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psionic_weapon_talent

Psionic Weapon (Talent)

Psionic Weapon (Wis)

You can create and wield a weapon composed of pure psionic energy.

Requirements: Psionic Weapon feat

Check: Make a Psionic Weapon check as a move action to create a melee weapon of ghostly, crackling psionic energy in your hand. The appearance of the weapon is up to you; its effects are the same regardless. The result of your Psionic Weapon check determines the weapon’s damage.

  • Result Damage
  • up to 14 1d4
  • 15–24 1d6
  • 25–34 1d8
  • 35+ 2d6

You can wield a psionic weapon like a normal melee weapon, except you are automatically considered proficient with it, and you wield it as if you had the Weapon Finesse feat (meaning you apply your Dexterity rather than your Strength modifier to attack rolls). The psionic weapon strikes as a touch attack, ignoring armor and natural armor bonuses (but not deflection or force bonuses). Add your Wisdom modifier rather than your Strength modifier to the weapon’s damage. The psionic weapon is immaterial and only affects creatures with an Intelligence score. It has no effect on non-intelligent creatures or objects, meaning it cannot sunder an opponent’s material weapon, for example. Two psionic weapons affect each other normally. If your psionic weapon is somehow knocked from your grasp or sundered, you can recreate it with another use of this skill.

Special: You can take 10 or take 20 with Psionic Weapon checks. Taking 20 requires 2 full minutes of concentration and costs 60 strain to achieve the best possible result.

Time: Psionic Weapon is a move action. The weapon lasts for 10 rounds (1 minute)

Strain: 6

psionic_weapon_talent.txt · Last modified: 2021/12/04 00:39 (external edit)