Feats from Untapped Potential

COURSE CORRECTION [PSIONIC]

You have great control over your hurdles.

Prerequisites: Jump 7 ranks, Wis 13.

Benefit: To use this feat, you must expend your psionic focus while making a Jump check. You need not move in a straight line during your jump. You can change your horizontal direction in midair as readily as if you were moving on the ground, and may even jump out and directly back. Your total jump distance is still bound by your check result.

CRAFT COGNIZANCE CRYSTAL [ITEM CREATION]

This feat originally appeared in the Expanded Psionics Handbook. It is expanded here.

Prerequisite: Manifester level 3rd.

Benefit: In addition the effects listed for this feat in the Expanded Psionics Handbook, you gain the following Benefits: You can create impression crystals, which store imprinted forms for use with Formbound effects (see Chapter 6: Powers).The base price for an impression crystalis the maximum number of forms it can hold multiplied by 2000 gp. For example, if you wanted to craft an impression crystalto hold up to 10 forms, it would cost 20,000 gp. Crafting an impression crystaltakes one day for each 1,000 gp in its base price. To craft an impression crystal, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of its base price.

You may also create mindstones, which allow a manifester to use a psionic power that he does not otherwise know. The base price for a mindstoneis the level of the highest-level power it could bestow with its power point limit, squares, times 1000 gp. For instance, to create a mindstonethat allows up to 13 power points to be spent on its stored power, you would need 49,000 gp (as 13pp is high enough to manifest up to 7th level powers). Crafting a mindstone takes one day for each 1,000 gp in its base price. To craft a mindstone, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of its base price. This feat also lets you mend any broken or damaged cognizance crystal, impression crystal, or mindstonethat you could create. Doing so takes half the XP, half the raw materials, and half the time it would take to craft the item in the first place.

For more information on impression crystalsand mindstones, see Chapter Eight: Items.

COMMUNAL EXEMPLAR [PSIONIC, RACIAL]

You have learned to read others’ actions as if they were an extension of your own, allowing you to better support your allies.

Prerequisites: Dromite, Sense Motive 2 ranks.

Benefit: Whenever you use the Aid Another action or are the recipient of an Aid Another action, increase the bonus you give or receive by 2. This bonus is cumulative with other Communal Exemplars – if another ally also has this feat and aids you, you gain a +6 bonus instead of +4.

Special: A fighter may select this feat as a fighter bonus feat.

DECEPTIVE BLADE[PSIONIC]

You have developed a style of mind blade combat that focuses on trickery. Materializing your mind blade just before you strike, blinking your blade from one hand to the other, springing blades forth from elbows and knees… such techniques would be impossible for any other weapon.

Prerequisite: Ability to generate a mind blade.

Benefit: You may feint in combat as part of the action used to materialize your mind blade. You add Bluff to your list of soulknife class skills.

Special: If you possess the Improved Feint feat and the psychic strike class feature, you may also charge your psychic strike as part of the action used to materialize your mind blade.

DUCK AND WEAVE [PSIONIC]

Your natural quickness allows you to more nimbly avoid attacks aimed at you.

Prerequisites: Dex 13, Dodge.

Benefit: Your natural speed and agility grants you a +2 dodge bonus to your AC during any round in which you move at least 10 feet. This bonus only applies as long as you maintain your psionic focus.

Special: Duck and Weave can be used in place of Mobility to qualify for a feat, prestige class, or other special ability.

DUELING BLADE[PSIONIC]

Your mind blade reacts to threats in ways no other weapon could, blinking between parries and ripostes at the slightest thought. Even veteran warriors have difficulty fending off your supernatural counterattacks.

Prerequisite: Ability to generate a mind blade.

Benefit: If you are fighting defensively with your mind

blade, and an opponent misses you in melee, you may make an attack of opportunity against that opponent with your mind blade. Ignore the penalty to attack rolls from fighting defensively for this attack.

Special: If you possess the Combat Expertise feat, you may use this ability while using that feat instead of fighting defensively. You may also increase the penalty from Combat Expertise up to your base attack bonus (exceeding the normal limit of -5), provided you are attacking with your mind blade.

DURABLE MIND [PSIONIC, RACIAL]

Your mind naturally resists others who attempt to exert their will over yours.

Prerequisite: Duergar.

Benefit: Once per day, you may manifest thought shield as a psi-like ability. Your manifester level is equal to your hit dice (minimum 3rd). Any effects that affect your racial psi-like abilities, such as levels in duergar paragon, also affect this ability.

EXOTIC MIND BLADE [PSIONIC]

You can shape your mind blade into different types of weapons.

