The level of powers affected by
Improved Psionic Talent improves to include 3rd
and 4th level powers.

GHOST SLAYER [PSIONIC]

Your intense knowledge of the ghost world and


your psionic connection to the incorporeal creatures
around you makes you a formidable ghost hunter.
Prerequisites: Ghost Attack, base attack bonus
+12.
Benet: You must be psionically focused to
use this feat. Whenever you strike an incorporeal
creature you always threaten a critical hit, even if
the creature is in someway immune to critical hits.

GREATER WOUNDING ATTACK


[PSIONIC]

Your vicious attacks can cripple an opponent,


bringing him down in a urry of blows.
Prerequisites: Wounding Attack, base attack
bonus +11.
Benet: When you expend your focus for the
Wounding Attack feat, it applies to all attacks made
in the same round instead of just one.

GREATER FAVORED POWER


[PSIONIC]

Your mastery of a chosen power allows you to


manifest it with the blink of an eye, faster than all
others who practice the same art.
Prerequisites: Favored Power, manifester level
9th.
Benet: Choose one power for which you
have chosen the Favored Power feat and has a
manifesting time of 1 standard action. This power
can now be manifested with a manifesting time of
1 move action instead.

ID COMPANION [PSIONIC]

You are accompanied by a gment of your


subconscious imagination.
Prerequisites: Leadership, able to manifest
astral construct.
Benet: Your cohort is instead a permanent astral
construct of a level equal to one half a standard
cohorts level (rounded down). For example, if your
cohort would normally be 10th level, you instead
have a 5th level astral construct. If destroyed,

High Psionics: Psionic Feats

IMPROVED PSIONIC METABOLISM


[PSIONIC]

this creature automatically reforms the next time


you sleep for at least six hours. If you are slain,
the cohort suffers one negative level each minute
(even though constructs are normally immune to
negative levels) until it is destroyed.

Your metabolism is now so much apart of your


mind that your body no longer needs sustenance or
sleep in the same way as others do.
Prerequisites: Psionic Metabolism, Rapid
Metabolism, Psionic Body.
Benet: You no longer need to sleep; instead you
meditate for 4 hours every night which reinvigorates
your body and mind. After a meditation you gain
all the benets of a normal 8 hour rest, including
relling your power points and healing - as well as
not needing to eat for the coming day.
Special: An elan with the Rapid Metabolism
feat can select this feat without having Psionic
Metabolism or Psionic Body.

IGNITE WEAPON [PSIONIC]

You can engulf your weapon in ames.


Prerequisites: Int 13, Psionic Weapon, able to
manifest energy retort.
Benet: While you remain psionically focused,
any weapon you wield gains the aming special
ability, dealing an additional +1d6 points of re
damage to any creature struck.
Special: If you also have the Deep Impact feat
and the ability to manifest energy current, then if
you expend your psionic focus to use your Deep
Impact feat, the weapon deals an additional +1d10
re damage.

IMPROVED PSIONIC TALENT


[PSIONIC]

Your vast stores of psionic power have allowed you


to grasp inner secrets in how your augmentations
work.
Prerequisites: Wis 15, Psionic Talent.
Benet: When you augment a 1st or 2nd level
power, the total cost is reduced by 1 (to a minimum
of 1). The total effective number of power points
spent can still not exceed your manifester level.

IMPROVED MENTAL LEAP [PSIONIC]

You can unleash psionic energy in order to make


spectacular jumps.
Prerequisites: Str 15, Mental Leap, Psionic
Body, Jump 10 ranks.
Benet: To use this feat, you must expend your
psionic focus. You gain a +15 bonus on a Jump
check.
This bonus replaces the benet gained from the
Mental Leap psionic feat.

IMPROVED SPEED OF THOUGHT


[PSIONIC]

Your psionic energy grants you unnatural speed.


Prerequisites: Wis 15, Psionic Body, Speed of
Thought.
Benet: As long as you are psionically focused,
you gain an insight bonus to your speed of 20 feet.
If you are wearing heavy armor this bonus drops
to 10 feet.

