Recharging Power Points
Explanation
While being primarily rogue level in power, psionics isn't balanced for a per-encounter environment, instead being balanced per-day. This means that a character can "nova" and waste the majority of their PP in a single combat, then be out of PP for the rest of the day and be doomed to uselessness for the most part. This variant fixes both in one sweep, limiting the number of PP so that a character isn't able to nova as effectively, while on the other hand allowing characters to last through any number of encounters per day, as well as throughout an entire encounter regardless of how long it lasts.
Buffs can be problematic with this variant, since one could theoretically keep them up forever. In order to combat this, a caveat is added that forces characters to maintain them, allowing them to buff out of combat but not be totally immune to their drains on resources.
How it Works
- Primary psionic characters (psions, wilders, ardents, and so on) have a total number of PP equal to their Manifester level plus the ability modifier responsible for their manifesting ability.
- They recharge a number of PP at the end of their round equal to one-third their manifesting ability modifier (rounded up) plus one-fourth their manifester level (rounded down).
- Psychic Warriors, Lurks, and other "half-manifesting" classes recharge at one-half the rate that primary manifesters recharge, rounded up.
- Specific powers that last for more than one round and do not have a duration of permanent require PP to maintain each round. Subtract the total maintain cost from the number of PP one would regain at the end of one's round. If this would put one's total PP into the negatives, all powers that subtract from the total are dispelled. The cost to maintain for psychic warriors and similar half-manifesters is one less than noted below.
- A power that lasts for one hour per ML costs no PP to maintain.
- A power that lasts for ten minutes per ML costs one PP to maintain per round. (No PP to maintain for half-manifesters.)
- A power that lasts for one minute per ML costs two PP to maintain per round. (One PP to maintain for half-manifesters.)
- A power that lasts for one round per ML or less than one minute costs three PP to maintain per round. (Two PP to maintain for half-manifesters.)
Examples
- A level 7 psion with 24 Intelligent would have a total of 14 PP (7 + 7) and would recharge 4 PP per round (7/4 rounded down plus 7/3 rounded up)
- A level 13 wilder with 30 charisma would have a total of 23 PP (13 + 10) and would recharge 7 PP per round (13/4 rounded down plus 10/3 rounded up)
- A level 9 psychic warrior with 28 wisdom would have a total of 18 PP (9 + 9) and would recharge 3 PP per round (9/4 rounded down plus 9/3 rounded up, then that total halved and rounded up)
- If said psychic warrior had Inertial Armor (-0), Bite of the Wolf (-1), and Freedom of Movement (Psionic) (-0) manifested, he would gain two PP each round. If he also manifested Force Screen (-2) and Fly (Psionic) (-1), he would begin losing one PP every round until he was out of PP, after which Bite of the Wolf, Fly (Psionic), and Force Screen would be automatically dispelled.
