Psychic Aura

All Ardent Minds know three basic auras: offense, defense, and perception. The power point cost to manifest an aura varies by aura and augmentation. At 1st-level, an Ardent Mind may have two auras active at the same time. The number of auras you may have active simultaneously, as well as auras known, increases by one at every odd-numbered level. For example, a 5th-level Ardent Mind knows five auras, but may have four auras active at one time. All psychic auras affect the Ardent Mind and any creatures of the Ardent Mind’s choosing within the range given in the table The Ardent Mind.

Manifesting an aura requires an Ardent Mind to expend their psionic focus. Thus, when a Ardent Mind is manifesting one or more psychic auras, he is flat-footed. (This is somewhat overridden when a Ardent Mind attains 12th-level). As long as at least one psychic aura is active, the Ardent Mind may send telepathic messages (such as if using the missive power) as an immediate action to any of the creatures affected by the aura. He is also under the effect of empathic link from every creature affected by the aura. All auras have a manifesting time of a free action, and have a duration of one round per manifester level.

A psychic aura functions exactly like a psionic power for the purposes of reacting and interfering with other effects and abilities. The maximum number of power points spent on all of the auras totaled may not exceed a Ardent Mind's manifester level.

Alignment: Grants the ability to deal damage with a descriptor of the character’s alignment for two power points per descriptor.

Body: Grants a +1 to Strength, Dexterity, or Constitution per power point spent in the current round.

Competence: Grants a +1to all skill checks per power point spent in the current round.

Darkness: Casts the area in “moonlight” for 1 power point, darkness for 3 power points, or magical darkness for 5 power points.

Defense: Grants a +1 to armor class and saves per power point spent in the current round.

Energy: Deals an additional point of fire, sonic, acid, or cold damage per attack per power point spent in the current round.

Enervation: Grants immunity to exhaustion, sleep, fatigue, and stunning for 4 power points.

Fate: Grants a +1 to any roll per power point spent in the current round, this use may be split up.

Force: Grants a 10% miss chance per power point spent in the current round, up to 5 power points.

Guardian: Grants DR 1/- per two power points spent in the current round.

Haste: Grants a +1 to initiative and an additional 5ft. movement speed per power point spent in the current round.

Heroics: Grants immunity to fear, cowering, and disease (magical, psionic, and mundane) for 4 power points.

Manifesting: Drops the power point cost for all other powers manifested by one per two power points spent in the current round.

Offense: Grants a +1 to attack and damage rolls per power point spent in the current round.

Penetration: Grants a +1 to bypass Power Resistance per power point spent in the current round.

Silence: Mutes all noises for 5 power points.

Soul: Grants a +1 to Intelligence, Wisdom, or Charisma per power point spent in the current round.

Stabilization: Immediately stabilizes a creature between -9 and -1 HP for one power point.

Sustenance: Slows the need for food, water, and air to (1/1+ per power point spent in the current round.)

Vitality: Heals 1HP per two power points spent in the current round.

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