IMPROVED PSIONIC DETECTION


[PSIONIC]

Your innate sense for psionic auras allows you


to recognize particular auras and even track by
residual psionic energy.
Prerequisite: Psionic Detection.
Benet: When using the Psionic Detection feat,
if you concentrate for two rounds, you are able to
determine the strength and location of each aura. If
the items or creatures bearing the auras are in line
of sight, you can make Psicraft checks to determine
the discipline involved in each aura.
In addition, if you have the Track feat and this feat,
you can follow tracks by residual psionic energy,
making a Wisdom (or Survival) check to nd or
follow a track. The DC to follow these tracks is
unaffected by terrain or weather modiers.

LEAPING KICK [PSIONIC]

You meld two separate techniques into one allowing


you to leap at enemies from a distance and strike
them down.
Prerequisites: Mental Leap, Psionic Fist.
Benet: When you make a charge attack you can
expend your psionic focus to make a leaping attack.
A leaping charge allows you to ignore all attacks of
opportunity for movement, move through squares
occupied by creatures of your size and small, and

High Psionics: Psionic Feats

deal an additional +2d6 points of damage. This feat


can only be used with an unarmed strike.
Special: If you have the Greater Psionic Fist feat,
your attack deals +4d6 points of damage instead.

energy throughout a combat.


Prerequisite: Psionic Shot.
Benet: As long as you are psionically focused,
every time you perform a full attack option with a
ranged weapon, you do an additional +1d6 points
of damage with your attacks.
Special: If you have the Greater Psionic Shot
feat, you do an additional +2d6 points of damage
with your attacks instead of the normal +1d6.

MASTER INQUISITOR [PSIONIC]

You know the thoughts and feelings of others, your


mind peering deep into theirs as you interact with
them.
Prerequisite: Inquisitor.
Benet: To use this feat, you must expend your
psionic focus.
You gain a +15 bonus on a Sense Motive check to
oppose a Bluff check this replaces the Inquisitor
feats bonus.
You must decide whether or not to use this feat
prior to making a Sense Motive check. If your
check fails, or if the opponent isnt lying, you still
expend your psionic focus.

METAPSYCHIC WEAPON [PSIONIC]

Your mastery of controlling the psionic energies


coursing through you and how they interact with
your weapons allows you to retain a low key energy
throughout a combat.
Prerequisite: Psionic Weapon.
Benet: As long as you are psionically focused,
every time you perform a full attack option with a
melee weapon, you do an additional +1d6 points of
damage with your attacks.
Special: If you have the Greater Psionic Weapon
feat, you do an additional +2d6 points of damage
with your attacks instead of the normal +1d6.

METAPHYSICAL FIST [PSIONIC]

Your body is charged with metaphysical power,


able to damage even powerful foes.
Prerequisites: Improved Unarmed Strike,
Psionic Fist, able to manifest metaphysical claw,
base attack bonus +3.
Benet: Your unarmed attacks gain a +1
enhancement bonus as long as you are psionically
focused.

MYSTIFY AMBUSHER [PSIONIC]

Your subconscious confuses secretive attackers.


Prerequisites: Alertness, able to manifest
distract.
Benet: Whenever you are the target of an attack
that denies you your Dexterity bonus to AC and
you are psionically focused, your attacker must
make a Will save (DC 10 + one-half your character
level + your Charisma modier) or take a random
action instead of attacking you. Determine the
attackers action with a 1d6 roll: 1 Attack nearest
creature, excluding you, theirself, or their familiar;
2 Retreat from you at maximum speed; 3 Drop
anything held; 4 Stand motionless as if stunned; 5
Do nothing but defend (total defense); 6 Speak,
usually rambling, in native tongue, or make noises
if unable to speak.