Prerequisite: Shape mind blade class feature.

Benefit: Choose one melee weapon, such as the flail. You can use your shape mind blade ability to reshape your mind blade into the form of this weapon. If you choose a light weapon, you may shape your mind blade into two identical copies of that weapon, although its enhancement bonus is reduced as it would be for shaping two short swords. If you choose a double weapon, each end has an enhancement bonus one lower than normal. Special: You may select this feat multiple times. Each time you do, you may select a different melee weapon to shape your mind blade into.

FALLING WITH STYLE [PSIONIC]

When other succumb to gravity, you keep your cool and are able to control your fall better than most.

Prerequisites: Int, Wis, or Cha 13, Balance 6 ranks OR Tumble 6 ranks. Benefit: As an immediate action, you may expend your psionic focus to control your fall. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter per point of Intelligence, Wisdom, or Charisma bonus (your choice) than it actually is. Additionally, you can angle your fall, moving up to five feet horizontally for every ten feet you fall. This movement need not be in a straight line. This feat affects you and anything you carry or hold (up to your maximum load).

FAVORED ENERGY [PSIONIC]

You prefer a certain energy type over all others.

Prerequisite: Ability to manifest the energy missile.

Benefit: Choose one type of energy to become your favored energy: cold, electricity, fire, or sonic. Any time you manifest a power that deals damage of your favored energy type, the damage is +1 per die.

FILL THE BLADE [PSIONIC]

You can charge up your mind blade swiftly.

Prerequisite: Psychic strike +4d8.

Benefit: By expending your psionic focus, you can imbue your mind blade with the energy for a psychic strike as a swift action.

Normal: You can only imbue your mind blade with the energy for a psychic strike as a move action.

FOCUSED DREAMER [PSIONIC]

Your dreaming mind can hold a focus.

Prerequisites: Psionic Meditation, ability to dream (elves and elans automatically fail this requirement).

Benefit: If you fall asleep with at least one power point remaining, your subconscious mind automatically attempts to gain psionic focus by taking 20 on the Concentration check. Your dreaming mind is considered psionically focused after this, and you gain any benefit of being psionically focused for as long as you remain asleep. You are also no longer automatically considered willing for powers or spells while asleep, and may attempt saving throws normally if you choose.

Upon waking, this focus persists for one round before fading. Most focused dreamers expend it to take 15 on the Concentration check to refocus themselves.

Normal: You cannot be psionically focused while asleep. Unconscious targets are automatically considered willing targets for the purposes of spells or powers.

FORMBINDER

Your training in the supernatural allows you to better attune your body to the forms of others, and draw upon their powers in times of need.

Prerequisite: Ability to imprint forms (see the Formbound descriptor in Chapter 6: Powers).

Benefit: You may imprint additional creatures, and more powerful forms than before. Instead of imprinting one additional form per five character levels, you instead may imprint one additional form per three character levels. Additionally, you are considered to be three levels higher than you actually are when imprinting forms (for purposes relating to Hit Dice and number of forms imprinted).

Normal: You may only have one creature’s form imprinted, plus one per five character levels.

HARMONIC RESONANCE [PSIONIC]

You can attune your mind to the subtle inner workings of other psionic beings, and gain a more intimate knowledge of their powers.

Prerequisites: Worldthought network class feature, Psicraft 6 ranks.

Benefit: To use this feat, you must have an active worldthought network when you choose your society mind powers known for the day. Choose a number of powers equal to your wisdom modifier that members of your worldthought network know. If you are psionically focused, you may treat those powers as if they were on your power list for the purposes of manifesting another’s powers known (see the Expanded Psionics Handbook). You may change these powers as often as you change your powers known.

Special: The nature of this connection requires constant focus. If you expend your focus during the manifestation (for instance, to add a metapsionic feat to a borrowed power), the manifestation fails. If you have the Psicrystal Containment feat, you can expend your crystal’s focus and maintain your own, and the manifestation will not fail in this way.

Normal: If you try to manifest a power that is not on your power list from another’s powers known, the attempt automatically fails.

HAWKEYE

Keen eyes, steady hands, and sharp reflexes – together, they forge a warrior with extraordinary precision.

Prerequisites: Point Blank Shot, Far Shot.

Benefit: You gain a +1 bonus on Spot checks. Additionally, attacks that require precision and are limited to a range of 30 ft., such as Point Blank Shot and Sneak Attack, have this range increased by 20 ft. Special: You may gain this feat multiple times. Each time you do, your bonus to Spot increases by 1 and your precision range increases by 20 ft.

