Author Topic: Complete Psionic Errata (WIP)  (Read 1547 times)

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Sinfire Titan

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Complete Psionic Errata (WIP)
« on: October 09, 2011, 09:04:21 PM »
Current Errata

Last Updated: October 11th, 2011.

[spoiler]Page 7 - Ardent Powers Known [Clarification]
Temporary or magical/psionic boosts to your manifester level (such as the Overchannel Feat) do not count towards your manifester when determining what powers you are eligible to learn. Feats such as Practiced Manifester, which provide a blanket and constant increase regardless of circumstances, do count for this purpose. For example, a Human Ardent 2/Fighter 4 who takes his 7th level in Ardent would be able to learn only one 2nd level power from his mantles even if he had taken Overchannel as his 6th level feat. However, if his 6th level feat was Practiced Manifester instead, he would be able to learn 4th level powers from his mantle.

Magic items count as temporary boosts unless the item provides the effect permanently after being used (for example, an orange ioun stone does not count because the effect only functions while the stone is being "worn", for what measure you can wear an ioun stone.)

Pages 7 & 8 - Assume Psionic Mantles [Addition]
At the end of the second paragraph on page 8, add "In spite of being a minor act of the appropriate alignment, manifesting Good, Evil, Lawful, or Chaotic powers cannot result in an alignment shift."

Page 9 - Divine Mind Power Points per Day [Revision]
Delete and replace the last sentence of the paragraph with the following, "Despite not being able to manifest powers at 1st, 2nd, 3rd, or 4th levels, a divine mind still gains bonus power points for those levels as normal."

Pages 9 & 10 - Divine Mind Powers Known [Revision]
At the beginning of the first paragraph on page 10, delete and replace the first two sentences with the following, "A divine mind's manifester level is equal to his class level, despite not being able to manifest powers at 1st, 2nd, 3rd, or 4th levels."

Page 10 - Psychic Aura [Clarification]
While a careful reading will reveal the intent, the three auras presented in this ability are not the only auras a divine mind can emit. Other auras are determined by what mantles the divine mind taps, as displayed under the Mantle class feature in the next column.

Page 12 - Divine Grace [Revision]
The divine mind's Divine Grace class feature is based on the divine mind's Wisdom modifier, not his Charisma modifier. It still does not stack with other sources of Divine Grace, such as the paladin class feature.

Page 12 - Change Aura [Revision and Addition]
The ability to change auras is all ready a standard action. This class feature reduces the action to a move action at 8th level, a swift action at 14th level, and an immediate action at 18th level. At the end of the paragraph, add "If you have the ability to emit two or more types of psychic auras, you may change one or all of them at a time."

Page 13 - Ex-Divine Minds [Revision]
Replace the entire paragraph with the following, "A character who grossly violates the ethics of his deity's alignment loses the ability to manifest any and all psychic auras, and cannot make use of his mantles' granted powers. He retains his ability to manifest powers. He cannot progress further in levels as a divine mind until he atones for his transgressions, at which point he regains his lost abilities.

An ex-divine mind may opt to change religions entirely, forsaking his former patron for a new deity. If he does, he must first receive an atonement spell from a divine spellcaster that worships that deity (such as a cleric or favored soul). Upon doing so, he must exchange all of his mantles (and powers known) for mantles (and powers known) that the new deity offers.

Page 14 - Trapfinding [Omission]
After the Maximum Powers Known class feature, add "Trapfinding [Ex]: A lurk of at least 1st level can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook."

Page 14 - Lurk Augment [Revision]
At the end of the first paragraph, add "However, any power points spent on that use are refunded to the lurk's daily power point allotment."

Pages 14, 15, & 16 - Lurk Augment [Revision]
The save DCs of several Lurk Augments are incorrect. Whenever the DC is listed as "10+lurk's Intelligence modifier", replace that DC with "10+1/2 lurk class levels+lurk's Intelligence modifier".

Page 14 - Additional Sneak Attack (Lurk Augment) [Addition]
After the paragraph, add "This effect applies to all attacks the lurk makes during his turn provided each attack qualifies for the extra damage from sneak attack."

Page 15 - Lurk Class Skills [Omission]
Add the Disable Device, Open Lock, and Search skills to the lurk's list of class skills.

Page 15 - Ghost Touch (Lurk Augment) [Addition]
At the end of the paragraph, add "In addition, this augment applies the effects of the Sneak Attack Undead augment (see above) at no cost."

Page 16 - Greater Power Drain (Lurk Augment) [Revision and Omission]
Replace the second sentence with "The lurk gains temporary power points equal to the damage dealt in this way. Temporary power points function like normal power points, except that they are expended before you expend your normal power points when manifesting a power or augmenting a lurk augment. Temporary power points gained in this way fade after 1 minute has passed."

Page 16 - Initiative Boost [Clarification]
This ability does not replace the normal initiative rolls with an Intelligence check. It is merely a bonus on top of the lurk's Dexterity modifier and other bonuses to initiative.[/spoiler]
« Last Edit: October 11, 2011, 09:23:18 AM by Sinfire Titan »