Dungeons and Dragons Special Abilities 3.5 PBP RPG

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Special Abilities

Psionic creatures can create psionic effects without having levels in a psionic class (although they can take a psionic class to further enhance their abilities); such creatures have the psionic subtype.

Characters using dorjes, cognizance crystals, and other psionic items can also create psionic effects. In addition to existing spell-like and supernatural abilities, creatures can also have psi-like abilities. (Psionic creatures may also have extraordinary and natural abilities.)

Psi-Like Abilities (Ps): The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class (creatures with the psionic subtype, also simply called psionic creatures). Usually, a psionic creature's psi-like ability works just like the power of that name. A few psi-like abilities are unique; these are explained in the text where they are described.

Psi-like abilities have no verbal, somatic, or material components, nor do they require a focus or have an XP cost (even if the equivalent power has an XP cost). The user activates them mentally. Armor never affects a psi-like ability's use. A psi-like ability has a manifesting time of 1 standard action unless noted otherwise in the ability description. In all other ways, a psi-like ability functions just like a power. However, a psionic creature does not have to pay a psi-like ability's power point cost.

Psi-like abilities are subject to power resistance and to being dispelled by dispel psionics. They do not function in areas where psionics is suppressed or negated.

Supernatural Abilities: Some creatures have psionic abilities that are considered supernatural. Psionic feats are also supernatural abilities. These abilities cannot be disrupted in combat, as powers can be, and do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be negated or dispelled; however, they do not function in areas where psionics is suppressed.


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Geoffrey considers the situation, glad to have broken free of the black tentacles which bound him and that the duergar had retreated. Much to his concern, he found many wishing to go after them even though it was a battle that was neither planned and could not be possibly avoided. Still, this was the fastest route so he could see way many of the party still wanted to continue ahead.

Looking to those asking his decision, that of Fay and Lia in particular, he says, “There is risk in moving forward, yet possibly risk no matter where we go. This path is known by our guide, however long he stays with us, and is what we have for the map as the fastest route. Yet there may be more duergar, and if we use up our spells there may be other dangers we are not prepared for once we get out of here.”

Yet Geoffroy makes the decision, say, “Lets continue on and hope we can avoid another confrontation, see if we can sneak past them. If we must fight, we will, but mainly lets just try to get out of the Undermountain as quickly as possible.” The Morningliege hoped a mistake wasn't being made, but will go with the majority if that is what they wished to do.

Continuing, he adds, “Anyone in the need of more healing on the way, or do they feel it is okay to wait. Lia and Velon, how fair thee?” Geoffory wanted to make sure no one had too great of injury.

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