If you have other options that relate to precision and are limited to ranges of 30 ft. (such as the cover fire marksman feature) their ranges are extended by this feat as well. Speak to your GM when determining exactly which abilities Hawkeye will extend.

A fighter may take Hawkeye as one of his fighter bonus feats.

IMPROVED POWER BY PROXY [METAPSIONIC]

You gain insight into the mental bonds between targets and your powers more easily ride these links to their final goal.

Prerequisite: Power by Proxy.

Benefit: As Power by Proxy except the effect of the power may follow a chain of independent mental bonds to its final target. Only the final target is affected; the proxies are unharmed. You do not need to know the specific identity of any creature within the chain of links except for your final target.

This feat also provides feedback, just before you manifest the power. You learn if a chain of independent links between the subject and your intended target exists, and may choose to change the target of your power if no such chain exists (although the power points spent to use this feat are still spent, reducing how many points you could spend on the power as normal). You don’t learn the identity of any other creature in the chain, nor do you learn the number or nature of the links between you and the target.

Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level.

LEND HEALTH [PSIONIC]

You may passively absorb the injuries of members of your worldthought network and instantly heal them with your fast healing.

Prerequisites: Cooperative healing, fast healing special quality, Heal 5 ranks, ability to manifest empathic transfer.

Benefit: Each round, as a free action, you may choose to freely distribute any amount of your fast healing to members of your worldthought network, instead of using that healing yourself, exactly as if it were an instantaneous healing effect. Fast healing is considered natural healing for the purposes of which creatures can be healed by it. This otherwise works as the cooperative healing class feature.

Normal: Fast healing and continuous healing effects do not transfer through cooperative healing.

LUCK DOESN’T STOP ME [PSIONIC]

They may be lucky. They may be chosen by fate. They may insist they’re thatgood. No matter – you’re still going to beat them. And you won’t break a sweat doing it.

Prerequisites: Base attack bonus +8, one or more of the following feats: Deep Impact, Fell Shot, Unavoidable Strike.

Benefit: Luck Doesn’t Stop Me applies to any attack made with a melee weapon if you have Deep Impact, a ranged weapon if you have Fell Shot, and unarmed strikes and natural weapons if you have Unavoidable Strike. During your turn, you may declare one opponent you can see. While you maintain your psionic focus, attacks you make with appropriate weapons ignore any luck and insight bonuses to this opponent’s Armor Class. Additionally, if your declared target is subject to a miss chance of any sort, roll twice: if either is successful, you have successfully bypassed the target’s miss chance. You may declare a new opponent at the start of your next turn.

MASTER FORMBINDER

You are a master at creating your own imprints from creatures without their consent.

Prerequisites: Formbinder, either Bluff 15 ranks and Spellcraft 15 ranks OR Heal 15 ranks and Psicraft 15 ranks.

Benefit: You may attempt to imprint a creature’s form (see the Formbound descriptor in Chapter 6: Powers) in 1 round instead of 1 minute, and you don’t need to touch the creature in question. You must stay within 60 ft. of the creature, maintaining line of sight at all times, however, and if your concentration is disrupted you must start again.

Additionally, you may imprint unwilling forms through supernatural charm and deception, or create an artificial imprint through your expertise at anatomy. This process still takes 1 minute, despite the decreased time granted from this feat. Make a Bluff check or a Heal check (whichever you used to meet the requirements) at a DC of 15+the creature’s Hit Dice at the end of your formbinding attempt. If you are successful, you have stolen that creature’s form and successfully imprinted it. Although no display appears while you attempt this (you may appear as innocuous as you like during the actual imprint), whether you succeed or fail in stealing the form, the creature knows that you’ve stolen or attempted to steal its form without its consent, and is treated as one NPC attitude worse toward you.

Finally, you may hold two additional imprints beyond what would normally be allowed with the Formbinder feat.

Special: You must abide by all other restrictions on imprinting forms when using this feat, including the limits on maximum imprints, Hit Die limits, and valid types.

MASTER OF MANTRAS [PSIONIC]

Few follow multiple schools of thought regarding mantra meditation, and even fewer learn to reconcile the differences between them. You are among these rare heroes.

Prerequisites: Concentration 12 ranks, Psionic Meditation, any two mantra feats.

Benefit: You may activate and benefit from two mantras simultaneously. Meditating to activate two mantras at once requires a Concentration check 10 higher than normal (in addition to the sum of the increases the two mantras themselves call for, if any). Meditating to activate two mantras at once requires a full-round action even with Psionic Meditation.

Normal: You can only activate and benefit from one mantra at a time. Psionic Meditation allows you to gain psionic focus as a move action.

