Author Topic: Disciplines  (Read 13511 times)

Offline Asinjin

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Re: Disciplines
« Reply #30 on: March 15, 2019, 10:00:34 PM »
Healing Psionic Discipline

This discipline allows the psionic to heal damage.

Specialty: Psychometabolic

Ability: Constitution

Concentration: The psionic regenerates 1 hit per ten minutes.

Vigor (1): Gain 5 temporary hit points.

True Metabolism ( 8 ): You regenerate 10 hit points/round.

Clot (1) You resist bleeding.
« Last Edit: December 16, 2020, 10:18:04 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #31 on: March 15, 2019, 10:14:28 PM »
Poison Psionic Discipline

This discipline allows the psionic to create poisons.

Specialty: Psychometabolic

Ability: Constitution

Concentration: The psionic is immune to non-magical (including psionic) poisons and gains a +4 save against magical poisons.

Prevenom (1): Your claws gain a poison coating

Truevenom (4): Your natural weapons are covered in horrible poison.

Truevenom Weapon (4): Your weapon is horribly poisonous.
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Offline Asinjin

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Re: Disciplines
« Reply #32 on: March 15, 2019, 10:22:20 PM »
Claw Psionic Discipline

This discipline allows the psionic to turn his hands into deadly weapons.

Specialty: Psychometabolic

Ability: Constitution

Concentration: Your hands can become deadly claws.  It requires a swift action to change them into claws and a swift action to dismiss the claws.

Metaphysical Claw (1): Your natural weapon gains +1 bonus.

Claws of Darkness (2): Gain claw attacks and slow grappled targets.

Power Claws (2): Your natural weapons deal force damage.
« Last Edit: April 08, 2019, 12:02:13 PM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #33 on: March 15, 2019, 10:27:02 PM »
Mighty Claw Discipline

This discipline allows the psionic to create more dangerous claws and natural attacks.

Specialty: Psychometabolic

Ability: Constitution

Prerequisite: Claw Discipline

Claws of the Vampire (3): Heal half of your claw’s base damage.

Duodimensional Claw (3): Increases your natural weapon’s threat range.

Claw of Energy (4): Your claws deal additional energy damage.
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Offline Asinjin

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Re: Disciplines
« Reply #34 on: March 16, 2019, 09:48:12 PM »
Movement Psionic Discipline

This discipline allows the psionic to improve his movement.

Specialty: Psychoportation

Ability: Intelligence

Concentration: Your land speed is increased by 10 feet.

Catfall (1): Instantly save yourself from a fall.

Float (1): Buoy yourself in water or other liquid.

Skate (1): Subject slides skillfully along the ground.
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Offline Asinjin

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Re: Disciplines
« Reply #35 on: March 16, 2019, 10:31:18 PM »
Greater Movement Psionic Discipline

This discipline allows the psionic to improve his movement.

Specialty: Psychoportation

Ability: Intelligence

Prerequisite: Movement Psionic Discipline

Hustle (2): Instantly gain a move action.

Psionic Lion’s Charge (2): You can make full attack in same round you charge.

Wall Walker (2): Grants ability to walk on walls and ceilings.

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Offline Asinjin

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Re: Disciplines
« Reply #36 on: March 18, 2019, 09:54:42 AM »
Attack Mode Psionic Discipline

This discipline allows the psionic to attack the the mind of others.

Specialty: Telepathic

Ability: Intelligence

Concentration: None

Mind Thrust (1): Deal 1d10 damage.

Ego Whip (2): Deal 1d4 Cha damage and daze for 1 round.

Id Insinuation (2): Swift tendrils of thought disrupt and confuse your target.

Psionic Blast (3): Stun creatures in 30-ft. cone for 1 round.

Psychic Crush (5): Brutally crush subject’s mental essence, reducing subject to -1 hit points.
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Offline Asinjin

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Re: Disciplines
« Reply #37 on: March 18, 2019, 10:05:02 AM »
Empathy Psionic Discipline

This discipline allows the psionic to empathize with other on a psychic level.

Specialty: Telepathic

Ability: Charisma

Concentration: You know the subject’s surface emotions (as per Empathy power)

Empathic Transfer (2): Transfer another’s wounds to yourself.

Empathic Transfer, Hostile (3): Your touch transfers your hurt to another.