METAPSYCHIC FIST [PSIONIC]

Your mastery of controlling the psionic energies


coursing through your hands allows you to retain a
low key energy throughout a combat and constantly
leech away some of this energy into your attacks.
Prerequisite: Psionic Fist.
Benet: As long as you are psionically focused,
every time you perform a full attack option with
an unarmed attack or natural weapon, you do
an additional +1d6 points of damage with your
attacks.
Special: If you have the Greater Psionic Fist feat,
you do an additional +2d6 points of damage with
your attacks instead of the normal +1d6.

PERFECT ACTION [PSIONIC]

You have attained such a level of focus that you


can carry out an action with your entire attention
and being.
Prerequisites: Seek the Void, Concentration 16
ranks.
Benets: You may expend your psionic focus

METAPSYCHIC SHOT [PSIONIC]

Your mastery of controlling the psionic energies


coursing through you and how you channel them
into your shots allows you to retain a low key

10

High Psionics: Psionic Feats

Prerequisite: Overchannel.
Benet: You may join hands with an ally and
increase you allys effective manifester level by
one, but in the process you suffer 1d10 points of
damage. This increase in manifester level stacks
with any increase your ally gains from the use of
the Overchannel feat.

to make a single saving throw, attack roll, skill


or ability check, caster level check, or other d20
check against a DC or opposed roll, as if you had
rolled a 20 on the die. This is similar to taking 20,
but does not increase the time required and may be
done even on a check that has consequences for
failure. You cannot apply this feat to an action that
requires more than one round.
After completing an action to which you apply
this feat, you become fatigued. If you were already
fatigued, you become exhausted and also suffer
two points of ability burn to any abilities that were
applied as modiers to the action to which you
applied this feat. For instance, if you used this feat
to make a Jump check while fatigued, you suffer
two points of Strength burn. You cannot use this
feat if you are exhausted.

PSIONIC HEARTENING [PSIONIC]

You may temporarily strengthen your body through


psionic power.
Benet: To use this feat, which requires an
immediate action, you must expend your psionic
focus. You gain a +4 bonus to Fortitude saves for a
number of rounds equal to your Wisdom modier.
You must decide whether or not to use this feat
prior to making a Fortitude save. If your check
fails, you still expend your psionic focus.

PSIONIC CRITICAL [PSIONIC]

PSIONIC METABOLISM [PSIONIC]

Your psionically charged attacks have the potential


to erupt in added psionic furry.
Prerequisites: Str 13, Psionic Weapon, base
attack bonus +8.
Benet: If you score a critical hit with an attack
that is using the Psionic Weapon feat, you deal an
additional +2d6 points of damage. If the weapon
you are using has a critical modier of x3 you
instead add +4d6 damage. If the weapon you are
using has a critical modier of x4 you instead add
+6d6 damage. This extra damage is similar to the
affect of a bursting weapon, and thus it affects even
creatures normally immune to critical hits.

Your metabolism is supercharged by your mental


powers, which allows you to sustain damage
beyond what is conceivable.
Prerequisites:
Psionic
Body,
Rapid
Metabolism.
Benet: You treat all feats as [Psionic] for the
effects of the Psionic Body feat and you heal hit
points every eight hours as if you had rested for
the night.

PSIONIC PREMEDITATIVE TRANCE


[PSIONIC]

You are constantly in a subconscious trance which


allows to you focus your mind in reaction to current
events.
Prerequisites: Wis 17, Combat Reexes, Swift
Psionic Meditation, Concentration 15 ranks.
Benet: You may pay 12 power points to take
an immediate action to automatically become
psionically focused without the need to make a
Concentration check. This does not provoke attacks
of opportunity.

PSIONIC DETECTION [PSIONIC]

You have an innate sense for psionic activity.


Benet: As long as you maintain psionic focus,
you are able to detect the presence or absence
of psionic auras within a 30 foot radius. If you
concentrate for one round, you can also detect the
number of different psionic auras and the strength
of the most potent aura.
See Psionic Interactions, detailed later, for
additional information on interaction with detect
psionics and psionic auras.