Special: If you have the ability to expend your psionic focus while remaining focused (for instance, the Psicrystal Containment feat), you may end one of the mantras by expending your psionic focus while maintaining the other.

MENTAL DAMPENING [PSIONIC]

Through the power of your mind, you reduce the intensity of the sounds you make.

Prerequisites: Wis 13, Autohypnosis 3 ranks, Move Silently 4 ranks.

Benefit: As long as you are psionically focused, you gain a +6 bonus to your Move Silently checks.

MENTALLY INCONSPICUOUS [PSIONIC]

You make yourself less noticeable to other minds.

Prerequisites: Wis 13, Autohypnosis 3 ranks, Hide 4 ranks.

Benefit: As long as you are psionically focused, you gain a +6 bonus to your Disguise and Hide checks made against anything not immune to mind-affecting effects.

MIND BLADE FINESSE [PSIONIC]

You can handle large mind blades with grace rather than savagery.

Prerequisites: Shape mind blade class feature, Weapon Finesse, Knowledge (psionics) 4 ranks, Balance 3 ranks.

Benefit: The benefits of your Weapon Finesse feat now extend to the mind blade, even when it is in forms that cannot normally be the subject of Weapon Finesse (including two-handed forms).

Normal: Weapon Finesse only applies to light weapons and specially-indicated one-handed weapons. A mind blade can only gain its benefit while in a light weapon’s form.

MIND BLADE KENSAI [PSIONIC]

Your mind blade continues to improve despite the following of a different path.

Prerequisite: Psychic strike +1d8.

Benefit: Add four to your effective soulknife level for the purposes of determining your mind blade’s enhancement bonus and the mind blade enhancement class feature, to a maximum of your character level. The increased effective level stacks where applicable to the increase in effective soulknife level from prestige classes (see Chapter 4: Prestige Classes).

Special: If you take levels in a class that provides similar abilities, such as the Enlightened Protector (see chapter 5), the extra levels stack where applicable.

ON FIRE [PSIONIC]

When you do something particularly amazing, your confidence manifests itself as bright flames.

Prerequisites: Cha 13, Psionic Body.

Benefit: While in situations where taking 10 on skill checks is impossible, if you make a successful attack roll, saving throw, or skill check, and the result of that roll is at least equal to your character level +20, your surge in confidence causes you to burst into psionic flames. These flames do not harm you or anything you hold, shed light as a torch, and last for a number of rounds equal to your Charisma bonus (minimum 1). While On Fire, you gain a +1 morale bonus, +1 per 5 character levels, to attack rolls, saving throws, and skill checks. You also deal 1 point of fire damage, +1 per 5 character levels, to enemies who strike you with a natural or unarmed attack and to enemies whom you strike with a natural or unarmed attack. Finally, your spells or powers gain a +1 bonus to their save DC, if any. You may choose to not benefit from this feat even if you fulfill the conditions required.

Additionally, you may artificially elate yourself enough to start fires by expending your psionic focus as a move action. Doing so causes your hand to ignite as a torch for one round, during which time you may use it to light any nonmagical, unattended, flammable objects on fire if you succeed on a touch attack. These flames do not injure you or anything you carry either, unless you want them to.

Special: Particularly spectacular or cinematic actions in difficult situations, as determined by the GM, may also activate this feat, even if the normal activation condition isn’t met. As a general guideline, if it’s especially awesome, and it’s successful, it’s worth going On Fire.

OUT OF MIND, OUT OF SIGHT [PSIONIC]

You make yourself thoroughly invisible to creatures with minds.

Prerequisites: Mental Dampening, Mentally Inconspicuous, Autohypnosis 5 ranks, Hide 10 ranks, Move Silently 10 ranks.

Benefit: While psionically focused, you can use the Hide skill even while being observed and even if you do not have cover or concealment. This feat does not function against creatures immune to mind-effecting effects.

PERSONALITY PURGE [PSIONIC]

Seeking to purify your mind and hone your thoughts, you have wrenched an unwanted aspect of your mind from your consciousness and transferred it, in its entirety, to your psicrystal.

Prerequisites: Concentration 8 ranks, Psicrystal Affinity, Improved Psicrystal.

Benefit: Your psicrystal gains an additional personality type from the list below, altering its behaviour accordingly (and thus possibly turning it into an antagonist, although it still willingly and totally serves you). As a standard action that provokes attacks of opportunity, you may touch your psicrystal and reclaim the lost aspect of your mind. Doing so grants you a powerful contact benefit (as this negative aspect of your mind is amplified by the crystal), but comes with a serious drawback unique to each personality. Severing contact with the psicrystal is a full-round action that provokes attacks of opportunity and requires a DC 20 Concentration check (retry allowed), as the psicrystal resists the loss of control. This check becomes more difficult if you have acted out of line with your adjusted philosophy; see the individual descriptions for details.

