Hyperion Voyages
Feat Descriptions
( ⇪ Skills, Feats, and Flaws )
Arcane Focus [General, Wizard Bonus Feat]
Through concentration and preparation your mind can hold special magical energy.
Prerequisite: Ability to cast 1st-level arcane spells.
Benefit: As long as you have at least one SP, you can meditate to attempt to become arcane focused. The DC to become arcane focused is 20. Meditating is a full-round action that provokes attacks of opportunity. Once you acquire arcane focus, you remain focused until you expend it, become unconscious, fall asleep, or have no SP remaining.
When you have arcane focus, you may expend your focus as a free action on any single Concentration check you’re making at that moment. If you expend your focus for this purpose, treat your Concentration check as if you rolled a 15 (similar to taking 10). You may expend your arcane focus in this way even if you could not normally take 10 on a skill check, such as during combat.
You may instead expend your arcane focus as a free action to activate an arcane feat you possess and gain one of the benefits of that feat.
Source: Dragon Magazine #351, page 88
Arcane Watchfulness [Arcane, Wizard Bonus Feat]
You enter a state of hyper-awareness that brings the tiniest details to your attention.
Prerequisites: Wis 13, Arcane Focus.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Danger Sense: You gain a +4 circumstance bonus on any Spot check you make in the next minute.
Empathic Potential: You gain a +4 circumstance bonus on any Sense Motive check you make in the next minute.
Spatial Awareness: You gain a +4 circumstance bonus on any Search check you make in the next minute.
Source: Dragon Magazine #351, page 88
Body Awareness [Arcane, Wizard Bonus Feat]
Your deep focus grants you a measure of control over your body.
Prerequisites: Wis 13, Arcane Focus.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Overcome Distraction: You may ignore one of the following conditions for a number of rounds equal to your wisdom bonus (minimum 1 round): frightened, nauseated, shaken, or sickened..
Slowed Breathing: For the next 10 minutes, your breathing can slow to imperceptible levels, allowing you to appear dead upon casual observation. Anyone examining you for signs of life must make a DC 20 Heal check or mistake your condition for death. In addition, you gain a +4 circumstance bonus on your Fortitude save to resist the effects of toxic fumes or inhaled poisons while your breathing is slowed. In addition, holding your breath for 1 minute only counts as 5 rounds of breath-holding.
Sudden Effort: You gain a +4 circumstance bonus to Strength, Dexterity, or Constitution (your choice) until your next turn. If you use this benefit more than once per day, you become fatigued. If you use this benefit while fatigued, you become exhausted.
Source: Dragon Magazine #351, page 89, but modified
Combat Expertise [General, Fighter Bonus Feat]
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. Attempting a dirty trick combat maneuver does not provoke an attack of opportunity. If in addition you also have a Base Attack Bonus of +6 or higher, a dirty trick you perform instead lasts for 1d4 rounds, plus 1 additional round for every 5 by which your Dirty Trick beat the target’s CMD, and removing the penalty takes longer (a standard action if you fail by no more than 5, or a full-round action if you succeed).
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class. A dirty trick provokes an attack of opportunity, and lasts for 1 round plus 1 additional round for every 5 by which your Dirty Trick beat the target’s CMD. Removing the penalty takes a move action if you fail by no more than 5, or a standard action if you succeed.
Craft Dendrite [Item Creation, Psionic]
You know the advanced technique for creating psionic dendrites — snowflake-shaped dorje-like devices that can contain two powers.
Prerequisites: Knowledge (Architecture and engineering) 1 rank, manifester level 9th.
Benefit: You can create a dendrite that holds any two powers that you know, each of which has a cost in charges to use. Both power effects draw from a common pool of charges, so they can be used in any combination. Crafting a dendrite takes one day for each 1,000 gp in its base price. The base price of a dendrite is its manifester level × the power level × 750 gp for the highest-level power included, plus the manifester level × the power level × 375 gp for the second power. To craft a dendrite, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this amount. A newly created dendrite has 50 charges. Any dendrite that stores a power with an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must pay 50 times the XP cost. The minimum manifester level of a dendrite is 6th. Dendrites have the same +5 ML limit and “alternative crafting” rule as psicrowns, and likewise only apply the alternative crafting rule to the first (highest) power.