Ghostwheel's Homebrew (310 Articles)
Ghostwheelv
|
3.5 Classes
|
Berserker, Cosplayer, Daywalker Paragon, Iaijutsu Master, Magus Portalus, Marshal, Rage Mage, Reaper, Sharpshooter, Spellthief, Pathfinder Variant, Thaumaturge, Toxinblade, Trapsmith, Variant, Xenophile
|
3.5 Feats
|
Access Divine Power, Access Divine Spells, Accomplished, Accurate Opportunist, Acolyte of the Skin, Adaptable Technique, Adjusted Accuracy, Aegis of Health, Tome, Arcane Champion, Assassinate, Augmented Thaumaturge, Barreling Charge, Bladeblast, Blood of Stone, Bolster Technique, Careful Movement, Charismatic Prodigy, Cleave, Grimoire, Close Miss, Combat Reflexes, Greater, Combat Reflexes, Grimoire, Combat Reflexes, Improved, Compensate for Size, Copy Technique, Cross-Style Training, Dabbler, Danger Intuition, Dash, Death From Afar, Defensive Roll, Defensive Strike, Deft Opportunist, Diehard, Grimoire, Distracting Barrage, Divine Stalker, Dragoon Charge, Endurance, Grimoire, Euphoric Blade, Expose Weakness, Extended Psychic Strike, Focused Energy, Fortune's Friend, Furious Blow, Gatecrasher, Gatling Spell, Goad, Greater Spellthief, Greater Spring Attack, Gripping Vise, Heavy Build, Heedful Charge, Hidden Manifestation, Hostile Mind, Improved Charge, Improved Mage Knight, Improved On Your Knees, Improved Wild Talent, Incredible Focus, Intervene, Intimidating Brute, Iron Tide, Know-It-All, Last to Fall, Living Weapon, Mage Knight, Magekiller, Tome, Mana Engine, Master Blaster, Master Creature Killer, Master of Concoctions, Metamana Fuel, Mystic Arts Synthesis, Mystic Theurge, On Your Knees, Overwhelming Blow, Penetrating Strike, Phantom Health, Pounce, Power Attack, Grimoire, Power Charge, Precise Marksman, Primal Enchanter, Psyblade, Purple Dragon Knight, Quick Reconnoiter, Ranged Feint, Ranged Flanking, Ranged Threat, Renewed Zealousness, Shadow Pounce, Sharpshooter, Shielded in Life, Short Haft, Skill Trick Mastery, Spell Cascade, Spell Parry, Spell Reflection, Spellcutting Strike, Spellthief, Spiritual Weapon... further results
|
3.5 Traits
|
Ambidextrous, Avenger, Exceptional Luck, Hulking Brute, Mixed Blood, Opportunist, Preacher, Psychic Potential, Radical Upbringing, Raised by Wolves, Sight Without Sight, Skilled, Trapspringer, Unnatural Aura, Unorthodox Tutelage, Versatile, Void Born
|
3.5 ACFs
|
Barrage Sharpshooter, Grimoire Fighter, Grimoire Paladin, Grimoire Ranger, Grimoire Rogue, Grimoire Soulknife, Grimoire Tenken, Grimoire Totemist, Psychic Soulknife, Trapspringer Bard, Trapspringer Sharpshooter, Wildmagic Thaumaturge
|
3.5 Variant Rules
|
Alignments by Color, Alternative Iterative Attacks, Background-Based Skills, Balanced Skills, Balanced Wealth, Broken Shields, Capped Modifiers and DCs, Condensed Skills, Custom Weapon Creation, Dual Preparation Casting, E20, Expanded Movement Options, Failure is not the End, Grace Points, Healing Surges, Lengthened Spellcasting, Limited Spell Levels, Magical Focus Implements, Masterwork Variant, Monstrous Player Characters, New Level-Dependent Benefits, Original Race Rebuilding, Prepared Spontaneous Casting, Recharging Magic, Recharging Power Points, Refillable Potions, Rituals, Scaling Item DCs, Simplified Experience, Simplified Races, Simplified Skills, Simplified Social Interaction, Simplified Special Attacks, Stacking Ability Modifiers, Standardized Bonus Types, Taking Stock, The Edge, Turn Undead, Variant Reach, Vow of Poverty, Wounds
|
3.5 Optimized Builds
|
Arcane Warrior, Basic Blaster Wilder, Basic Combat Rogue Guide, Bladesinger, Clever Critfighter, Dragoon, Eternal Blade of the Revenant, Feral Shifter, Glaive of the Dungeon Crasher, Glaive of the Hellfire Warlock, Grapplemancer, Healing Personified, Hero of Time, Knightly Charger, Low Level Nova, Machine Gun Assassin, Mindspider Infiltrator, Mobile Blender, Mobile Glaive, Nightcrawling Shadowpouncer, Psionic Monk, Righteous Rager, Sacred Fist of the Silver Flame, Shower of Arrows, Sublime Singer, Ubermount, Whirling Eater of Souls
|
Guide to Roles in the Party (3.5), Talk
|
Back to Main Page → 3.5e Homebrew → Variant Rules