Psionic Feats

Autonomous

You have a knack for psionic self-sufficiency.

Benefit: You get a +1 bonus on all Autohypnosis checks. This scales every 5 levels.

Resist Scan | Improved Resist Scan [Anti-Psionics] [Force User]

Resist Scan

While not a telepath yourself, you have spent many hours practising to resist their scans and mental intrusions. By running continuous rhymes through your head and performing complex mathematical calculations, you can effectively create a mental barrier that many telepaths will have difficulty breaking through.

Prerequisites: May not have P-Rating of 1 or higher, Iron Will.

Benefit: 

As a free action, you may concentrate to resist telepathic abilities that target you. You receive a +1 competence bonus to all Will saves made to resist telepathic abilities being used upon you. This Scales by +1 every 5 levels.

Any Intelligence or Wisdom-based checks suffer a –1 penalty while concentrating in this way.

Resist Scan - Improved

Your training, whether formal or not, has left you with the uncanny ability to shrug off nearly any unwanted telepathic scan. It is a matter of reflex for you now, and most telepaths find it discouraging the way you can simply smile or laugh as they try to get around your mental defences.

Prerequisite: Resist Scan

Benefit: You no longer have to concentrate when using the Resist Scan feat, and the bonus it provides is raised by +1, for a total of +2 [per 5 levels] to Will saves made to resist telepathic abilities.

Innate Defence [Anti-Psionics] [Force User] [FLO]

Your mind has some kind of unique defence that you may or may not be aware of. It was not learned, it was just something left behind in your genetic codes from centuries of First One tampering. Telepaths call you a ‘mental minefield’, as wandering around in your mind is dangerous for the unwary.

Prerequisite: Cannot have a P-Rating of 1 or higher.,First level Only.

Benefit: Any successful telepathic contact with your mind causes the invading telepath 1 point of unpreventable nonlethal damage each round the ability is in effect. The telepath can attempt to avoid this damage with a DC 18 Telepathy check each round, but failure increases the damage to 1d4.

Teep Hunter [Anti-Psionics]

You hate Force Users of all kinds. You hate everything they are and everything they stand for. This hatred is often bottled up when you are in public, where they are likely listening in on all your thoughts,  but when you get the chance to release it you are driven to great and bloody deeds.

Prerequisite: Must have a P-Rating of N/A.

Benefit: Whenever you are knowingly attacking a target you believe to be a force user of some kind, you gain: 

These Modifiers increase by +1 every 8 Levels.

Psionic Melee Weapon Feats [Telekinesis]

Psionic Weapon [Telekinetic]

You can charge your melee weapon with additional kinetic energy.

Prerequisite: Combat Telepath, Telekinesis.

Benefit: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2dX points of damage. 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. Where X is the same dice of the weapon's normal damage type.

Psionic Weapon - Greater [Telekinetic]

You can charge your melee weapon with even more kinetic energy.

Prerequisite: Psionic Weapon

Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4dX points of damage instead of an extra 2dX points [Where X is the same dice of the weapon's normal damage type.]

Deep Impact [Telekinetic]

You can phase your melee weapon into the Astral Plane to bypass Damage Reduction.

Prerequisite: Psionic Weapon

Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. 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. 

If the target has resistance to the damage type of the weapon - it is negated.

Telepathy Feats:

Only characters possessing a telepathic ability (those with a P-Rating of 1 or higher & Telepathy class) are permitted to choose telepathy feats. Such feats greatly enhance the power and flexibility of a telepath.

Ability Focus [Telepathy]

You have honed your telepathic talent and can now use telepathic abilities of a particular Discipline as if they were second nature to you.

Benefit: Choose a single telepathic Discipline -

This bonus Scales by +1 Every 5 levels.

Its effects do not stack – instead, a new telepathic Discipline is selected each time.

Adaptive Mind | Advanced Adaptive Mind [Telepathy]

Adaptive Mind [Telepathy]

Having spent much time with alien races and their strange minds no longer hold any fear for you. Your telepathic abilities now have much more of an effect upon them.

Prerequisite: Telepathy 4 ranks.

Benefit: You Reduce the Penalty by -4 when making checks against foreign minds.

Normal: see Modifier chart on Telepath section.

Advanced Adaptive Mind [Telepathy]

Prerequisites:

That specific group is boosted to -8 penalty.

This feat can be taken multiple times, though it targets a different group each time.

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Combat Telepath [Telepathy]

Merely holding a reservoir of chakra points in mind gives you a special energy.

Benefit: You can put that energy to work without actually paying a chakra point cost—you can become psionically focused as a special use of the Telepath skill.

If you have 1 or more chakra points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity.

When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking

10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.

Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elves), or until your chakra reserve drops to 0.

Action: Becoming Psionically focused is a full-round action.

Gestalt [Telepathy]

You have learnt how to draw upon the psychic reserves of other telepaths, feeding their strength into your own abilities to form an unstoppable wave of mental force.