Defensive Magic [Arcane, Wizard Bonus Feat]
In times of grave danger, you scavenge your spells for immediate protection.
Prerequisite: Arcane Focus.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Absorb Damage: As an immediate action as part of expending your arcane focus, you may expend a prepared arcane spell and the appropriate amount of SP (or just the SP if it’s from a spontaneous-casting SP pool) in exchange for temporary damage reduction. Until just before your next turn, you gain damage reduction equal to the level of the spell lost in this way. Thus if you lose a 3rd-level spell, you gain DR 3/— until just before the start of your next turn.
Iron Magic: Each spell granting you an armor or shield bonus grants you an additional +2 armor or shield bonus until your next turn.
Protective Aura: As an immediate action as part of expending your arcane focus, you may dismiss one spell that you cast that currently affects you, such as mage armor or fire shield. In exchange, you receive an enhancement bonus equal to the level of the spell dismissed on the next saving throw you attempt within the next minute. For example, if you dismiss a mage armor spell you cast on yourself, you gain a +1 bonus to your next saving throw; if you dismiss fire shield, you gain a +4 bonus.
Source: Dragon Magazine #351, page 89
Dieharder [General]
Prerequisite: Endurance, non-construct, non-undead, non-deathless, non-swarm.
Benefit: You get a +2 bonus on Injury saving throws. When you’re dropped to zero hit points, if the Injury save would put you in the dying status, you may choose to act as if you were disabled instead. If you do not choose to act as if you were disabled, you immediately fall unconscious but are stable.
Special: This feat replaces the Diehard feat for all prerequisites and instances that use the diehard feat. Constructs with the living construct subtype can take this feat.
Dual-Piloting [Fighter Bonus Feat, General]
Prerequisites: Int 12, Eternal Bonds.
Benefit: If you and one other creature in your Eternal Bond both have this feat, you both can pilot the same mecha at the same time. You both have to be inside the mecha and you both have to establish mental contact with the mecha. The mecha acts on both of your initiatives, but you only control it on your initiative. One pilot can delay or ready actions in regards to the other pilot.
Empower Psi-Like Ability [General]
Table: Empower Psi-Like Ability | |
Power Level | Manifester Level to Empower |
---|---|
1st | 6th |
2nd | 8th |
3rd | 10th |
4th | 12th |
5th | 14th |
6th | 16th |
7th | 18th |
8th | 20th |
9th | - |
Prerequisite: Psi-like ability at manifester level 6th or higher.
Benefit: Choose one of the creature’s psi-like abilities, subject to the restrictions below. The creature can use that ability as an empowered psi-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered psi-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Psi-like abilities without random variables are not affected.
This feat can be used only on a psi-like ability that can not have increased effects due to augmentation. The creature can only select a psi-like ability that either is a power or is duplicating a power with a level less than or equal to half its manifester level (round down) -2. For a summary, see the table.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its psi-like abilities.
Energy Charger [General]
You can transfer some of your energy to another creature.
Prerequisites: Living construct subtype, hypertech subtype. Unlike most feats, this feat can only be taken at 1st level.
Benefit: Once per day, you may with a touch as a standard action bestow positive levels on another living construct with the hypertech subtype. The total number of bestowed positive levels (regardless of the source) cannot exceed the other creature’s Constitution bonus (a creature may not have more positive levels than its Constitution bonus). When the transfer occurs, you lose 5 HP for every positive level you bestow (this is not damage and cannot be negated in any way). This loss of HP is a cost, so you cannot bestow more positive levels than you have HP with which to pay. You cannot recover this HP until the positive level expires (after 24 hours, positive levels automatically expire).