Special: You may take this feat multiple times. If you do, you may activate any number of contact benefits when you touch your psicrystal. Each separate antagonistic personality must be severed individually; the DC for the Concentration check increases by 2 for each additional personality you have in contact.

AGGRESSIVE: By transferring your desire to end lives to your psicrystal, you liberate your thoughts to more philosophical matters. Your crystal, however, develops a pathological murderous streak, and is likely to carry a knife and cut the bodies of the fallen while urging you to kill some more.

Benefit: You gain a +1 bonus to your Armor Class. Removing your aggressive traits allows you to fight more defensively.

Contact: You thirst for battle, overcome by your formerly severed aggression. This allows you to continue fighting without penalty while at or below 0 hit points, and even to survive below -10 hit points. Add your key manifesting ability score to 10 to determine how far below 0 hit points you can reach before dying. For example, a psion with an Intelligence score of 16 would die at -26 hit points instead of -10. However, your bloodlust corrupts your mind, distorting the distinction between friend and foe. At the start of your turn, unless you make a Will save (DC15), you are convinced that your allies are enemies, and you must act according to this perception. The save DC decreases by 5 when not in a combat situation.

Sever: The DC to sever your aggressive psicrystal’s thoughts from yours increases by 5 if you have delivered the killing blow to any creature in the last hour. If you sever your aggression while at negative hit points, you are treated normally – including dying if you are at or below -10 hit points.

ANTISOCIAL: The inability to relate to others is disruptive to normal psychological development — in fact, it is the direct anathema to the society mind’s manifesting prowess. Removing the desire to undermine the works of others and your own antisocial personalities clears your thoughts for more solid interaction, but your psicrystal magnifies them to a tremendous extent. The first thoughts that enter its mind when seeing something new are usually five different ways to ruin it.

Benefit: You gain a +3 bonus to Gather Information and Diplomacy checks. Gather Information checks take half as long and cost half as much as normal.

Contact: You become incredibly disruptive to those around you. While in contact with your antisocial psicrystal, creatures you threaten cannot use abilities on the defensive. Attempts to do so fail, although they may still perform the action they were attempting to use defensively without penalty other than the attack of opportunity. Any creature you threaten that provokes an attack of opportunity gains a -4 penalty to its Armor Class for that attack of opportunity. If you possess an active worldthought network and are actively threatening another creature, this benefit extends to any ally contained within the network. While under the influence of your antisocial psicrystal, you develop a deficiency of language. You are treated as if under the effects of an alienation power while in contact with your psicrystal. Sever: The DC to sever your antisocial psicrystal’s thoughts from yours increases by 5 if you have not engaged in social conversation in the past hour. The GM is encouraged to be lenient when determining this.

DISTRACTED: Being able to focus on a single thing to the exclusion of all others is something many strive toward. By removing the mind’s natural tendency to turn its attention to another focal point, you are able to focus on the task at hand to the exclusion of everything else. Sadly, your psicrystal is wont to turn its attention to anything shiny, much to your chagrin.

Benefit: You gain a +3 bonus to Concentration checks. This ability stacks with the Single-Minded psicrystal personality.

Contact: You are able to focus on a wide variety of things at once, which allows you to make ranged attacks of opportunity within 30 ft., so long as you have line of sight and a way to make the attack. If you possess the Opportunity Power feat, you may use that feat with rays as well as touch powers. However, taking in so many stimuli costs you your reaction time, imposing a -6 penalty to Initiative checks. Gaining psionic focus while in contact takes one round instead of one full round action. If you have the Psionic Meditation feat, gaining psionic focus takes a full round action instead of a move action.

Sever: The DC to sever your distracted psicrystal increases by 5 if you have targeted more than one creature in the same round during the past hour. Area of effect effects do not count as targeting multiple creatures for this increase; only those effects that target specific creatures, such as mindlink or energy missile, count, as does taking attacks of opportunity or multiple attacks from a full attack against more than one foe. Additional personality fragments beyond these may be purged at your GM’s discretion, requiring this feat to be taken an extra time for each one.

UNSTABLE: The bane of many manifesters is insanity, so by wrenching your own instability into your psicrystal, your psyche becomes as stable as a rock. The same cannot be said of your psicrystal, which is prone to spouting gibberish, seeing things which aren’t there, and suggesting courses of action that would seem comical if the crystal wasn’t being serious.