Prerequisite: P5.

Benefit:

You may draw upon the mental energies of any willing telepath (those with a P-Rating of 1 or higher) as a free action that is holding hands with you (forming a chain or circle as necessary). Only you need possess the Gestalt feat, it is not necessary for the other telepaths to have it. Those telepaths aiding you must succeed on a DC 10 Telepathy check and spend a full round action doing so. For every telepath willingly aiding you, you may add +1 to the DC of any Will save required to resist telepathic ability you use. In addition, you and every other member of the Gestalt gain a +1 morale bonus per member (including yourself ) on Will saves.

Normal: Telepaths may not aid each other with their telepathic abilities.

Gestalt - Greater [Telepathy]

Your ability to access other telepath’s reserves of power is nearly limitless.

Prerequisites: P10, Gestalt.

Benefit:

As Gestalt, except for willing telepaths need only be within 10 feet of yourself in order to aid you. Any telepath involved in the Greater Gestalt may choose to offset some or all telepathic damage they suffer onto one or more of other telepaths.

Normal:

Telepaths may not aid each other with their telepathic abilities. Telepaths with Gestalt must be holding hands for it to succeed and may not shunt telepathic damage.

Force Mastery [Force Psionics]

You can accomplish Force-related tasks with less concentration than normal.

Prerequisite: Force-Sensitive, Force level 7th, Wisdom 15

Benefit: Once per round, you may accomplish a Force-related task that normally requires an attack or move action as a free action. The chakra cost for this action is double the normal cost (or 3 points if no cost is given).

Special: This feat is not cumulative with the effects of High Force Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.

Force Mastery - High [Force Psionics]

You can accomplish Force-related tasks with much less concentration than normal.

Prerequisite: Wisdom 17, Force-Sensitive, Force Mastery, Force level 11th

Benefit: Once per round, you may accomplish a Force-related task that normally requires a full-round action as an attack action. The chakra point cost for this action is double the normal cost (or 3 point if no cost is given).

Special: This feat is not commutative with the effects of Force Mastery. That is, you cannot use both feats to reduce a full-round action to a free action.

Meditation [Telepathy]

It is a little known fact that the slightest distraction can disrupt a delicate telepathic talent. Many telepaths will therefore spend time in any area where they expect to use their abilities, feeling the acoustics and auras created by furnishings, walls and technological devices. In doing so, they can vastly improve the chances of success when employing their talent.

Prerequisite: Wisdom 13.

Benefit:

By spending at least 2 minutes meditating in an area, which may not be larger than 30 feet by 30 feet, the Telepath can more easily implement his telepathic

abilities. Meditation is therefore generally only used before interrogations, ambushes, council meetings and other planned encounters. If the preparations are correctly made, then the telepath gains a circumstance bonus to all Telepathy checks made within that area for the next hour. This circumstance bonus is equal to the telepath’s Wisdom bonus.

Mental Fortress [Telepathy]

Channelling your mental defences into an all but impenetrable shield, you are able to place a barrier between your mind and telepathic abilities designed to injure or harm.

Prerequisite: P6.

Benefit:

As long as your mind shield is active, you gain

Damage Reduction 2 against any telepathic damage caused by another telepath interfering with your mind. This Damage Reduction will not reduce damage caused by the telepath exerting mental effort.

Normal:

Telepathic damage ignores Damage Reduction.

Mind-shredder [Telepathy]

You have been trained in advanced attack and disruption methods, making you a perfect telepathic killer. With a single thought, you can cripple an enemy.

Prerequisite: P8.

Benefit:

Whenever you cause telepathic damage to another, increase the damage by +2.

Synergist [Telepathy]

The telepathic talent is a difficult one to comprehend and

control and most gifted individuals may spend their entire

lives trying to master it. However, a tiny fraction of telepaths seem born to wield their abilities with superlative skill and can rapidly crush any defence their enemies try to mount by blasting them with a rapid succession of attacks and thrusts.

Prerequisites: P5, Chakra Control 13 ranks, Telepathy 13 ranks.

Benefit:

Attempting to initiate a telepathic ability while retaining control of another increases the DC of the second Telepathy check by +2 (rather than +4). Concentration

checks to maintain either ability have their DC increased by +2 (rather than +4).

Normal:

Normal telepaths attempting to initiate a telepathic ability while retaining control of another increase the DC of the second Telepathy check by +4. Concentration checks to maintain either ability have their DC increased by +4.

Cerebral Siege [Telepathy]

You are exceptionally adept at carving past mental blockades and jamming efforts. Either through practiced effort or a special knack for smashing mind defences nothing can stand in the way of your scans. You may not know it, but there is not a presence in the Mindscape that you cannot force your way into if given the opportunity

Prerequisites: P6 or higher, Ability Focus (Scanning)

Benefit: You can double your P-Rating whenever dealing with mental defences, Jamming, Dulling and similar effects when using abilities in the Scanning Discipline. Due to the ease with which you cast aside mental blocks, unwilling targets of your scans only suffer half damage as they do not have much time to struggle.