Special: See the entry in House Rules about positive levels.
Eternal Bonds [General]
You and any number of other creatures have a shared life.
Prerequisite: Must have a constitution score.
Benefit: You have an Eternal Bond with the other creature(s) that took this feat with you.
Special: Unlike most feats, this feat can only be taken at 1st level. At least one other creature must be taking the Eternal Bonds feat at the same time as you, and all of those creatures must share the same creature type. Also, either all or none of the creatures in the eternal bond must be PCs.
Explosive Power [Metapsionic]
You can manifest powers that blast creatures off their feet.
Benefit: To use this feat, you must expend your psionic focus.
You can make certain powers explosive. On a failed Reflex save, an explosive power ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone.
For example, all creatures in the area of an explosive energy ball that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the power’s 20-foot-radius spread. Likewise, an explosive energy bolt moves targets that fail their saves to outside the area defined by the squares the bolt’s line passes through.
Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.
Explosive Power can be applied only to powers that allow Reflex saves and affect an area (a cone, cylinder, line, or burst).
Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.
Based on: Explosive Spell, Complete Arcane p79
Fey-Touched Inspiration [General]
Your time learning fey language and culture has inspired your tales and songs to be more than just words.
Prerequisites: Cha 11, bardic music, must be able to understand and speak Sylvan.
Benefit: When you use your bardic music to inspire courage, you can choose to imbue your allies with fey power. This choice is made when first activating the ability, and the choice applies to all allies affected.
Special: Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, affected allies deal an extra 2d6 points of damage with their weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. Half of this extra damage is nonlethal damage, and half is strife.
Focused Specialist [Arcane, Wizard Bonus Feat]
Your intense concentration allows you to enhance a spell you cast from your school of specialization.
Prerequisites: Arcane Focus, specialist wizard level 1st.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Spell Boost: The next spell you cast from the school you specialise in in the next round has its caster level increased by +1.
Spell Endowment: The next spell you cast from the school you specialise in in the next round has its saving throw DC increased by +1. This bonus stacks with those from the Spell Focus and Improved Spell Focus feats.
Spell Intensity: The next spell you cast from the school you specialise in in the next round gains a +2 bonus on any level check made to overcome spell resistance.
Source: Dragon Magazine #351, page 89
Force Field Generator [General]
Add the force field descriptor to your force or shadow effects.
Prerequisites: Construct type, able to cast or manifest at least one spell or power (or use a spell-like or psi-like ability) that creates a force or shadow effect that has a duration of 1 round or longer and does not have a target line.
Benefit: You can choose to add the force field descriptor to force or shadow effects from a spell or power you cast or manifest that has a duration of 1 round or longer and does not have a target line. While a force field is in effect, you must remain within line-of-effect of the force field or the force field ends. Regardless of the movement limitations of the spell or power, for the duration of the spell or power you can reshape (if the effect is shapeable), move, and rotate a force field you generate to anywhere within the limits of the spell or power by concentrating as a standard action (you must maintain line-of-effect as you do so). If a force field moved this way touches a creature or object in the process, the force field ends.
Special: If you have both this feat and the Hologram Generator feat, you may choose to link a force field to a hologram whenever the latter effect is created.
Hidden Talent [General]
Your mind wakes to a previously unrealized talent for psionics.
Prerequisite: This feat can only be taken at 1st level.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic feats, metapsionic feats, and psionic item creation feats If you have or take a class that grants power points, the power points gained from Hidden Talent are added to your total power point reserve.
When you take this feat, choose one 1st-level power from any psionic class list (including discipline lists). You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Charisma score of 11 or higher. If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. If you have psionic class levels, you can manifest the power at the highest manifester level you have attained. (This is not a manifester level, and it does not add to any manifester levels gained by taking psionic classes.) If you have no psionic class levels, use Charisma to determine how powerful a power you can manifest and how hard those powers are to resist.