PSIONIC SPRING ATTACK [PSIONIC]

You can strike foes rapidly in passing.


Prerequisites: Dex 13, Psionic Charge, Psionic
Dodge, Spring Attack, base attack bonus +6.
Benet: You can expend your psionic focus to
make a special full attack action. You can move

PSIONIC GIFT [PSIONIC]

You can elect to channel your life force into


a companion, strengthening that individuals
powers.

11

High Psionics: Psionic Feats

PSYCHIC STRIKE FOCUS [PSIONIC]

before, between or after any attacks you make, up


to your normal move distance, and your movement
does not provoke attacks of opportunity from the
creatures that you attack. Each attack that you
make must be against a different creature.

Your mastery of the psychic martial arts and its


associated styles now allows you to charge your
favored weapon with psychic disruptive energy
beforehand.
Prerequisites: Psionic Weapon, Weapon Focus.
Benet: The weapon for which you have
chosen Weapon Focus can now be charged with a
psychodisruptive energy charge. You can charge
the weapon as a move action by expending your
psionic focus. The weapon remains charged until
you hit someone with it in combat, at which point it
deals an additional +1d8 points of damage.

PSYCHIC BLOW [PSIONIC]

You can make special stunning attacks that target


your opponents minds rather than their bodies.
Prerequisite: Stunning Fist.
Benet: To use this feat, you must expend your
psionic focus. When you use your stunning attack,
your opponent must make a Will save instead of a
Fortitude save to resist being stunned.
You must decide to use this feat prior to making
an attack. If your attack misses, you still expend
your psionic focus.
Normal: Stunning attacks are resisted with a
Fortitude save.

QUICKER THAN THE EYE [PSIONIC]

You can attack with blinding speed.


Prerequisite: Base attack bonus +6.
Benet: You can expend your psionic focus
when making a full attack to make an additional
attack with a light weapon or unarmed strike at a
-5 penalty.

PSYCHIC CANNIBAL [PSIONIC]

You can feed on another creature to steal some of


its psionic energy.
Prerequisites: Manifester level 1st, evil
alignment.
Benet: Instead of dealing damage with a coup
de grace attack, you can choose to drain that many
power points from your victim and gain that many
as temporary power points. The victim does not
get a saving throw, does not lose any hit points, and
is not at risk of dying. You cannot steal more than
the total number of power points that the victim
currently has available (any excess damage is
wasted).
Except for the changes described here, this ability
works like the mindfeeder weapon enhancement
from the Expanded Psionics Handbook. Unlike
a mindfeeder weapon, this ability will work on
undead creatures (if they have a power point
reserve) and you may use it more than once per
day, but you must make another coup de grace
attack each time.
Temporary power points remain for a number
of minutes equal to your manifester level. Like
temporary hit points, you expend these points rst,
and temporary power points do not stack with each
other; they overlap.

RAPID CONSTRUCTOR [PSIONIC]

Your ability to think on your feet allows you to


form the necessary ectoplasm to create an astral
construct faster than a normal Shaper.
Prerequisite: Improved Initiative.
Benet: Your astral construct power has a
manifestation time of one standard action.
Normal: Astral construct requires a full round
to manifest.

REFLECTIVE BARRIER [PSIONIC]

You can surround yourself with a protective,


spherical layer of elastic force.
Prerequisites: Wis 13, Concussive Force,
Iron Will, Opportunity Power, able to manifest
concussion blast and inertial barrier.
Benet: Whenever a creature makes a melee
attack against you from 5 ft. away or less, you may
manifest concussion blast against that creature as
an immediate action, but you must also expend
your psionic focus to bull rush your target per
the Concussive Force feat. If you succeed in bull
rushing the target or knocking it back, its attack
fails.
Special: If a creature charges to make an attack
against you, it gets the +2 charge bonus on its
Strength check for the bull rush, but if it loses, it

12

High Psionics: Psionic Feats

as you remain psionically focused, you can take


10 on all checks made for that skill, even if you
have no ranks or it cannot be used untrained. If you
abbreviate the time or type of action used to gain
psionic focus in any way (such as by the Psionic
Meditation feat), you cannot gain the benets of
this feat until you lose your psionic focus, and
regain it as a full-round action. You may choose
a different skill each time you become psionically
focused.

is knocked back an additional 1 ft for each 5 ft. it


moved before attacking you.

