The final deviation from the core psionic rules is an alteration to the Wild Talent feat. We're changing it to better reflect the 2nd edition version of Psionic Wild Talents. Note that this version fully replaces the Wild Talent (and the altered Hidden Talent) feats from the Expanded Psionics Handbook.
While the 2nd edition rules for Wild Talents allowed anyone to test for having a Wild Talent psionic ability (or abilities), we'll be requiring players to select the feat presented below in order to gain such powers.
Wild Talent
Your mind wakes to a previously unrealized talent for psionics.
PRE: This feat can only be selected at 1st level
Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of power points (amount depends on the power gained), and you can take psionic feats, metapsionic feats, and psionic item creation feats. If you have or take a class that grants power points, the power points gained from this feat are added to your total power point reserve.
When you take this feat, roll on the table below to determine what power (or powers) you gain. You can manifest this power provided that you have a Charisma score of at least 10 + the power's level. If you do not have the requisite Charisma score, you will be able to use this power once that requirement is fulfilled.
Your effective manifester level for this power (or powers) is always equal to your character level, despite any classes you may have that utilize power points and grant you a lower or higher manifester level for powers gained under that class. This rule applies only to your Wild Talent power, and never under any circumstances does having this feat affect your manifester level for any such classes or powers used via said class.
As for the power points granted by this feat, you gain enough power points to manifest the power once. If the power has an Augment feature, you also gain enough extra power points to Augment the power by four factors. Use only the highest costing possible Augment, not all possible Augments, if such are applicable. In addition, you gain a straight 1 power point per character level.
For example, if you gain a power that has an Augment feature that would cost 1 power point, you'd gain 4 extra power points. If you gain a power that has two possible Augments listed, one costing 1 power point and one costing 2 power points, you'd gain 8 extra power points (though only if you could use the 2 power point Augment multiple times; otherwise, use the lower Augment, which in the example would again be a gain of 4 extra power points).
If you happen to gain more than one power via this feat, use the rules above for each individual power gained, and then pool all the points together.
Please note the fact that it is not necessarily better to roll a higher level power, at least not until you attain high character levels. While you may use any level power that is rolled when taking this feat at it's base ability, you cannot actually augment the power beyond that unless your character level (and hence your effective manifester level) is high enough to do so according to the normal rules for such.
1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 21 22 23 24 25 26 27 28 29-30 31 32 33 34 35 36 37 38 39-40 41 42 43 44 45 46 47 48 49-50 51 52 53 54 55 56 57 58 59-60 61 62 63 64 65 66 67 68 69-70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 90 91 92 93 94 95 96 97 98 99 100 |
1st level Power from any list 1st level Psychic Warrior Power 1st level Egoist Power 1st level Kineticist Power 1st level Nomad Power 1st level Seer Power 1st level Shaper Power 1st level Telepath Power 1st level Psion/Wilder Power 2nd level Power from any list 2nd level Psychic Warrior Power 2nd level Egoist Power 2nd level Kineticist Power 2nd level Nomad Power 2nd level Seer Power 2nd level Shaper Power 2nd level Telepath Power 2nd level Psion/Wilder Power 3rd level Power from any list 3rd level Psychic Warrior Power 3rd level Egoist Power 3rd level Kineticist Power 3rd level Nomad Power 3rd level Seer Power 3rd level Shaper Power 3rd level Telepath Power 3rd level Psion/Wilder Power 4th level Power from any list 4th level Psychic Warrior Power 4th level Egoist Power 4th level Kineticist Power 4th level Nomad Power 4th level Seer Power 4th level Shaper Power 4th level Telepath Power 4th level Psion/Wilder Power 5th level Power from any list 5th level Psychic Warrior Power 5th level Egoist Power 5th level Kineticist Power 5th level Nomad Power 5th level Seer Power 5th level Shaper Power 5th level Telepath Power 5th level Psion/Wilder Power 6th level Power from any list 6th level Psychic Warrior Power 6th level Egoist Power 6th level Kineticist Power 6th level Nomad Power 6th level Seer Power 6th level Shaper Power 6th level Telepath Power 6th level Psion/Wilder Power 7th level Power from any list 7th level Egoist Power 7th level Kineticist Power 7th level Nomad Power 7th level Seer Power 7th level Shaper Power 7th level Telepath Power 7th level Psion/Wilder Power 8th level Power from any list 8th level Egoist Power 8th level Kineticist Power 8th level Nomad Power 8th level Seer Power 8th level Shaper Power 8th level Telepath Power 8th level Psion/Wilder Power 9th level Power from any list 9th level Egoist Power 9th level Kineticist Power 9th level Nomad Power 9th level Seer Power 9th level Shaper Power 9th level Telepath Power 9th level Psion/Wilder Power Roll Two Times (Ignore rolls of 95 or higher) Roll Three Times (Ignore rolls of 95 or higher) Choose 1 Power of 5th level or lower and 1 Power of 9th level or lower Choose 2 powers of 5th level or lower and 1 power of 9th level or lower Choose 3 powers of 5th level or lower and 1 power of 9th level or lower Choose 4 powers of 5th level or lower and 2 of 9th level or lower |