Note: This is an expanded version of the Wild Talent feat, intended for use in high-psionics campaigns such as this setting.
Source: Expanded Psionics Handbook p67
Hologram Generator [General]
Add the hologram descriptor to your figment, glamer, and shadow effects.
Prerequisites: Construct type, able to cast or manifest least one spell or power (or use a spell-like or psi-like ability) that creates an illusion that’s a glamer, figment, or shadow which has a duration of 1 round or longer and does not have a target line.
Benefit: You can choose to add the hologram descriptor to glamer, figment, or shadow spells or powers you cast or manifest which have a duration of 1 round or longer and do not have a target line. While a hologram is in effect, you must remain within line-of-effect of the hologram or the hologram ends. Regardless of the movement limitations of the spell or power, you can move and rotate a hologram you generate to anywhere within the limits of the spell or power as a swift action (you must maintain line-of-effect as you do so).
Depending on your condition, holograms you generate gain additional properties as detailed below:
- Stacking effects that treat the hologram as if it has an additional power source:
- Your HP is above 1/2 maximum: DC +5
- You have temporary HP: DC +5
- You’re under the effects of an energy charge: DC +5 per positive level
- If your HP is at 1/2 maximum or lower, the hologram is “intermittently unstable” and thus reacts to passive will saves and passive spot checks on sight.
- If you’re disabled, the hologram is “mildly unstable”
- If you’re unconscious (but not dead), the hologram is “very unstable”
Special: If you have both this feat and the Force Field Generator feat, you may choose to link a force field to a hologram whenever the latter effect is created.
Item Familiar [General]
Choose a permanent magic or psionic item that you possess. You establish a link to that item, and the item improves in capability as you gain levels.
Prerequisite: Character Level 3rd.
Benefit: By establishing a link to a particular item, you enable that item to gain power as you gain levels. The exact nature of the item and the powers are described in the Item Familiars section.
Special: If you ever lose the chosen item (have it removed from your possession for a continuous period of more than one day per level) or if the item is destroyed, you automatically lose 200 XP per level as well as all benefits derived from possessing the linked item (plus any resources you put into the item). If you recover the item, you regain these XP and benefits. You may replace a lost or destroyed item familiar after you have advanced one level, as if you were gaining an item familiar for the first time. You may take this feat multiple times, each time applying the effect to a different magic or psionic item.
Magical Insight [Arcane, Wizard Bonus Feat]
Your clarity of mind allows you to study and interpret magic surrounding you.
Prerequisites: Int 13, Arcane Focus.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Detection Enhancement: While benefitting from a divination spell you cast that reveals information over the course of rounds of concentration (such as detect magic, detect poison, detect thoughts, and so on), you may expend your arcane focus to immediately gain information on every target within range as if you had studied the target for one additional round.
Spell Interpretation: You gain a +4 insight bonus on all Spellcraft checks you make within a minute of expending your arcane focus.
Spell Lore: You gain a +4 insight bonus on the next Knowledge (arcana) check you make within a minute of expending your arcane focus.
Source: Dragon Magazine #351, page 89
Make Elan [Racial, Psionic]
Prerequisites: Elan, special training (see below).
Benefit: You may be the primary manifester in a Make Elan Communal (psionic incantation).
Special: To gain this feat, you must first make peaceful contact with an Elan that has this feat and convince him to train you (use the persuasion diplomacy variant). This training takes a month, and costs 5000 XP from the elan training you (applied at the start of the training). After the month of training has completed, you must at any time thereafter simulate (make the necessary skill checks for) the Make Elan Communal successfully, twice in a row. Unlike the actual communal, instead of requiring 8 hours to attempt the simulation, all of the attempts combined take one hour. Failing a simulation attempt only costs 250 XP, and you can retry the simulation as many times as you like (risking your XP each time). Once all of this is completed, you must spend or have spent enough XP for that hour of attempts to reach or exceed 5000 XP at-minimum. You cannot spend XP you do not have from your current level.