RETAIN FOCUS [PSIONIC]

You are able to instantly regain your psionic focus


when others would lose it.
Prerequisites: Psionic Meditation, manifester
level 5th.
Benet: To use this feat you must spend 5
power points. After having expended your psionic
focus you may, as a swift action, attempt a DC25
Concentration check to retain it. Should you retain
it you can use it once again, even on the same
action that rst led you to expend it (such as using
metapsionics).
Regaining psionic focus in this method may only
be used once per round and uses up your swift
action for the round. If you have already used your
swift action for the round, you may not use this
feat.
Special: This feat may be used in conjunction
with Epic Psionic Focus to use psionic focus on
three effects in a single action.
This feat may not be used in conjunction with
the Psicrystal Containment feat; you must choose
to use either this feat or the focus contained within
your psicrystal, not both.

SHARED ENERVATION [PSIONIC]

When you are enervated, there is a chance that your


enemies will also be affected.
Prerequisite: Wilder level 3.
Benet: When you are enervated by a wild surge,
all enemies within 30 ft. must make a Will save
(DC 10 + your manifester level + your Charisma
modier) or be dazed for one round.
Normal: Only the wilder attempting the wild
surge can be enervated.

SPEED BEYOND THOUGHT [PSIONIC]

You have mastered the interaction between psionic


power and your speed and now you can utilize this
connection to become a blur of speed for a short
period, allowing you to position yourself wherever
you need to be.
Prerequisite: Speed of Thought.
Benet: You can expend your psionic focus to
gain a +60 insight bonus to your movement for one
round.

RETRACTABLE CLAWS [PSIONIC]

You can grow claws with great speed.


Prerequisites: Dex 13, Combat Reexes, able to
manifest claws of the beast.
Benet: Whenever an opponent provokes an
attack of opportunity from you, you may manifest
claws of the beast as an immediate action before
making the attack of opportunity. The powers cost
is increased by 2 power points. The powers total
cost cannot exceed your manifester level. You must
use your claws of the beast to make the attack of
opportunity that triggered this feat.

SUPERIOR PSIONIC FIST [PSIONIC]

Where others use deep crystals to channel psionic


power, your long meditations, training and
experience allows you to channel the same form of
psionic energy using your body as the strengthening
lens instead of a crystal.
Prerequisites: Greater Psionic Fist, Psionic
Fist.
Benet: You can spend 2 power points as a move
action to charge your unarmed or natural attacks
with latent psionic energy for 1 minute. If you hit
someone in melee with a charged attack, you do
+2d6 points of damage.

SEEK THE VOID [PSIONIC]

Your mental focus and disciplined attention allow


you to screen out distractions that would sway you
from your chosen purpose.
Prerequisite: Concentration 12 ranks.
Benets: When you become psionically focused,
you may choose a single skill that uses Strength,
Dexterity, or Wisdom as its key ability. As long

13

High Psionics: Psionic Feats

SUPERIOR PSIONIC TALENT


[PSIONIC]

of your enemies, tripping them.


Benet: You can expend your psionic focus to
automatically trip your target. You must decide
whether or not to use this feat prior to making a
melee attack. If your attack misses, you still expend
your psionic focus.

Your mastery of augmentation continues to


improve.
Prerequisites: Wis 21, Greater Psionic Talent,
Improved Psionic Talent, Psionic Talent.
Benet: The level of powers affected by Improved
Psionic Talent improves to include 5th and 6th
level powers.

