Imbue Weapon (3.5e Feat)

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Imbue Weapon [Psychic]

3e Summary::You can focus your powers to imbue a melee weapon with psychic force.
Prerequisite: Psychic Ability
Benefit: You can imbue a melee weapon with a field of psychic energy that enhances its striking power. The weapon does an additional 1d8 points of damage per six character levels you possess (round down with a minimum of +1d8). You can imbue a psychic weapon (created by the Psychic Weapon skill, page 196) and this damage bonus stacks with the weapon’s normal damage. An imbued weapon can also block a psychic weapon, unlike most physical weapons. The imbued weapon is considered to be magic for the purposes of overcoming Damage Reduction.

Time: Imbuing a weapon is a full-round action. The effect lasts for a number of rounds equal to your character level. Strain: 3.



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gollark: Okay, maybe making it the traditional way is doomed. If I can come up with a way to verify if a given Macron is Macron, I can use the GTech™ atemporal communication network as an "outcome pump" by configuring things such that the only self consistent outcome is Macron being produced.
gollark: <@319753218592866315> Consider Macron production?
gollark: UTTER bifunctor.
gollark: Charge times voltage is energy, BEE.
gollark: Wrong.
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