Psychic Capacitor

Making a Psychic Capacitor

Individuals who pursue the path of the psychic capacitor are those who often find themselves running out of power points. Those who burn bright and burn out quickly, always seeking more psionic fuel do well with this class.

Table: The Psychic Capacitor

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+0+1Psychic reserve
2nd+1+0+0+1High capacitance
3rd+1+1+1+2Overcharge
Hit Die: d6
Class Skills (2 + Int modifier per level): Profession, and Psi Lore.

Entry Requirements

Skills: Psi Lore 3 ranks.
Feat: Psionic Talent

Class Features

Weapon and Armor Proficiency

A Psychic Capacitor gains no proficiency with any type of weapon, armor, or shield.

Manifester Level

At each level of psychic capacitor, you increase the manifester level of a manifesting class you posses by 1. This does not affect your power points per day or powers known. It only increases your manifester level, which helps you overcome power resistance, increases the variable effects of your powers, the number of power points you can spend at once, and the number of bonus power points you gain, as normal for an increase in manifester level.

If you had more than one manifesting class before becoming a psychic capacitor, you must decide which class gains an increase in manifester level when you add the new level of psychic capacitor. This choice cannot be changed later.

Psychic Reserve

At 1st level, you gain a second reserve of power points called your Psychic Reserve, allowing you to store additional power points, much like a cognizance crystal. You can store up to 3 power points per class level in your psychic reserve, to a maximum of 9 at level 3.

Your psychic reserve follows the normal rules for Using Stored Power Points as if it were a cognizance crystal.

High Capacitance

When charging your psychic reserve at 2nd level or higher, your normal reserve of power points is only depleted by 1 point for every 2 points stored (rounded up). So, for example, you could expend 3 power points to charge your reserve by up to 6 stored points.

Overcharge

Beginning at 3rd level, you can overcharge powers you manifest with your normal reserve of power points by adding additional power points from your psychic reserve, bypassing the normal rules for using stored power points. This is an exception to the single source rule for power points.

Each additional point you add from your psychic reserve increases your effective manifester level by one for the power being manifested, but you immediately take 1d8 damage for each point added. You may add up to 1 point for every 6 Hit Dice you possess (minimum 1) to a maximum of 3 extra points at 18th level.

Overcharge cannot be combined with the Overchannel feat or with the Wild Surge class feature. (At the GM’s option, the overcharge ability can count as either Overchannel or Wild Surge for the purpose of meeting prerequisites.)