While working on the psychic weapon master update, I was thinking about psychic warriors and some of the old Mind's Eye powers. It wasn't long before I chose a few of my favorites and updated them so that I feel that they now work pretty well for the expanded psychic warriors.
You call a piece of armor or a shield "from thin air" to you. (Actually, it is a real item hailing from some other random location in the space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item; you just specify the kind (chain shirt, full plate, buckler, or some other). The item is made of ordinary materials appropriate for its kind. Armor appears correctly donned and shields appear on the proper arm. If the armor is ever off your body or you relinquish your grip on the shield you called for 2 or more consecutive rounds, it automatically returns to wherever it originated. (For this purpose, you're considered to be wearing armor when you're donning or shedding it.) Armor and shields gained by call armor are distinctive due to their astral glimmer.
Augment: For every 4 additional power points you spend, this power improves the item's enhancement bonus to Armor Class by 1. For example, if you spend 13 power points, you call a shield or piece of armor with a +3 enhancement bonus to Armor Class.
You call a piece of nonmagical equipment worth 10 gp or less "from thin air" into your waiting hand. (Actually, it is a real item hailing from some other random location in space and time.) You don't have to see or know of the item to call it -- in fact, you can't ever call a specific item. You just specify the kind (silk rope, basket, torch, or some other item). This power cannot call weapons, armor, psionic items, masterwork items, living creatures, or valuable treasures (see Table 7-8 in the Player's Handbook for typical items called by this power). The item is made of ordinary materials appropriate for its kind. Using called items as spell components causes the spell to fail. If you relinquish your grip on the item you called for 2 or more consecutive rounds, it automatically returns to wherever it originally came from. Items gained by call item are distinctive due to their astral glimmer.
Augment: If you spend 2 additional power points, you can call an item worth 100 gp or less. If you spend 4 additional power points, you can call an item worth 1,000 gp or less.
Change fate allows you to automatically get a roll of "20" on one saving throw or ability check (the next saving throw or ability check you make after manifesting the power). You can also choose to get a roll of 20 on a skill check (both provided the skill can be used untrained). You choose to manifest this power instead of rolling the d20. You can manifest this power instantly so that you can gain its benefits in a clutch situation. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it's not your turn.
Your effective roll of 20 guarantees success on a saving throw. Your effective roll of 20 may or may not give you success on an ability check. If you use the power to make a skill check, apply only the roll of 20, plus your relevant ability modifier -- ranks and other modifiers do not apply.
XP Cost: 500 XP.
You become a fighting machine -- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't manifest powers, even from psionic items (and you cannot cast spells, even from magic items).
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose any ability to manifest powers, including your ability to use command thought, use-activated, or power trigger psionic items, just as if the powers were not on your class list. You likewise lose the ability to use spell trigger or spell completion magic items.
Augment: If you spend 4 additional power points, the natural armor bonus increases by +1 and the competence bonus on Fortitude saves increases by +2.
Ectoplasmic repair mends small breaks or tears in objects (not warps). In metallic objects, it can weld a broken ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be rejoined invisibly to be as strong as new. A hole in a leather sack or wineskin is completely healed over by ectoplasmic repair. The power can repair a psionic item, but the item's psionic abilities are not restored. (For restoring a broken psionic item's abilities, see the item creation feats.) The power cannot mend broken magic rods, staffs, wands, psicrystals, cognizance crystals, power stones, dorjes, or psicrowns.
You can repair 1d4 points of damage to a construct with this power.
Augment: If you spend 1 additional power point, you can affect an object 1 pound heavier. If you spend 2 additional power points, you can repair 1d4 additional points of damage to a construct.
Your limbs lengthen and gain more suppleness, thus increasing the area you threaten by 5 feet while the duration lasts. For instance, if you normally threaten a 5-foot-radius area (normal for a Medium creature), you now threaten a 10-foot-radius area; your space/reach is now 5 ft./10 ft. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn't your turn.
Augment: If you spend 4 additional power points, the duration increases to 1 min./level.
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