WEAPON INTUITION [PSIONIC]

In a ash of insight, you are able to understand how


to use an unfamiliar weapon.
Benet: You may, as a free action that does not
provoke an attack of opportunity, expend your
psionic focus to become procient with a single
weapon that you are normally not procient with.
This prociency lasts for a number of rounds equal
to half your manifester level. You choose what
weapon to gain prociency with when you expend
your psionic focus, and once made, this choice
cannot be changed in subsequent rounds. Using
this feat again before the previous use has expired
automatically ends the previous use; you may only
be procient with one weapon at a time using this
feat.

SWIFT PSIONIC MEDITATION


[PSIONIC]

You have learned how to expend your store of


psychic energy to attain a state of psionic focus.
Prerequisites: Wis 15, Psionic Meditation,
Concentration 11 ranks.
Benet: You may pay 6 power points to take a
swift action to become psionically focused. This
does not provoke attacks of opportunity.

SWIFT STRIKE [PSIONIC]

You can move with blinding speed with a weapon


that you have charged with psionic power.
Prerequisite: Psionic Weapon.
Benet: By reducing the amount of extra damage
to 1d6 when using your Psionic Weapon feat, you
may make the attack as a swift action.
You must decide to use this ability before making
either the attack or damage roll.

NEW MANTRA FEATS

As the psionic arts developed, different ways of


meditating were discovered. Students of one master
may learn completely different ways of centering
their minds and bodies in a state of psionic
focus than acolytes at a different school. Certain
techniques of meditation, however, actively engage
the psionic energy of becoming focused and apply
it to the world around them. Students particularly
adept at these psionic mantras may even manifest
psionic effects when they focus themselves -- effects
reected in Mantra feats.

TIRELESS DEVOTION [PSIONIC]

Your meditations allow you to ignore your bodys


demands temporarily.
Prerequisites: Endurance, Autohypnosis 5
ranks.
Benet: As long as you remain psionically
focused, you ignore the effects of fatigue and
exhaustion. You can still be fatigued or exhausted,
but you suffer no penalties for these conditions
and are not prevented from carrying out actions
which normally require that you not be fatigued
or exhausted. If you are exhausted and something
causes you to become further fatigued, you still
become unconscious.

Mantra feats are psionic feats that provide no


bonus until you meditate to gain your psionic focus
(which may require a more difcult concentration
check than normal) at which point they engage
a supernatural effect for a set duration. If you
lose your psionic focus during a mantras effect,
the effect ends immediately. Every mantra has a
secondary effect that requires you to expend your
psionic focus to activate: using this effect always
ends the mantras passive benet (even if you use
the Psicrystal Containment feat). Characters may

UNBALANCING STRIKE [PSIONIC]

You have learned how to allow your psionic energy


to course through an attack and upset the balance

14

High Psionics: Psionic Feats

MANTRA FEATS
Channel the Pain

Con 17, Psionic Body, Concentration 12


ranks

Gain power points when you take


damage

Metabolic Awakening

Concentration 10 ranks, Psionic Body,


Overchannel

Use your mental attributes in place


of your physical attributes

Preternatural Awareness

Protect against being at-footed

EPIC FEATS
Automatic Metapsionic
Capacity

Able to manifest powers at the normal


maximum psionic level in at least one
psionic class, four metapsionic feats

Apply metapsionic feats to your


powers at a lower cost

Epic Psionic Fist1

Str 17, Greater Psionic Fist, Psionic Fist,


base attack bonus +16

Use Psionic Fist on all attacks in a


round

Epic Psionic Shot1

Dex 17, Greater Psionic Shot, Point Blank


Shot, Psionic Shot, base attack bonus +16

Use Psionic Shot on all attacks in a


round

Epic Psionic Weapon1

Str 17, Greater Psionic Weapon, Psionic


Weapon, base attack bonus +16

Use Psionic Weapon on all attacks


in a round

Metapsionic Freedom

Four metapsionic feats, Psicraft 24 ranks

Stack the same metapsionic feat on


a single manifestation

You must expend your psionic focus to use this feat.

