Imbue Weapon (3.5e Feat)
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: Presumably gloves, but then they'd use them on everything to not get burned.
gollark: If it's too hot to hold, how do dragonkeepers actually pick them up?
gollark: Split up the space to search and have each core do a bit in parallel, I don't see the problem.
gollark: Aren't those ridiculously expensive? How much do you want to spend on bruteforcing flags for purposes?
gollark: I'd assume it's GPUable, since you can break up the space to scan pretty easily and have each bit of that run independently in parallel.
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