Difference between revisions of "User:Franken Kesey/Lab2"

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#Egoist heals less and gets it at a higher level.
 
#Egoist heals less and gets it at a higher level.
 
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{{author
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|author_name=Franken Kesey
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|date_created=04/10/19
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|status=Fin
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|balance=High}}
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{{3.5e Power
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|name=Biological Reconstruction
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|disc=Psychometabolism
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|subdisc=Healing
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|lvl=Egoist 3, Psyblade 2, [[Wildknife (3.5e Class)|Wildknife]] 2
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|disp=Mental
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|time=1 [[SRD:Standard Actions|standard action]]
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|range=Touch
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|dur=Instantaneous
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|tsea=t
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|subj=One willing touched creature.
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|save=None
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|pr=No
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|pp=Egotist 5, Psyblade/Wildknife 3
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|summary=Psionic touch healing heals 2d8 damage (+1d6 per 3 extra power points). With investment can heal conditions.}}
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<onlyinclude>
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Repairs the cells of target creature, healing 2d6 [[SRD:Hit Points|hit points]] of damage.
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Unlike normal [[SRD:Heal|''heal'']] and [[SRD:Cure Spells|''cure'']] spells, this also heals undead.
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This has no affect on creatures without normal cellular biology, like [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]], and creatures with the [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Incorporeal Subtype|incorporeal]], [[Xenoblooded (3.5e Subtype)|xenoblooded]] or [[Xenotheric (3.5e Subtype)|xenotheric]] subtypes.
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'''Augment:''' You can augment this power in one or more of the following ways.
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#For every 3 additional [[SRD:Power Points|power points]] you spend, this power heals an additional 1d6 points of damage.
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#If you spend 2 extra power points, eliminates either [[SRD:Fatigued|fatigue]], [[SRD:Sickened|sickness]] or [[SRD:Dazed|daze]] suffered by the character (only one), or improves an [[SRD:Exhausted|exhausted]], [[SRD:Nauseated|nauseated]] or [[SRD:Stunned|stunned]] condition one step (to fatigued, sickened or dazed respectively).
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{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
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{{3.5e Psyblade Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
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{{Navboxes}}

Revision as of 19:47, 1 July 2019

Spell/Power
Level
Name Minimum
Class Level
Dice Healing1
10th 20th Max Max Slot/PP
Magic Healing
2 Cure Moderate Cleric 3 2d8 +1/level (max +10) 19 19 34 7
3 Cure Serious Cleric 5 3d8 +1/level (max +15) 23.5 28.5 47 8
4 Cure Critical Cleric 7 4d8 +1/level (max +20) 28 38 68 9
6 Heal Cleric 11 10/level (max 150) 100 150 150 6
Psionic Healing
2 Body Adjustment2 Psychic Warrior 4 1d12 +1d12/2 extra pp 26 58.5 108 19
2 Body Adjustment3 Wilder 6 1d12 +1d12/2 extra pp 32.5 71.5 144 25
2 Empathic Transfer4 Psychic Warrior 4 2d10 +2d10/1 extra pp (max 10d10) 55 55 150 7
2 Biological Reconstruction5 Psyblade 4 2d6 +1d6/3 extra pp 14 24.5 42 18
  1. Average at 10th and 20th levels without feats. Max is at 20th level with empower and maximize feats. Max spell slot or PP cost.
  2. For a Psychic Warrior, Psion heals less.
  3. For Wilder with wild surge.
  4. For a Psychic Warrior, Egoist gets it at lower level (both heal the same damage). This damages the manifester one half the amount.
  5. Egoist heals less and gets it at a higher level.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 04/10/19
Status: Fin
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
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Biological Reconstruction
Psychometabolism (Healing)
Level: Egoist 3, Psyblade 2, Wildknife 2, ,
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One willing touched creature.
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: Egotist 5, Psyblade/Wildknife 3


Repairs the cells of target creature, healing 2d6 hit points of damage.

Unlike normal heal and cure spells, this also heals undead.

This has no affect on creatures without normal cellular biology, like constructs, elementals, oozes, and creatures with the extraplanar, incorporeal, xenoblooded or xenotheric subtypes.

Augment: You can augment this power in one or more of the following ways.

  1. For every 3 additional power points you spend, this power heals an additional 1d6 points of damage.
  2. If you spend 2 extra power points, eliminates either fatigue, sickness or daze suffered by the character (only one), or improves an exhausted, nauseated or stunned condition one step (to fatigued, sickened or dazed respectively).

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