You must be psionically focused to use this feat.

normally only benet from a single mantra feat a


time.

METABOLIC AWAKENING
[MANTRA, PSIONIC]

By channeling psionic energy you can push your


body beyond its normal limits.
Prerequisites Overchannel, Psionic Body,
Concentration 10 ranks.
Benet: To activate this mantra you must meditate
to gain psionic focus. Once activated this lasts for
1 minute or until you lose psionic focus. While
this mantra is active you may spend an immediate
action to replace one physical attribute modier
(Strength, Dexterity, or Constitution) with a mental
ability modier for a single roll (that is you could use
your Intelligence in place of Strength for a damage
roll, or your Charisma instead of Dexterity for a
reex save and so on). As an immediate action you
may expend your psionic focus to add one mental
ability modier to a single roll dependant on one of
your physical attributes (in addition to the physical
attribute modier).

CHANNEL THE PAIN


[MANTRA, PSIONIC]

You have trained your body to convert damage


taken into psionic power.
Prerequisites: Con 17, Psionic Body, Concentration 12 ranks.
Benet: To activate this feat you must meditate
to gain psionic focus. Once activated this mantra
lasts 1 minute or until you lose psionic focus.
While this mantra is active and you take lethal
damage, you gain a number of temporary power
points equal to the damage dealt (to a maximum
of your Constitution modier); these power points
fade when this mantra ends. While this mantra
is active, you may expend your psionic focus as
an immediate action when you are about to take
damage that would reduce your hit points to zero
or less to gain the benet of the Diehard feat (see
sidebar below) for a number of rounds equal to
your Constitution modier.

PRETERNATURAL AWARENESS
[MANTRA, PSIONIC]

You sense danger before it strikes, the focused


presence of your mental faculties warning you

15

High Psionics: Psionic Feats

If you reduce the cost of the Quicken Power feat


to 0 power points, the manifestation is considered
a free action.
Normal: You may not spend more power points
on a manifestation than your manifester level.
Quickened powers take a swift action.
Special: You may take this feat multiple times.
Its effects stack.
This feat is suggested as the replacement for
Improved Metapsionics.
The power points granted by this feat do not
count toward your power point pool or for effects
such as having a power point reserve to maintain a
psionic focus.

before your normal senses have any way of doing


so.
Benet: To activate Preternatural Awareness,
you must meditate to gain psionic focus. Once
activated, this lasts for 1 minute or until you lose
psionic focus. While active, you do not loose your
Dexterity bonus when atfooted, or any associated
dodge bonuses.
As an immediate action, you can expend your
focus to gain a +4 dodge bonus to your armor class
or your Reex saves until your next turn.

NEW EPIC FEATS


AUTOMATIC METAPSIONIC
CAPACITY [EPIC, PSIONIC]

EPIC PSIONIC FIST [EPIC, PSIONIC]

Your unarmed strikes retain their psionic energy


longer than normal.
Prerequisites: Str 17, Greater Psionic Fist,
Psionic Fist, base attack bonus +16.
Benet: When you use the Psionic Fist feat,
you may apply the extra damage to every unarmed
strike you make this round.

You can manifest powers that exceed the normal


limits of psionic manifestation.
Prerequisite: Able to manifest powers at the
normal maximum psionic level in at least one
psionic class, four metapsionic feats.
Benet: You gain 2 power points each round that
may only be used to pay for the cost of metapsionic
effects. These power points do not count against
the manifester level cap.

EPIC PSIONIC SHOT [EPIC, PSIONIC]

Your ranged attacks retain their psionic energy


longer than normal.
Prerequisites: Dex 17, Greater Psionic Shot, Point
Blank Shot, Psionic Shot, base attack bonus +16.
Benet: When you use the Psionic Shot feat, you
may apply the extra damage to every ranged attack
you make this round.

