Withstand as One

Discipline: Telepathy [mind-affecting, network, shared]; Level: Tactician 3


Display: mental
Manifesting Time: 1 standard action


Range: close (25 ft. + 5 ft/2 levels)
Target: you plus one other creature
Duration: 1 rnd./lvl.
Saving Throw: Will negates (harmless, see text); Power Resistance: Yes
Power Points: 5


When manifesting this power, you must choose one kind of saving throw: Fortitude, Reflex, or Will. For the duration of the power, all willing targets share the highest base bonus to that save. This only includes bonus to saves from hit dice (including Racial hit dice and class levels), not any bonuses from ability scores, Racial Traits, class features, temporary effects such as powers, spells, and items, or such. You and all willing targets may use the highest save between you in place of their original values.

Alternatively, you may force all targets to use the lowest save bonus between you in place of their original base save. If this decreases the target’s bonus, then the target may attempt a Will save (with his normal Will saving throw modifier) every round to ignore the effects of this power for that round.

Augment: You can augment this power in one or more of the following ways.

1. If you spend 2 additional power points, you may choose a second kind of saving throw to share. If you spend 6 additional power points, you may choose to share all three kinds of saves with all targets. Compare each new save individually with each target’s original, and use the favorable choice for the version of the power you are using.

2. For every 4 additional power points you spend, you may also select one class feature belonging to you or a target that directly modifies the saving throw(s) you share, either by providing a bonus or by altering the effects of successful and/or failed saves. Example class features include Evasion and Improved Evasion, Still Mind, Divine Grace, and Slippery Mind. The GM may allow additional abilities at his discretion. You may effectively grant this class feature to any or all willing targets of your choice; treat them as if they actually had the class feature in question, with one exception: if a class feature has additional benefits besides directly modifying the saving throw (such as fear immunity from Aura of Courage), then they are not included.

In addition, for every 2 power points spent to achieve either of these effects, the save DC increases by 1.

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