A list of ratiovitality powers for the psionicist class. The list got too long, so it's split into a number of pages now.
The power index includes a full index of all powers in all disciplines, as well as an explanation of some of the terms used in these descriptions.
Ratiovitality Power Descriptions
The following are the ratiovitality powers in alphabetical order.
BIOFEEDBACK
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Classes: Psi
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Discipline: Ratiovitality
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration (Swift)
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Saving Throw: None
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Psionic Resistance: Yes
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You breathe in and out deeply, taking conscious control of your physiological processes.
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You can manifest powers with the [Biofeedback] descriptor without disrupting your concentration on this power, even if you fail the Manifestation check. Powers with the [Biofeedback] descriptor with a duration of "Concentration" are maintained when you concentrate on maintaining this power.
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DEVOTION
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You gain fast healing 1 + 1/four manifester levels.
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You gain a +2 insight bonus on Vitality checks.
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Augmentation (1 PP): Increase the fast healing by 1.
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SCIENCE
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You gain fast healing 1d6 + 1d6/four manifester levels.
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You gain a +4 insight bonus on Vitality checks.
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Augmentation (2 PP): Increase the fast healing by 1d6.
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ART
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In addition to the benefits gained from this power as a science, you gain regeneration (acid, fire, and psychic damage cause you to lose your regeneration for 1 round).
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Your insight bonus on Vitality checks increases by +4.
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Augmentation (2 PP): You gain the benefits of the Diehard feat.
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CHAMELEON
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You willfully change the color of your skin, allowing you to blend into the background.
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When you are using biofeedback, you may activate this power. If you do, you manipulate the coloration of your skin to more closely match your surroundings. As your mastery of this power improves, your ability to match your surroundings improves, allowing you to move faster and eventually becoming effectively cloaked.
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DEVOTION
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You gain a +2 insight bonus to Hide checks, and an additional +1 bonus per two manifester levels.
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Augmentation (1 PP): Increase the insight bonus by +1.
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SCIENCE
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In addition to the benefits gained from this power as a devotion, you can use the Hide skill even if you do not currently have cover or concealment.
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Augmentation (2 PP): Increase your maximum speed while moving while using the Hide skill by +10 feet, to a maximum of double your move speed (this allows you to take a double move action without breaking stealth).
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ART
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In addition to the benefits gained from this power as a devotion and science, you can use the Hide skill while being observed, and attacks against you have a 0% miss chance.
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Augmentation (1 PP): Increase the miss chance of attacks against you by 10%, to a maximum of 80%.
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Augmentation (5 PP): You gain the cloaked status while this power is active.
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COCOON
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You harden your skin into a tough carapace.
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When you are using biofeedback, you may activate this power. If you do, you manipulate the structure of your skin, bones, and other bodily structures, strengthening you against physical harm. As your understanding of this power advances, your ability to manipulate and modify your body becomes extreme, such that while manifesting it your appearance visibly undergoes extreme transformations, skin hardening into plates and bones protruding from beneath your skin, intertwining with your muscles.
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DEVOTION
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You gain a +1 armor bonus to AC, plus an additional +1 for every two manifester levels.
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Augmentation (1 PP): Increase the armor bonus to AC by +1.
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SCIENCE
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In addition to the benefits gained from this power as a devotion, you gain a +1 natural armor bonus to AC, plus an additional +1 for every three manifester levels.
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Augmentation (2 PP): Increase the natural armor bonus to AC by +1.
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ART
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In addition to the benefits gained from this power as a devotion and science, you gain DR X/-, where X is equal to one-half your manifester level.
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Augmentation (2 PP): Increase the DR by +1.
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Augmentation (5 PP): Instead of gaining DR X/-, you instead gain the protect status.
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ENERGY ADAPTATION
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You attune your body to an energy type.
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When you are using biofeedback, you may activate this power. If you do, you modify your body in such a way that it becomes resistant to an energy type. As your knowledge of this power improves, you eventually can protect yourself against multiple energy types simultaneously, gain immunity to them, or even use that energy to refuel yourself.
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DEVOTION
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Choose one energy type. You gain energy resist 5 against that energy type, plus an additional +5 for every four manifester levels.
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Augmentation (1 PP): Increase the energy resist by 2.
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SCIENCE
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You may choose one or two energy types.
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If you choose one, you gain immunity to that energy type.
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If you choose two, you gain energy resist 10 against those types, plus an additional +5 for every three manifester levels.
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Augmentation (6 PP): You can choose another energy type. If you initially chose one, you gain immunity to that energy type; if you initially chose two, you gain energy resist against it as per above.