Mindscape Sight [Telepathy]

Your telepathic ability to perceive the Mindscape crosses over into your perceptions of the physical world, granting you a strange ability to see hidden shapes and lurking

shadows by homing in on their mental silhouettes.

Prerequisites: P6 or higher, Notice 6 ranks

Benefit: You receive a +2 telepathic bonus to your Notice and Investigate skill checks, so long as what you might be seeing has some kind of mental presence in the Mindscape. If what you are looking for is telepathic, you receive an

additional bonus to these skills equal to half the being’s P-Rating (round up).

Fighter Telepathic Co-ordination [Telepathy]

You know how to extend your telepathic consciousness to link with other minds in nearby fighter craft, making you a more effi cient fi ghter pilot. This is especially

useful in raider cell or naval forces that allow telepaths in fighter groups.

Prerequisites: P5, Telepathic Co-ordination

Benefit: You can boost the range of your Telepathic Co-ordination feat to one kilometre and can choose to apply its benefits to your Pilot or Operations (gunnery)

skill rolls instead of normal attack or defence. Also, the telepath can choose to benefit from one additional Special Order every turn.

Telepathic Co-ordination [Telepathy]

You are trained or practiced enough to tie several others’ thoughts together in your mind to create a seamless plan of attack. Your attacks happen almost simultaneously with theirs without need for chatty planning, merely the thought and the impulse to act upon it. Knowing how others will attack makes your attack that much more effective.

Prerequisite: P5 or higher

Benefit: 

By making a DC 15 Telepathy check as a free action you gain an insight bonus to attack rolls OR Defence Value for a full round. This bonus is equal to the number of allies within 30 feet who can also see your target but cannot be higher than your Wisdom bonus. This telepathic contact is weak and fleeting and normal minds will automatically shield themselves from it, preventing you from using bystanders or enemies as extra eyes. Only people who are familiar with your ability and allow you to use them count as ‘allies’ for the purposes of this feat.

Mindwraith [Telepathy] [First Level Only]

For whatever reason, you have a vastly diminished telepathic presence in the Mindscape. Other telepaths will sense you

less but your powers are no less effective for it. Sometimes you might even be mistaken as a mundane, allowing you

to move about in society without the risk of attracting unwanted attention from your fellow telepaths.

Prerequisites: P5 or lower, must be chosen at character generation

Benefit: For the purposes of being targeted by any kind of telepathic sensory tests (locate mind, sense telepathy and so on), your P-Rating is always determined to be 1d6 ranks lower than it really is. Should this bring your effective PRating to 0 or less, you will actually register as a mundane.

This feat will not baffle scientific or genetic testing, as it severely dampens your Mindscape presence – not your genetic code.

Natural Ability [Telepathy] [First Level Only]

Amongst your telepathic talents, there is a single telepathic ability that your mind excels at far more than others. You have to fight to ensure this predisposition toward its use does not become a crutch, as sometimes it just seems too easy to call upon.

Prerequisites: P4 or higher, must be chosen at character generation.

Benefit: Choose one telepathic ability the character is capable of; that is your Natural Ability. You gain a +3 miscellaneous bonus to Telepathy checks when using that ability and suffer half (round up) the normal amount of nonlethal damage when forced to boost to reach its Power Rating.

Telepathic Shot [Telepathy]

You have become so used to reading the swirls and patterns of the Mindscape that you can use other minds’ presences in it to aim your attacks. Unless actively jammed in some way, an enemy telepath’s thoughts will paint a bull’s eye on him for you.

Prerequisite: Ability Focus (Sensing)

Benefit: If you take a full round action to make a single attack and pass a DC 15 Telepathy skill check, the attack will gain a bonus to hit equal to the target’s P-Rating or +3 – whichever is higher. Jamming, dulling and similar effects can negate this feat completely, as if the Telepathy check was for a normal Sensing Discipline ability.

Telesadist [Telepathy]

Your mind is somehow additionally adept at inflicting prolonged pain when you use telepathic abilities on others.

Your talent is likely learned, but some telepaths are just born with this sheer sadistic streak.

Prerequisites: P6 or higher, Ability Focus (Biokinetics)

Benefit: By spending an additional full round action activating a telepathic ability you can stretch out whatever experience the ability inflicts upon the target. Any ability

that is modified by this feat will gain the Concentration trait and double any nonlethal damage inflicted

upon the target.

Xenopath [Telepathy]

You are extremely well-practiced in dealing with the minds of alien beings. You are so well practiced, in fact, that you have learned how to use the aliens’ mental structures to your advantage. Like learning the best routes on a map to a foreign land, you know all the best shortcuts to get around in an alien mind.

Prerequisite: Adaptive Mind

Benefit: Any saves made against your telepathic abilities by targets of other races are made at an additional +2 DC.