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Claws of the Beast

Discipline Psychometabolism; Level Psychic warrior 1


Display Visual
Manifesting Time 1 swift action


Range Personal
Target You
Duration 1 hour/level
Power Points see text


You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small or smaller) plus your Strength bonus. If you are Huge or larger (or would have claws effectively that size, due to Improved Natural Attack or similar effects), your damage improves one step per size increase on the following scale: 1d3, 1d4, 1d6, 1d8, 2d6, 3d6 (+1d6 per additional step beyond 3d6).

Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your claws, taking the standard –4 penalty on your attack roll.

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack unless you are using manufactured weapons in the same round, in which case any claw not used to wield a weapon is considered a secondary attack (just like any other creature which uses both manufactured and natural weapons). If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. You may use secondary natural attacks as normal when using your claw attacks as part of a full attack.

You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a manufactured weapon or another primary natural attack, you can’t make any claw attacks in that round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands.

Augment This power may be augmented in one of the following ways

1. If you spend 2 additional power points, your damage improves one step on the above scale.

2. If you spend 4 additional power points, your damage improves two steps on the above scale.

3. If you spend 6 additional power points, your damage improves three steps on the above scale.

4. If you spend 10 or more additional power points, your damage improves three steps on the above scale, plus an additional step for every 4 power points spent on augmentation beyond 6 (four steps at +10 power points, five steps at +14 power points, etc.).