Benefit: You gain a +4 bonus on saving throws against mind-affecting effects.

Contact: You become nearly impossible to compel, existing within your own bubble of perception. If under the influence of any mind-affecting effect that allows a saving throw, there is a 50% chance every round that you gain an additional saving throw against that effect (which includes the +4 bonus from above). The fusion of your mind with the psicrystal’s unstable thoughts can be extremely confusing — so confusing, in fact, that you are confused while in contact with the crystal. This is less severe than the effects of the id insinuation power — if your roll would indicate you close with or flee from the manifester, you instead act normally.

Sever: The DC to sever your unstable psicrystal’s thoughts from yours increases by 5 if you have attacked any creature that you would not normally consider an enemy in the past hour.

POISONED BLADE [PSIONIC]

You are able to absorb poison into your body and deliver it with your mind blade.

Prerequisites: Mind blade class feature, Autohypnosis 6 ranks, Con 13.

Benefit: As a move action, you may absorb one dose of poison in your possession into your body. No mortal magic can detect the presence of this poison unless you wish it.

Any time you hit an enemy with your mind blade, you can choose to deliver an absorbed dose of poison as if you had struck them with the poison applied to the blade. This may be used with the Throw Mind Blade ability, but in that case you must decide to deliver the poison before you throw your mind blade. When performing a bladewind, you may also deliver poison, and the poison from a single dose is applied to each blade fragment.

You may only have one dose of poison absorbed per point of Constitution bonus (minimum 1) at any one time, and delivering a poisoned strike uses up the absorbed poison as normal. If your Constitution modifier decreases (for instance, due to ability damage), an appropriate amount of stored poison becomes unavailable until your modifier returns to its higher value.

Special: If you have the Shuriken Mind Blade feat, you may absorb an additional twenty doses of poison, although these can only be used when throwing shuriken mind blades. Shuriken mind blades can use your regular poison reserve as well as this unique reserve if necessary.

You may select this feat multiple times. Each time you do, you may store a number of additional doses of poison at any one time equal to your Constitution modifier.

POWER BY PROXY [METAPSIONIC]

You are capable of exploiting mental links between others, and are able to channel your powers through these links to other targets.

Benefit: To use this feat you must expend your psionic focus. If you are aware of a special mental bond between two entities, you can use that bond to project your powers where they couldn’t go before. You may target even a normally invalid target within range when you use this feat; the power will not actually affect this target (your “proxy”). Instead, it will leap through any existing empathic or telepathic connection to its true target. You need to know the identity or nature of the true target, but you do not need line of effect to him (in essence, the mental bond replaces the line of effect).

Bonds that can be exploited by this feat include mindlinks, the empathic bond between a wizard and his familiar, a telepath’s dominate, or anything else that explicitly allows empathic or telepathic communication (creatures joined in a society mind’s worldthought network do not have a direct link to each other, but are directly linked to the society mind). Power by Proxy only operates on powers that specify a single target, that affect creatures other than the manifester, and do not require an attack roll. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level.

PSICRYSTAL AFFINITY [PSIONIC]

This feat originally appeared in the Expanded Psionics Handbook. It is expanded here.

Prerequisite: Manifester level 1st.

Benefit: As in the Expanded Psionics Handbook.

Special: If your psicrystal is destroyed, you may create a replacement (or restore the pieces of the old one, there is no mechanical difference) after 24 hours have passed by spending 100 XP. The new psicrystal has the same personality type as the lost one originally did (although it may look different), and any feats or features that modify your psicrystal affect the new one normally.

PSYCHIC SUBSTITUTION [METAPSIONIC]

You can deal mental damage instead of physical damage with your energy powers.

Prerequisites: Any other metapsionic feat, ability to manifest an energy power, Concentration 9 ranks.

Benefit: To use this feat, you must expend your psionic focus. Whenever you manifest an energy power that lets you choose the type of energy damage it deals, you may choose to deal psychic energy instead. Psychic energy is not subject to energy resistance or immunity, and can discriminate between friend and foe. Any number of creatures you select within the power’s area are unaffected by the power.

The power gains the mind-affecting descriptor, and the saving throw (if any) is a Will save instead of a Reflex save. On a successful saving throw, the power’s effect is negated (even if it would normally have only reduced the effect by half). Using this feat does not increase the power’s power point cost.

Special: Psychic energy is similar to the mind thrust power, and thus is subject to effects such as the Mental Resistance feat. An energy power modified by this feat has no energy-related subtype, and thus cannot benefit from any of the energist’s energy mastery abilities (see Chapter 4: Prestige Classes).

PSYCHOKINETIC FISTS [PSIONIC]

You can punch people from across the room — useful during debates.