Master Psithief [General]
Prerequisites: Ability to manifest 2nd-level powers, steal power.
Benefit: Choose one non-psithief manifesting class. Your psithief levels stack with levels of the chosen class for the purpose of determining what level of power you can steal. For example, a 4th-level psithief/4th-level psion could steal powers of up to 4th level, as if he were an 8th-level psithief. Your levels in psithief and the chosen class also stack when determining your manifester level for all powers from both classes. The character described above would have a manifester level of 8th for both his psithief powers and his psion powers.
Meldcrafter [General]
Prerequisites: Any item creation feat.
Benefit: You can use your item creation feats to craft a meldshaping-related item that has that feat (or its psionic equivalent) in its prerequisites.
Normal: Meldshaping is different, so item creation feats don’t work for the purposes of crafting meldshaping-related items.
Special: Meldshaping classes get this at 1st level as a bonus feat.
Mobile Manifesting [General]
(This is just a psionic equivalent of Mobile Spell-Casting from Complete Adventurer)
Your focused concentration allows you to move while manifesting a power.
Prerequisite: Concentration 8 ranks. (5 in this setting)
Benefit: You can make a special Concentration check (DC 20 + power level) when manifesting a power. If the check succeeds, you can manifest the power and move up to your speed as a single standard action. (You can’t use this ability to manifest a power that takes longer than 1 standard action to manifest.) If the check fails, you lose the power points spent and fail to manifest it, just as if you had failed a Concentration check to manifest the power defensively.
You still provoke attacks of opportunity for manifesting powers from any creatures who threaten you at any point of your movement. You can manifest defensively while using this feat, but doing so increases the Concentration DC to 25 + power level.
Multiweapon Training [Fighter Bonus Feat, General]
You can fight with a weapon in every hand. You can make one extra attack each round with the other weapons.
Prerequisites: Dex 13.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with any off-hands.
Normal: If you wield a second weapon in an off-hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off-hand (you have one primary hand, and all the others are off-hands). If an off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.) See the Two-Weapon Fighting special attack.
Special: This feat replaces the Two-Weapon Fighting feat and Multiweapon Fighting feat for all circumstances. Likewise, change the name and terminology of all “Two-Weapon” feats so that they apply to any situation where you use multiple weapons.
Note: Maginomicon’s Improvements to the Full Attack Action simplify multiweapon fighting.
Mystic Awakening [General]
A traumatic stress in your youth uncovered stirrings of magical ability.
Prerequisites: This feat can only be taken at 1st level, Int 3.
Benefit: When you take this feat, choose one 1st-level spell from the Bard, Cleric, Druid, or Sorcerer spell lists and designate the spell as arcane or divine based on that class. You can thereafter cast this spell spontaneously (similar to a sorcerer). You must still meet all ability score and component requirements for casting the spell. You must choose an associated ability score: Intelligence, Wisdom, or Charisma. This choice has no impact on which spell you can learn, but that ability score determines whether you can cast your spell and how hard that spell is to resist. You cast the spell as a 1st-level caster, and pull from a unique pool of 2 SP (you gain no bonus SP from a high ability score). You cannot exceed your maximum in this pool, and the class spell lists available to that spell determine whether the spell can be cast as arcane or divine.
Alternatively, if you have levels in a spellcasting class where this spell is on its spell list, you can also cast this spell as from that class. If you prepare spells you can prepare this spell from memory, and if you have a spells known list it’s a known spell. Casting the spell from a specific class uses that class’s relevant ability scores, caster level, and SP pool.
Observant Attack [Fighter Bonus Feat, General]
You can observe an opponent’s weaknesses and exploit them.
Prerequisites: Combat Reflexes, base attack bonus +1.
Benefit: In the round after you take a total defense action, on your next attack you gain a bonus to hit and damage equal to your base attack bonus. The target of such an attack must have been in your line of sight ever since you took the total defense action for you to gain these bonuses.