Empathic Feedback 3): When you are hit in melee, your attacker takes damage.
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Offline Asinjin

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Re: Disciplines
« Reply #38 on: March 19, 2019, 04:08:15 PM »
Object Movement Psionic Discipline

This discipline allows the psionic to control objects with his mind.

Specialty: Telekinetic

Ability: Intelligence

Concentration: You can use the Far Hand power without spending power points.

Control Object (1): Telekinetically animate a small object.

Telekinetic Force (3): Move an object with the sustained force of your mind.

Telekinetic Thrust (3): Hurl objects with the force of your mind.
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Offline Asinjin

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Re: Disciplines
« Reply #39 on: March 21, 2019, 11:51:51 AM »
Minor Energy Psionic Discipline

This discipline allows the psionic to create and direct energy types.

Specialty: Telekinetic

Ability:  ? ? ? ? ?

Concentration: As a swift action each round, you can generate fire, electric, sonic or cold energy which deal 1 point of damage of that type to a creature or object which you touch or are touching.

Energy Ray (1): Deal 1d6 energy (cold, electricity, fire, or sonic) damage.

Energy Arc (1): Energy of a type you choose shoots from your outstretched fingertips in a short cone.

Energy Emanation (2): Deal 1d6 points of chosen energy damage to surrounding creatures.
« Last Edit: March 25, 2019, 10:17:58 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #40 on: March 21, 2019, 11:55:47 AM »
Energy Psionic Discipline

This discipline allows the psionic to create and direct energy types.

Specialty: Telekinetic

Ability:  ? ? ? ? ?

Prerequisite: Minor Energy Psionic Discipline

Energy Push (2): Deal 2d6 damage and knock subject back.

Energy Stun (2): Deal 1d6 damage and stun target if it fails both saves.

Energy Missile (2): Deal 3d6 energy damage to up to five subjects.

Energy Bolt (3): Deal 5d6 energy damage in 120-ft. line.
« Last Edit: March 25, 2019, 10:18:28 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #41 on: March 21, 2019, 12:02:28 PM »
Greatest Energy Psionic Discipline

This discipline allows the psionic to create and direct energy types.

Specialty: Telekinetic

Ability:  ? ? ? ? ?

Prerequisite: Greater Energy Psionic Discipline

Energy Ball (4): Deal 7d6 energy damage in 20-ft. radius.

Energy Current (5): Deal 9d6 damage to one foe and half to another foe as long as you concentrate.

Energy Barrage (6): Decimate foes with a barrage of energy explosions.

Energy Wave (7): Deal 13d4 damage of your chosen energy type in 120-ft. cone.
« Last Edit: March 25, 2019, 10:19:48 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #42 on: March 22, 2019, 11:22:27 AM »
Alter Body Psionic Discipline

This discipline allows the psionic to change the size and consistency of his body.

Specialty: Psychometabolic

Ability: Constitution

Concentration: The psion gains a +1 natural armor bonus.

Expansion (1): Become one size category larger.

Compression (1): You grow smaller.

Immovability (4): You are almost impossible to move and gain DR 15/-.
« Last Edit: March 25, 2019, 09:25:23 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #43 on: March 25, 2019, 09:35:42 AM »
Energy Control Psionic Discipline

This discipline allows the psionic to create and direct energy types.

Specialty: Telekinetic

Ability:  ? ? ? ? ?

Prerequisite: Minor Energy Psionic Discipline

Energy Adaptation, Specified (2): Gain resistance 10 against one energy type.

Energy Adaptation (4): Your body converts energy to harmless light.

Energy Manipulation (5): You manipulate a source of energy.

Energy Current (7): Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
« Last Edit: March 25, 2019, 10:13:50 AM by Asinjin »
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Offline Asinjin

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Re: Disciplines
« Reply #44 on: March 25, 2019, 10:19:21 AM »
Greater Energy Psionic Discipline

This discipline allows the psionic to create and direct energy types.

Specialty: Telekinetic

Ability:  ? ? ? ? ?

Prerequisite: Energy Psionic Discipline

Energy Burst (3): Deal 5d6 energy damage in 40-ft. burst.

Energy Cone (3): Deal 5d6 energy damage in 60-ft. cone.

Energy Lance (3): Lance of energy deals 5d6hp+ secondary effect based on energy type.

Energy Flash (4): Touch deals 5d6 of chosen energy type.
« Last Edit: March 26, 2019, 10:07:40 PM by Asinjin »
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