Post by AthasianLaborer on Jan 26, 2024 11:55:50 GMT -12
First drafts
Air Superiority (aka Spatially Preferred; Psychoportation Devotion)
Power Score: Int
Initial Cost: 2+
Maintenance Cost: 4+/hour
Range: 0
Preparation Time: 0
Area of Effect: Special
Prerequisites: Maneuverability Class (E or better), Spatial Distortion
The natural flier who learns this power has honed their flight skills to the point where they can achieve feats others can only witness. The Initial PSP cost is equal to 2 per Maneuverability Class improvement required to surpass Class A (e.g. Aarakocra are Class C so it takes 6 PSP to initiate. Maintenance is double the initial cost per hour. The user is capable of frictionless turns with zero loss of momentum since they never cease moving forward, space just rearranges to accommodate their Will. Winds offer no negative interference to the user's flight and the user is capable of any movement options available to terrestrial creatures (charges, running, sprints). Ande wouldn't teach this for all the Gold on Athas.
Power Score: Maintenance interval increases from /hour to /day
20: The user is rendered physically incapable of flight for 10d10 hours
Ande's Brood (Psychoportation Science)
Power Score: Int -2
Initial Cost: 60
Maintenance Cost: NA
Range: Personal
Preparation Time: 12
Area of Effect: One Creature
Prerequisites: Summon Planar Creature (This is effectively a specialization of Summon Planar Creature)
Ande lays an egg that is imminently ready to hatch. When the egg hatches (once the Preparation Time is complete), a creature emerges that could be any variety of avian elemental or possibly an aasimon (randomized table to come). The creature will view Ande as kin to be well regarded but is under no compulsory service. There is no provision to send the creature home, they are Athasians until their banishment or death. Ande cannot lay more than one egg per day
Power Score: The creature cannot be banished
20: She lays a Vrock. It can’t be banished and it isn't friendly.
Ande’s Secret Cache (Psychoportation Devotion; inspired by the loss of her Flatbox)
Power Score: Wis -4
Initial Cost: 5+
Maintenance Cost: 2/round
Range: Touch
Preparation Time: 6
Area of Effect: One object up to 5 cubic feet
Prerequisites: Pocket Dimension
Ande makes a container of any applicable object she can touch, secreting items within the space of the object itself. The container itself isn't an extradimensional space but it is accessed by Ande extradimensionally. Activation opens the container, maintenance keeps it open for Ande so she can place or retrieve items within (at a rate of one item per hand/round). The container once closed is inaccessible, it isn't like anyone could just open it up and look into an extradimensional space like it was a Bag of Holding. The container doesn't even need to be a literal container like a bag, bucket, chest or trunk, it could be a brooch or a door or a sword so long as it is an item and not a creature. Initial PSP cost is dependent on the weight ratio between container and cache (which cannot be greater than 400%).
=<75% 5 PSP
=<200% 10 PSP
=<400% 20 PSP
Power Score: Maintenance is unnecessary, the container closes when Ande wills it.
20: The items which make up the container and cache are ruined as their material patterns are irrevocably intertwined.
Dimensional Window (Psychoportation Devotion)
Power Score: Con
Initial Cost: 2
Maintenance Cost: 1/round
Range: 50 yards+
Preparation Time: 0
Area of Effect: NA
Prerequisites: Dimensional Door
Opens a fixed position, one-way window in any space within range (which uses the same range penalties as Dimensional Door) that allows observers with the user to sense everything but touch via the window. There's no indication of the window to the observed (without Sensitivity to Observation or otherwise being aware of being scried). Observers can listen to conversations and watch goings-on as if they were present themselves. Physical travel through the Dimensional Window is impossible without separately activating the Dimensional Door power (which opens the Window the rest of the way).
Power Score: Maintenance interval increases from /round to /turn
20: The Window allows visibility both ways (this isn’t necessarily announced but could be very obvious too) but otherwise functions as intended.
Sensitivity to Deception (Clairsentience Devotion)
Power Score: Wis -2
Initial Cost: 4
Maintenance Cost: NA
Range: 5 yards
Preparation Time: 0
Area of Effect: Personal
Prerequisites: Identity Penetration, Sensitivity to Observation
This does nothing to detect verbal lies, it only works against mundane disguise or illusions/Transmutations created through magical or psionic means. It is a passive ability that is triggers whenever the above criteria are met within range.
Power Score: The user gets a mental image of the deceiver's accurate true form.
20: The user becomes convinced that numerous people nearby are dopplegangers when they really aren't.
