The EAF - Campaign III
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You can manifest powers that trigger a set duration after manifestation.
Benefit: A delayed power doesn’t activate until 1 to 5 rounds after you finish manifesting it. You determine the delay when manifesting the power, and it cannot be changed once set. The power activates just before your turn on the round you designate. Only area, personal, and touch powers may be affected by this feat. Any decisions you would make about the power (including attack rolls, designating targets, or determining or shaping an area) are decided when the power is manifested, while any effects resolved by those affected by the power (including saving throws) are decided when the power triggers. A delayed power may be negated normally during the delay, and can be detected normally in the area or on the target with powers that can detect psionic effects. A delayed power costs a number of power points equal to its standard cost +6.
You can manifest powers farther than normal.
Benefit: An enlarged power has its range doubled. Powers whose ranges are not defined by distance do not have their ranges increased. Determine an enlarged power’s area or effect as if you were two manifester levels higher than you actually are. An enlarged power costs a number of power points equal to its standard cost +2.
You can manifest powers that last longer than normal.
Benefit: An extended power lasts twice as long as normal. Powers with a concentration, instantaneous, or permanent duration are not extended. An extended power costs a number of power points equal to its standard cost +2.
You make one of your powers last all day.
Prerequisite: Extend Power.
Benefit: A persistent power has a duration of 24 hours. The persistent power must have a personal range or a fixed range; you can’t use this feat on a power with a variable range, or on a power with an instantaneous duration. Note that you must concentrate on some powers to use their effects (for example, detect psionics and detect thoughts); concentration on such a power is an attack or move action that does not provoke an attack of opportunity. A persistent power costs a number of power points equal to its standard cost +8.
You can manifest a power as if it were a higher level than it actually is.
Benefit: A heightened power has a higher psionic power level than normal. Unlike other metapsionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level (such as saving throw DCs) are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.
You can manifest powers without a telltale display.
Benefit: A psionic power can be manifested without one associated display characteristic chosen by you when you take the feat: auditory, material, mental, olfactory, or visual.
The hidden power costs a number of power points equal to the standard cost +2.
Special: You can take this feat multiple times, each time choosing a different display characteristic to hide while manifesting a given power.
You have access to psionic skills. Check with your GM to make sure he or she allows psionics in the campaign. You must have the GM’s permission to choose this feat.
Benefit: The character gains the following class skills, as described under the Telepath advanced class: Autohypnosis, Concentration, and Psicraft. This feat does not in and of itself grant psionic ability.
Normal: Psionic skills are special skills available to the Telepath and Battle Mind advanced classes. Other classes may not buy ranks in these skills without this feat.
You can manifest powers as free actions with but a moment’s thought.
Benefit: You can perform another action, even manifest another power, in the same round as you manifest a quickened power. You may only manifest one quickened power per round. A power whose manifesting time is more than 1 full round cannot be quickened.
A quickened power does not provoke an attack of opportunity.
The quickened power costs a number of power points equal to its standard cost +8.
Choose a school of psionic power, your spells of that school are more potent than normal.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of power you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school.
Greater Psionic Focus
Choose a school of power for which you have already selected the Psionic Focus feat. Your abilities of that school are even more potent than normal.
Prerequisites: Psionic Focus, Level 6.
Benefit: Add +2 to the Difficulty Class for all saving throws against abilities from the focused school of power you select. This replaces (does not stack) with the bonus from Psionic Focus.
Special: You can gain this feat multiple times. Its effects do not stack with itself. Each time you take the feat, it applies to a new school of power.
Your mental powers are especially potent, breaking through mental resistance more readily than normal.
Benefit: You gain a +2 bonus on level checks (1d20 + level) to beat a creature’s mental resistance.
Greater Psionic Penetration
Your abilities are remarkably potent, breaking through mental resistance more readily than normal.
Prerequisites: Psionic Penetration.
Benefit: You get a +4 bonus on level checks (1d20 + level) to beat a creature’s mental resistance. This replaces (does not stack) with the bonus from Psionic Penetration.
You can manifest a power simultaneously with another power just like it.
Benefit: Manifesting a power altered by this feat causes the power to take effect twice on the target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as targets, shaping an area, and so on) apply to both of the resulting powers. The target suffers all the effects of both powers individually and receives a saving throw for each. In some cases, failure of both of the target’s saving throws results in redundant effects, such as a twinned charm person, although any ally of the target would have to succeed at two negate attempts in order to free the target from the charm. A twinned power costs a number of power points equal to its standard cost +8.