Prerequisites: Improved Unarmed Strike, Cha 13.

Benefit: You must expend your psionic focus to use this feat. When you do, you may use one of the two following options.

1. As a standard action which provokes attacks of opportunity, you may make a single unarmed strike against any target within medium range (100 ft. plus 10 ft. per character level). You must have line of sight and line of effect to this target. This unarmed strike uses your Charisma modifier in place of your Strength modifier for attack and damage rolls, and deals force damage (treat it as a power with the force descriptor that ignores power resistance) instead of bludgeoning damage.

2. As a swift action, your unarmed strikes or natural weapons extend their reach by 5 ft. until the beginning of your next turn as they generate psychokinetic fields. Tiny creatures gain 5-foot reach, Small and Medium characters gain 10-foot reach, Large gain reach 15 feet, and so on. The close proximity of the target means the damage is unchanged.

Since both options are a psychokinetic effect, not a normal unarmed strike, you are not affected by spells, powers, or abilities that effect you as a natural consequence of coming into contact with their effects, such as the On Fire feat or the rending rift power, although such abilities that activate because you struck at all, such as energy retort, still activate as normal.

QUICKSHAPER [PSIONIC]

You can quickly and easily change the shape of your mind blade.

Prerequisites: Free Draw and Shape Mind Blade class features.

Benefit: You can change the shape of your mind blade as a swift action. Normal: You must spend a full-round action to change the shape of your mind blade.

RECKLESS BLADE[PSIONIC]

Reacting to your zeal for battle, your mind blade shifts slightly into a truly mighty, if unwieldy, weapon on the charge. While awkward, this temporary change is nevertheless devastating.

Prerequisites: Ability to generate a mind blade, Dex 13.

Benefit: When charging, you may choose to reduce your Dexterity bonus to your Armor Class by any amount (up to your maximum Dexterity bonus to AC) to add this same amount to your mind blade damage. Both these changes last until the beginning of your next turn. Special: If you possess the Power Attack feat and your mind blade is in a two-handed weapon form (or you are using a one-handed mind blade form in two hands), instead add twice this amount to damage.

RENEWAL [PSIONIC, RACIAL]

Elans with a modicum of psionic talent may learn to revitalize their bodies even while conscious.

Prerequisites: Elan, Con 13, Concentration 4 ranks.

Benefit: Once per day, while you maintain your psionic focus, you may spend 2 power points to enter a psionic trance similar to your nightly trances (although you remain conscious) by spending 1 minute in concentration in a calm environment. While in such a trance, you may take no actions, your body floats a short distance off the ground, light pours from your eyes and mouth (providing shadowy illumination out to 30 ft), and an unnatural bass hum resonates around you. Once a trance starts, you remain in such a state for 10 minutes; nothing short of falling unconscious or dying can end it prematurely. Every minute you remain in this trance, you recover a number of hit points equal to your Constitution bonus (minimum 1). At the end of the trance, any fatigue or exhaustion you suffered is removed, and you recover one power point per character level.

However, entering a renewal trance is draining mentally. After using this feat, you must trance for 8 hours the following night to gain the normal benefits of a night’s sleep.

Normal: Elans trance for 4 hours every night and cannot enter this state so quickly.

SHIELDWARDEN OF MAENAE [PSIONIC, RACIAL]

Maenads generally prefer to live and work in armor if it’s available, but Shieldwardens like yourself have taken this to its logical conclusion.

Prerequisites: Maenad, proficiency in any armor.

Benefit: Your armor check penalties for armor you are proficient with are reduced by 1, and is not doubled on Swim checks. You are not automatically fatigued for sleeping in medium armor. While psionically focused and wearing armor you are proficient with, you gain a +1 deflection bonus to your Armor Class.

Special: If you possess both the Shieldwarden of Maenae and the Endurance feats, you are not fatigued if you sleep in heavy armor. A fighter who meets the prerequisites may select this feat as one of his fighter bonus feats.

SHURIKEN MIND BLADE [PSIONIC]

You may fragment your thrown mind blades into a swarm of shuriken-like projectiles. Prerequisites: Free draw class feature,shape mind blade class feature.

Benefit: When throwing your mind blade, you may choose to fragment your blade into shuriken-shaped projectiles as a free action. Each projectile is treated exactly like a shuriken, dealing 1d2 points of damage for a medium soulknife with a 10 ft. range increment. Your mind blade fragments into enough shuriken to make multiple attacks per round (up to your maximum number of attacks). Your mind blade automatically reverts to its normal form at the end of your turn, although you may revert it earlier as a free action.

