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Energy Adaptation[]

​​​Discipline: Psychometabolism; Level: Cryptic 4, gambler 4, gifted blade 4, highlord 4, psion/wilder 4, psychic warrior 4, vitalist 4, voyager 4

Display: Visual; see text

Manifesting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 min./level

Power Points: 7

Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.

When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.

The energy resistance provided by this power increases to 20 points at 7th manifester level and to a maximum of 30 points at 11th level.

The power protects your equipment as well.

The resistance provided by this power does not stack with other forms of energy resistance.

Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Energy Adaptation, Specified[]

Discipline: Psychometabolism [see text]; Level: Cryptic 2, gambler 2, gifted blade 2, highlord 2, marksman 3, psion/wilder 2, psychic warrior 2, vitalist 2

Power Points: 3

As energy adaptation, except the type of energy to which you gain resistance when this power is manifested is your active energy type.

This power’s subtype is the same as the type of damage it protects against.

Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Special: A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

Energy Conversion[]

Discipline: Psychometabolism [see text]; Level: Psion/wilder 7, vitalist 7

Display: Mental

Manifesting Time: 1 standard action

Range: Personal and close (25 ft. + 5 ft./2 levels); see text

Effect: Ray; see text

Duration: 10 min./level

Saving Throw: None; Power Resistance: Yes

Power Points: 13

As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage. Damage you fire in rays is subtracted from the damage you have absorbed, so you may not fire off rays if you have depleted the energy you have absorbed.

This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Mythic Energy Adaptation[]

You gain a +6 bonus to saves against effects that deal acid, cold, electricity, fire, or sonic damage.

Augmented (5th): If you expend two uses of mythic power, you gain immunity against effects that deal acid, cold, electricity, fire, or sonic damage.

Mythic Specified Energy Adaptation[]

You gain a +4 bonus on saves against effects that deal damage of the selected energy type. Once each round as a free action, you can choose one adjacent ally to gain energy resistance 5 against the chosen energy type for 1 round. This increases to energy resistance 10 at manifester level 7 and energy resistance 15 at manifester level 11.

Mythic Energy Conversion[]

You may fire rays as if making an attack with a ranged weapon, allowing the use of iterative attacks for a high base attack bonus. If firing multiple rays in a single round, the rays can target the same creature or different creatures, as long as both all targets are in range.

Augmented (5th): If you expend two uses of mythic power, the amount of damage you can retain increases to 10 times your manifester level, and you can fire rays of two different energy types. Such rays deal damage based upon the amount and type of energy chosen when firing the ray.

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