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ART
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You may choose one, two, or three energy types.
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If you choose one, you gain energy absorb against that energy type equal to your manifester level.
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If you choose two, you gain immunity to those energy types.
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If you choose three, you gain energy resist 20 against those types, plus an additional +10 for every three manifester levels.
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Augmentation (2 PP): If you chose one energy type, increase the energy absorb granted by this power by +1.
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Augmentation (6 PP): You can choose another energy type. If you initially chose one, you gain energy absorb against that energy type as per above; if you initially chose two, you gain immunity against it; if you initially chose three, you gain energy resist against it as per above.
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HAMMER
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You alter your physiology slightly, focusing more mass into your hands.
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When you are using biofeedback, you may activate this power. If you do, your hands become slightly enlarged, as you strengthen the bone, muscle, and sinew within to offer more striking power.
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DEVOTION
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Your unarmed attacks deal 1d8 damage, plus an additional 1d8 damage for every four manifester levels. You are considered armed even while not holding a weapon.
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Augmentation (3 PP): Increase the damage your unarmed attacks deal by 1d8.
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SCIENCE
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In addition to the benefits gained from this power as a devotion, your unarmed attacks are considered Psionic and adamantine for purposes of DR and hardness.
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ART
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In addition to the benefits gained from this power as a devotion and science, choose one special weapon quality, with a bonus no greater than one-quarter your manifester level. Your unarmed attacks gain that quality. The quality must be one your unarmed attack qualifies for.
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Augmentation (4 PP): You can choose an additional special weapon quality.
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KAYACHIKITSA
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You take conscious control of the flow of energy within your body, and direct it outwards.
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When you are using biofeedback, you may activate this power. If you do, all of your Ratiovitality powers with a range of Personal gain a range of Touch, can target a single creature, and allow a Fortitude save to negate.
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While this power is active, when you manifest a power, you can choose to target either yourself or a creature you touch. While you maintain contact with the creature and maintain concentration on your biofeedback power, the touched creature gains the benefit of the power rather than you. If you lose physical contact with the creature, this power immediately ends, as do all your active powers that were targeting the creature.
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While this power is active, you can have any number of copies of a single power active; each copy must have a different target.
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DEVOTION
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You can affect a touched creature with biofeedback as a devotion.
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Augmentation (2 PP): The effects on the target linger for 1 round after you lose contact with the creature or cease concentrating on this power. Each time you select this augmentation, the effect lingers for an additional round.
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SCIENCE
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In addition to the benefits gained from this power as a devotion, you can affect a touched creature with biofeedback as a science, or any other power with the [Biofeedback] descriptor as a devotion.
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ART
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In addition to the benefits gained from this power as a devotion and science, you can affect a touched creature with biofeedback as an art, or any other power with the [Biofeedback] descriptor as a science.
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SYNESTHETE
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Classes: Psi
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Discipline: Ratiovitality [Biofeedback]
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Activation Time: Standard action
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Range: Personal
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Target: You
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Duration: Concentration
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Saving Throw: None
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Psionic Resistance: Yes
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You modify your sensory organs, allowing you to perceive the world in unusual ways.
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When you are using biofeedback, you may activate this power. If you do, you modify your sensory organs, allowing you to see sound, feel light, and similar other modifications. With greater understanding of this power, you unlock senses that most do not possess, greatly expanding your ability to perceive things.
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DEVOTION
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You gain low-light vision (with a base multiplier of x3) and darkvision (with a base distance of 60 feet).
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You are immune to the effects of blind, deafen, and gaze attacks, as you shift your sensory organs to allow you to continue to perceive "normally."
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You gain a +2 enhancement bonus to your Perception, plus an additional +2 for every four manifester levels.
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Augmentation (4 PP): Increase the Perception bonus by +2.
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SCIENCE
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In addition to the benefits gained from this power as a devotion, you gain blindsense (base distance of 30 feet) and tremorsense (base distance of 60 feet).
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You can also detect Force effects, to a distance of 60 feet.
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Your base enhancement bonus to Perception from this power increases by +2.
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Augmentation (2 PP): The base distance for your blindsense and tremorsense increase by 10 feet and 20 feet, respectively.
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ART
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In addition to the benefits gained from this power as a devotion and science, you gain blindsight with a base distance of 20 feet.
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Your base enhancement bonus to Perception from this power increases by +2.
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Augmentation (3 PP): The base distance for your blindsight increases by 10 feet.
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Augmentation (6 PP): You gain lifesense with a base distance of 20 feet.
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Augmentation (6 PP): You gain mindsense with a base distance of 20 feet.
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