Special: If you possess the Multiple Throw class feature, your mind blade shuriken have a range increment of 50 ft. instead of 10 ft. SOUL BUFFER [PSIONIC]

Your link to members of your network is so strong that you can sacrifice your own vitality to restore life to the body, preventing their souls from passing on.

Prerequisites: Worldthought network, network sense, Psicraft 12 ranks, able to manifest psionic revivify.

Benefit: To use this feat, you must expend your psionic focus. You may manifest psionic revivifyon a member of your network as an immediate action as soon as they die. The range of your network replaces the range of psionic revivifyif used this way. In addition to the normal effect of the power, the target’s connection to your network is preserved.

When you use this feat, you do not pay the 200 XP cost of the power, though the normal power point cost still applies. You also take 2 points of Constitution burn from the channeling of your life-force into their body. Ability burn is ability damage that cannot be magically or psionically healed (see the Expanded Psionics Handbook).

SUBCONSCIOUS CONTAINMENT [PSIONIC]

You have honed your subconscious mind to the point where you can use it to hold another psionic focus.

Prerequisites: Wisdom 13, Psionic Body, Concentration 6 ranks

Benefit: You can spend a full-round action attempting to psionically focus your subconscious. At any time when you need to expend your psionic focus, you can expend your subconscious’ psionic focus instead, and feats that require you to maintain focus function if only your subconscious is focused; essentially, your subconscious psionic focus works just like your normal psionic focus. Psionically focusing your subconscious works just like focusing your mind as well, except that the Concentration DC to regain it is 25 instead of 20.

Special: This feat is psychophilosophically incompatible with the Psicrystal Containment feat; if you possess one of these feats, you can never take the other.

SUBCONSCIOUS REFLEXES [PSIONIC, RACIAL]

Possessed of psionically-charged reflexes, you are almost impossible to surprise.

Prerequisites: Xeph, Speed of Thought

Benefit: While you maintain your psionic focus, you gain a +6 bonus to Initiative. Special: Subconscious Reflexes can be used in place of Improved Initiative to qualify for a feat, prestige class, or other special ability.

URBAN TRACKING

You can track down the location of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions. If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn’t know exactly how long the task will require.

Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.

Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information check to use this feat. You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.

Community Size DC Checks
Thorp, Hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2
Condition DC Modifier
Every 3 creatures in group being sought -1
Every 24 hours party has been missing/ sought +1
Tracked party “lies low” +5
Tracked party matches community’s primary racial demographic +2
Tracked party does not match community’s primary or secondary racial demographic -2

VIGILANCE OF THE GIANTS [PSIONIC, RACIAL]

Giantkin are frequently the subject of ambush attacks by smaller creatures. Knowing this, you have trained your body and mind to be ready for anything.

Prerequisites: Half-giant, Improved Initiative

Benefit: So long as you are not immobilized and are maintaining psionic focus, you may act during a surprise round as if you were not surprised (though you still roll initiative normally). If you do so, you lose your psionic focus. Declare that you are using this feat when initiative for the surprise round is rolled.

Normal: If you are caught by surprise, you must wait out the surprise round before rolling initiative and acting normally.

WEB OF INFLUENCE [METAPSIONIC]

Your powers are like spiders, navigating the threads between minds and planting their effects in more targets than would otherwise be possible.

Prerequisites: Improved Power by Proxy, Power by Proxy

Benefit: To use this feat, you must expend your psionic focus. It alters an appropriate power as Improved Power by Proxy, except that you may declare one additional target along the chain of mental bonds per two manifester levels. The feedback provided by this feat also grants you instant knowledge of the creatures in the mental chain (it is brief, much like glimpsing a flashcard, but enough to target the power), which supplants the need to know the identity of the final target.

The sheer number of targets may tax your attention. If a power provides information, requires your direction, or requires you to concentrate, you may only focus on one target during any given round (though you may switch between targets as an immediate action). Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level.

XEPH BLADESTORM [PSIONIC, RACIAL]

One mind, a blur of motion, and a thousand strikes: This is the way of the xeph soulknife.

Prerequisites: Xeph, ability to generate a mind blade.

Benefit: When you make a full attack with your mind blade you may make an additional attack at your highest base attack bonus, but all your attack rolls suffer a -2 penalty until the start of your next turn. If you have the Spring Attack feat or the expeditious skirmish ability (see the xeph soulknife specialty levels in Chapter 1: Races), and are under the effects of your racial burst ability during this full attack action, you may move up to your speed (including the additional speed from the burst) before, after, or in between your attacks this round, and may split this movement up as desired.

Feats from Untapped Potential

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