Physical Acceleration

Discipline psychometabolism
Level egoist 3, gifted blade 3, marksman 3, psychic warrior 3, sighted seeker 4, vitalist 4


Display: auditory
Manifesting Time: 1 standard action


Range: personal
Target: you
Duration: 1 rnd./lvl.
Power Points: egoist 5, gifted blade 5, marksman 5, psychic warrior 5, sighted seeker 7, vitalist 7


You move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, you gain one additional attack. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can’t use it to manifest a second power or otherwise take an extra action in the round.)

You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed. Multiple physical acceleration effects don’t stack, nor does it stack with haste. Physical acceleration negates slow.

Augment: If you spend an additional 6 power points, you can manifest this power as a swift action.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.
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