DIEHARD [GENERAL]
Prerequisite: Endurance.
Benet: When reduced to between 1 and 9 hit
points, you automatically become stable. You dont
have to roll d% to see if you lose 1 hit point each
round.
When reduced to negative hit points, you may choose
to act as if you were disabled, rather than dying. You
must make this decision as soon as you are reduced to
negative hit points (even if it isnt your turn). If you
do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single
move or standard action each turn, but not both, and
you cannot take a full round action. You can take a
move action without further injuring yourself, but if
you perform any standard action (or any other action
deemed as strenuous, including some free actions,
such as casting a quickened spell) you take 1 point of
damage after completing the act. If you reach 10 hit
points, you immediately die.
Normal: A character without this feat who is reduced
to between 1 and 9 hit points is unconscious and
dying.

EPIC PSIONIC WEAPON


[EPIC, PSIONIC]

Your melee attacks retain their psionic energy


longer than normal.
Prerequisites: Str 17, Greater Psionic Weapon,
Psionic Weapon, base attack bonus +16.
Benet: When you use the Psionic Fist feat, you
may apply the extra damage to every melee attack
you make this round.

METAPSIONIC FREEDOM
[EPIC, PSIONIC]

You can stack the same metapsionic feat multiple


times.
Prerequisites: Four metapsionic feats, Psicraft

16

High Psionics: Psionic Feats

24 ranks.
Benet: You can apply the same metapsionic feat
any number of times to the same power, provided
you have enough power points and psionic foci.
For example, you could spend 6 power points to
apply Empower Power to energy burst three times,
increasing damage by 150%, provided you dont
spend more power points total than your manifester
level, and have three psionic foci to expend.
Normal: Without this feat, you can only apply
the same metapsionic feat once to a single power.

yours, or if the power level is equal to or lower


than the highest level power you can manifest, you
do not suffer the dazed effect of an overwhelming
aura.

PSIONIC INTERACTIONS

HIDING FROM PSIONIC DETECTION

FAMILIAR AURAS

Psionic creatures give off psionic auras that, with


enough training, can be recognized by others.
When using the Improved Psionic Detection feat,
you may recognize a psionic creatures aura if you
have previously encountered it.
There are times when a psionic creature may not
want to be detected by detect psionics. After all,
spell casters or magical creatures are not detected
in such a fashion. A psionic creature may attempt
to gain psionic focus at a Concentration check with
a DC 5 higher than normal to suppress its psionic
aura, thereby making it undetectable by detect
psionics or Psionic Detection, for as long as they
maintain psionic focus.

Some of the options presented within this document


have areas not sufciently outlined in their rules,
detect psionics in particular. Detailed below are
new rules and rules clarications for use of detect
psionics and the feats that replicate its effects.

DETECT PSIONICS & CREATURE


AURAS

Detect psionics can allow a manifester the ability


to sense psionic creatures. However, the strength
of the aura is not dened. Treat the aura generated
by psionic creatures the same as an item with a
manifester level equal to half the creatures total
Hit Dice (minimum 1).

PSIONIC DETECTION AND MAGIC


TRANSPARENCY

In games where psionics and magic are treated as the


same, detect psionics detects magical auras just as
well as psionic auras. Magical creatures, however,
do not generate auras as psionic creatures do. In this
situation, treat creatures capable of casting spells or
using spell-like abilities as psionic creatures for the
purposes of detect psionics, allowing them to be
detected as if psionic creatures. By making a DC
25 concentration check, the creature may suppress
its magical aura unless it falls unconscious, asleep,
or enters an area where magical and psionic abilities
are suppressed.

DETECT PSIONICS &


OVERWHELMING AURAS

The detect psionics power gives no scaling effect


to detecting overwhelming auras as you gain in
psionic power. This might seem unusual for an epic
level manifester to be overwhelmed by an aura of a
manifester of lower level. Amend detect psionics
with the following:
If the manifester level is equal to or lower than

17

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