Sensitivity to Hostile Intent (Clairsentience Devotion)
Power Score: Wis -2
Initial Cost: 2
Maintenance Cost: NA
Range: 100 Yards
Preparation Time: 0
Area of Effect: Personal
Prerequisites: Danger Sense, Sensitivity to Observation
This power alerts the user to the presence of hostile intent directed towards the user even if the user is in no immediate danger. It isn't triggered by impulsive responses to petty exchanges, this detects directed malice harbored by those within range. It gives the user an exact mental image of who is the source of the hostile intent if the passive ability activates.
Power Score: The user also learns why the hostile intent is directed towards the user.
20: The user becomes convinced that they're surrounded by hostile intent.
Snipe Hunting (Psychoportation Devotion)
Power Score: Int -2
Initial Cost: 8
Maintenance Cost: NA
Range: Line of Sight
Preparation Time: 4
Area of Effect: 1 Missile Weapon Ammunition
Prerequisites: Wormhole
Snipe Hunting imbues a single piece of ammunition for a missile weapon with its own minor wormhole capabilities as it is fired. Roll Power Check first, then Attack Roll applying bonuses if the Power Check was successful; these are same-round actions. The ammunition is fired at the target and the distance spanned by the wormhole means it only really travels maybe 2’ and the exit wormhole generally appears out of view of the target granting the user a +3 on their To-Hit roll and negating Dex bonuses to AC for the target. This also reduces all range penalties to zero for any target the user can see in their visibility but the user must accept a +4 Speed Factor penalty on their attack for proper sighting.
Power Score: Attack counts as a Backstab by a Thief of the users level (additional +4 to hit for +7 total and damage multiplier as per level)
20: Misfire! User targets self accidentally, roll per usual against user's AC
Take A Perch (Psychoportation Devotion)
Power Score: Int -4
Initial Cost: 12+
Maintenance Cost: 8+
Range: Personal
Preparation Time: 1
Area of Effect: Special
Prerequisites: Wormhole
Take A Perch allows the user to ignore the gap between their altitude and the ground. It doesn’t in any way interfere with their ability to fly, it just grants the user a stable perch at hypothetically any altitude. The altitude at which this power is activated will affect the PSP costs as listed below:
=<100 yards 12 PSP 8/turn
=<1000 yards 18 PSP 12/turn
=<10 miles 24 PSP 16/turn
=<100 miles 30 PSP 20/turn
The user may choose to descend by flight or stair walking (or falling if they really want to) and so long as they're at an appropriate altitude can transition between these states seamlessly.
Power Score: Maintenance interval increases from /turn to /hour
20: User is pinned in the space where they activated. Successful reactivation is the only way to dislodge oneself from their spatial stasis.
Air Superiority (aka Spatially Preferred; Psychoportation Devotion)
Power Score: Int
Initial Cost: 2+
Maintenance Cost: 4+/hour
Range: 0
Preparation Time: 0
Area of Effect: Special
Prerequisites: Maneuverability Class (E or better), Spatial Distortion
The natural flier who learns this power has honed their flight skills to the point where they can achieve feats others can only witness. The Initial PSP cost is equal to 2 per Maneuverability Class improvement required to surpass Class A (e.g. Aarakocra are Class C so it takes 6 PSP to initiate. Maintenance is double the initial cost per hour. The user is capable of frictionless turns with zero loss of momentum since they never cease moving forward, space just rearranges to accommodate their Will. Winds offer no negative interference to the user's flight and the user is capable of any movement options available to terrestrial creatures (charges, running, sprints). Ande wouldn't teach this for all the Gold on Athas.
Power Score: Maintenance interval increases from /hour to /day
20: The user is rendered physically incapable of flight for 10d10 hours
Ande's Brood (Psychoportation Science)
Power Score: Int -2
Initial Cost: 60
Maintenance Cost: NA
Range: Personal
Preparation Time: 12
Area of Effect: One Creature
Prerequisites: Summon Planar Creature (This is effectively a specialization of Summon Planar Creature)
Ande lays an egg that is imminently ready to hatch. When the egg hatches (once the Preparation Time is complete), a creature emerges that could be any variety of avian elemental or possibly an aasimon (randomized table to come). The creature will view Ande as kin to be well regarded but is under no compulsory service. There is no provision to send the creature home, they are Athasians until their banishment or death. Ande cannot lay more than one egg per day
Power Score: The creature cannot be banished
20: She lays a Vrock. It can’t be banished and it isn't friendly.
Ande’s Secret Cache (Psychoportation Devotion; inspired by the loss of her Flatbox)
Power Score: Wis -4
Initial Cost: 5+
Maintenance Cost: 2/round
Range: Touch
Preparation Time: 6
Area of Effect: One object up to 5 cubic feet
Prerequisites: Pocket Dimension
Ande makes a container of any applicable object she can touch, secreting items within the space of the object itself. The container itself isn't an extradimensional space but it is accessed by Ande extradimensionally. Activation opens the container, maintenance keeps it open for Ande so she can place or retrieve items within (at a rate of one item per hand/round). The container once closed is inaccessible, it isn't like anyone could just open it up and look into an extradimensional space like it was a Bag of Holding. The container doesn't even need to be a literal container like a bag, bucket, chest or trunk, it could be a brooch or a door or a sword so long as it is an item and not a creature. Initial PSP cost is dependent on the weight ratio between container and cache (which cannot be greater than 400%).