Observant Attack, Improved [Fighter Bonus Feat, General]
Your weakness observations extend to every attack.
Prerequisite: Observant Attack.
Benefit: In the round after you take a total defense action, every attack you make gains a bonus to hit and damage equal to your base attack bonus. The target of such an attack must have been in your line of sight ever since you took the total defense action for you to gain these bonuses.
Potent Dweomercraft [Arcane, Wizard Bonus Feat]
You can spot the weaknesses of your opponents.
Prerequisites: Wis 13, Arcane Focus, ability to cast 2nd-level arcane spells.
Benefit: When you expend your arcane focus, you may select one of the following three benefits.
Damaging Spell: The next melee touch attack spell you cast within the same round you expend your arcane focus deals 25% more damage.
Spell Critical: You double the threat range (so from Type-13 to Type-24) of the next melee touch attack spell you cast within the same round you expend your arcane focus.
Weaving Strike: You gain a +2 competence bonus on the next melee touch attack you make with a spell. You must cast the spell within the same round you expend your arcane focus.
Source: Dragon Magazine #351, page 89
Powerfully Built [General]
You are much stockier than others of your race.
Prerequisites: Str 16, Con 14. Unlike most feats, this feat can only be taken at 1st level.
Benefit: You gain the powerful build special quality (like that of a half-giant).
Quicken Psi-Like Ability [General]
Table: Quicken Psi-Like Ability | |
Power Level | Manifester Level to Quicken |
---|---|
1st | 10th |
2nd | 12th |
3rd | 14th |
4th | 16th |
5th | 18th |
6th | 20th |
7th | - |
8th | - |
9th | - |
Prerequisite: Psi-like ability at manifester level 10th or higher.
Benefit: Choose one of the creature’s psi-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened psi-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened psi-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action — including the use of another psi-like ability — in the same round that it uses a quickened psi-like ability. The creature may use only one quickened psi-like ability per round.
The creature can only select a psi-like ability duplicating a power with a level less than or equal to half its manifester level (round down) -4. For a summary, see the table.
In addition, a psi-like ability that duplicates a power with a manifesting time greater than 1 full round cannot be quickened.
Normal: Normally the use of a psi-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its psi-like abilities.
Spellfire Wielder [General]
You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.
Prerequisites: A Constitution score. Unlike most feats, this feat can only be taken at 1st level.
Benefit: You can use spellfire to absorb spell energy, fire destructive blasts, or heal others, as described in the Spellfire section.
Source: Magic of Faerûn, page 23
Warforged Component Slot [General]
One of your body slots has been modified to accept warforged components.
Prerequisites: Living construct, non-warforged, craft (metalworking) 1 rank.
Benefit: Choose a body slot. You are now treated as a warforged for the purposes of attaching or embedding a warforged component to that body slot.
Special: You may take this feat multiple times, each time choosing a different body slot that you have.
Whelming Power [Metapsionic]
You can modify a power to deal nonlethal damage instead.
Prerequisites: Knowledge (psionics) 5 ranks (2 in this setting), any metapsionic feat.
Benefit: To use this feat, you must expend your psionic focus while manifesting a power which deals damage of an energy type. Choose an energy type (cold, electricity, fire, or sonic). This power does nonlethal damage instead of damage of that energy type. The whelming power works normally in all respects except the type of damage dealt — for example, a whelming energy ball has the same range and area.
GM’s Note: Taking any amount of nonlethal damage usually also means taking 3 strife and checking whether the creature is stressed enough to take penalties or flee. |
Using this feat increases the power point cost of the power by 2. If the power allows a saving throw, you may also augment this power to have some of the nonlethal damage apply again for a number of later rounds equal to the power points spent on this augment. At the start of each of your following turns within that round limit, each creature which failed their initial saving throw against this power takes 1d6 nonlethal damage (no save). The power’s total cost cannot exceed your manifester level.