Synostocerebros (3.5e Power)

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Author: Luigifan18 (talk)
Date Created: November 25, 2012
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Synostocerebros
Psychometabolism [Healing]
Level: Psion/Wilder 7, Psionic Psuperhero 1,
Display: Material
Manifesting Time: standard
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13 (Psion/Wilder), 1 (Psionic Psuperhero)


This power heals 1d6 points of damage. While manifesting this power, if you are a psion or wilder, you may pay extra power points as if manifesting another power (instead of or in addition to augmenting this power), up to a maximum of your manifester level. This power heals an additional 1d6 points of damage for the first power point spent in this way and every two power points afterwards (1, 3, 5, 7, 9, etc.)

Like synostodweomer[1] and synostokiai, this power is equally capable of healing living, undead, and mechanical creatures. (Mechanical creatures = constructs.)

Augment: This power heals an additional 1d6 hp for every 2 power points spent augmenting it. If you are a Psionic Psuperhero, it instead heals an additional 1d6 hp per power point spent augmenting it. You may choose to pay additional power points for the sole purpose of letting it heal more hp, but if you're spending extra power points anyways, you might as well choose from the following options:

Range Boost: You may pay 2 additional power points (if a Psionic Psuperhero) or 12 additional power points (if a psion or wilder) to change this power's range from "Personal" to "Touch" and change its target from "You" to "One creature". Once you have done so, you may pay 4 additional power points to change its range from "Touch" to "Close". After doing that, you may pay 4 more power points to change its range from "Close" to "Medium", then you may pay 4 more power points to change its range from "Medium" to "Long". (Close = 25 ft. + 5 ft./2 levels. Medium = 100 ft. + 10 ft./level.)

Mass Healing: If you have already augmented this power for use on a creature other than yourself, you may enable it to affect one additional creature by paying 4 additional power points. To affect more creatures, pay 3 additional power points for each creature beyond the second. You may do this up to five times (for a total of 6 creatures affected) if manifesting synostocerebros as a touch power; to affect more creatures than that, you must augment the power to have a range of at least Close. (As always, you can only hold a touch power's charge if you have not yet touched anything; once you touch a creature, you must touch all of the other creatures that you wish to effect in the same round. You can touch up to 6 creatures within your reach as a standard action.)

Positive/Negative Energy: If you have already augmented this power for use on a creature other than yourself (that is, you have changed its range to "Touch"), you may spend 4 additional power points to make this power into a positive energy or negative energy attack. Positive energy heals the living and harms undead; negative energy harms the living and heals undead. Neither positive nor negative energy have any effect on constructs. The "damage" dealt is equal to the healing this power would otherwise bestow. Either way, the power's range becomes "Touch" and its target becomes "one creature". (If the DM deems fit, he can declare that channeling positive energy is a good act and channeling negative energy is an evil act, just as it is for clerics. However, as this is considered a psionic power rather than a divine spell or supernatural ability, such strictures do not have to be followed as closely as a cleric would follow them.) It should go without saying, but you may not utilize both positive energy and negative energy simultaneously with this power, not even by paying 8 additional power points. (Trying to figure out how that would work would be too much of a headache.)

Synostocerebral Turning: You may pay 6 additional power points to replace the normal effect of this power with an effect exactly like that of a cleric turning or rebuking undead. The range is changed from "Touch" to "Personal", it loses its target quality, and it gains the effect "A 60-ft. emanation centered on you". Whether you "turn" or "rebuke" is dependent on whether you augmented this power into positive or negative energy. You use your manifester level as your effective cleric level for the purposes of your turning check and turning damage. Regardless of what ability score you normally use for psionic powers, turning or rebuking undead is Charisma-based. This power may not be used in place of actually being able to turn or rebuke undead like a cleric in order to qualify for or use the abilities of feats, prestige classes, etc.; if you wish to use divine feats or anything else powered by turning/rebuking undead, you will actually need to take levels in cleric, paladin, blackguard, or another class that actually has turning or rebuking undead as a class feature. You may only augment synostocerebros in this way if you augmented it as Positive/Negative Energy beforehand. You cannot use the Synostocerebral Turning augmentation and the Synostocerebral Ray augmentation in the same manifestation of this power, and you may not use either with the Range Boost augmentation to change the range to "Close" or greater.

Synostocerebral Ray: You may pay 4 additional power points to convert this power into a ranged touch attack (specifically, a ray). This synostocerebral ray has Close range (25 ft. + 5 ft./2 levels) by default, but once this augmentation is in place, you may pay 1 additional power point to change its range to Medium (100 ft. + 10 ft./level), and then pay 5 additional power points to change its range to Long (400 ft. + 40 ft./level). Regardless of the ray's range, it follows all of the normal rules for rays, including its interactions with other magical, psionic, martial, incarnum, etc. effects. (For example, an edgemaster may spend a combat point to parry it.) You may pay 4 additional power points to add 1 ray. You may only use this augmentation if you have already used the Positive/Negative Energy augmentation. This augmentation cannot be used in conjunction with Synostocerebral Turning, nor may it be used in conjunction with Range Boost beyond Touch (a prerequisite for Positive/Negative Energy). This augmentation's rules supplant those for Range Boost.



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Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceModerate +
AuthorLuigifan18 +
DescriptorHealing +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelPsion/Wilder 7 + and Psionic Psuperhero 1 +
RangeTouch +
RatingUnrated +
SummaryA healing power that restores 1d6 hp per power point spent to manifest it. +
TitleSynostocerebros +