=<75% 5 PSP
=<200% 10 PSP
=<400% 20 PSP
Power Score: Maintenance is unnecessary, the container closes when Ande wills it.
20: The items which make up the container and cache are ruined as their material patterns are irrevocably intertwined.
Dimensional Window (Psychoportation Devotion)
Power Score: Con
Initial Cost: 2
Maintenance Cost: 1/round
Range: 50 yards+
Preparation Time: 0
Area of Effect: NA
Prerequisites: Dimensional Door
Opens a fixed position, one-way window in any space within range (which uses the same range penalties as Dimensional Door) that allows observers with the user to sense everything but touch via the window. There's no indication of the window to the observed (without Sensitivity to Observation or otherwise being aware of being scried). Observers can listen to conversations and watch goings-on as if they were present themselves. Physical travel through the Dimensional Window is impossible without separately activating the Dimensional Door power (which opens the Window the rest of the way).
Power Score: Maintenance interval increases from /round to /turn
20: The Window allows visibility both ways (this isn’t necessarily announced but could be very obvious too) but otherwise functions as intended.
Sensitivity to Deception (Clairsentience Devotion)
Power Score: Wis -2
Initial Cost: 4
Maintenance Cost: NA
Range: 5 yards
Preparation Time: 0
Area of Effect: Personal
Prerequisites: Identity Penetration, Sensitivity to Observation
This does nothing to detect verbal lies, it only works against mundane disguise or illusions/Transmutations created through magical or psionic means. It is a passive ability that is triggers whenever the above criteria are met within range.
Power Score: The user gets a mental image of the deceiver's accurate true form.
20: The user becomes convinced that numerous people nearby are dopplegangers when they really aren't.
Sensitivity to Hostile Intent (Clairsentience Devotion)
Power Score: Wis -2
Initial Cost: 2
Maintenance Cost: NA
Range: 100 Yards
Preparation Time: 0
Area of Effect: Personal
Prerequisites: Danger Sense, Sensitivity to Observation
This power alerts the user to the presence of hostile intent directed towards the user even if the user is in no immediate danger. It isn't triggered by impulsive responses to petty exchanges, this detects directed malice harbored by those within range. It gives the user an exact mental image of who is the source of the hostile intent if the passive ability activates.
Power Score: The user also learns why the hostile intent is directed towards the user.
20: The user becomes convinced that they're surrounded by hostile intent.
Snipe Hunting (Psychoportation Devotion)
Power Score: Int -2
Initial Cost: 8
Maintenance Cost: NA
Range: Line of Sight
Preparation Time: 4
Area of Effect: 1 Missile Weapon Ammunition
Prerequisites: Wormhole
Snipe Hunting imbues a single piece of ammunition for a missile weapon with its own minor wormhole capabilities as it is fired. Roll Power Check first, then Attack Roll applying bonuses if the Power Check was successful; these are same-round actions. The ammunition is fired at the target and the distance spanned by the wormhole means it only really travels maybe 2’ and the exit wormhole generally appears out of view of the target granting the user a +3 on their To-Hit roll and negating Dex bonuses to AC for the target. This also reduces all range penalties to zero for any target the user can see in their visibility but the user must accept a +4 Speed Factor penalty on their attack for proper sighting.
Power Score: Attack counts as a Backstab by a Thief of the users level (additional +4 to hit for +7 total and damage multiplier as per level)
20: Misfire! User targets self accidentally, roll per usual against user's AC
Take A Perch (Psychoportation Devotion)
Power Score: Int -4
Initial Cost: 12+
Maintenance Cost: 8+
Range: Personal
Preparation Time: 1
Area of Effect: Special
Prerequisites: Wormhole
Take A Perch allows the user to ignore the gap between their altitude and the ground. It doesn’t in any way interfere with their ability to fly, it just grants the user a stable perch at hypothetically any altitude. The altitude at which this power is activated will affect the PSP costs as listed below:
=<100 yards 12 PSP 8/turn
=<1000 yards 18 PSP 12/turn
=<10 miles 24 PSP 16/turn
=<100 miles 30 PSP 20/turn
The user may choose to descend by flight or stair walking (or falling if they really want to) and so long as they're at an appropriate altitude can transition between these states seamlessly.
Power Score: Maintenance interval increases from /turn to /hour
20: User is pinned in the space where they activated. Successful reactivation is the only way to dislodge oneself from their spatial stasis.