Mental Touch (3.5e Feat)
From Dungeons and Dragons Wiki
| |||||||||
| |||||||||
Rate this article Discuss this article |
Mental Touch [Psionic, Tactical]
Prerequisites: Psionic Meditation, Three Mental Grip maneuvers (at least one must be a stance), Base Attack Bonus +6Benefit: This feat enables the use of three new combat options:
- Mental Hand (Su): As long as you are psionically focused, you may use mage hand at will.
- Telekinetic Force (Su): As long as you are in a Mental Grip stance, you may add your Charisma modifier to damage instead of your Strength modifier when using any weapons associated with Mental Grip.
- Telekinetic Weapon (Su): As long as you are psionically focused and in a Mental Grip stance, you may add your Charisma modifier to attack instead of your Strength modifier when using any weapons associated with Mental Grip.
Back to Main Page → 3.5e Homebrew → Character Options → Feats
Facts about "Mental Touch (3.5e Feat)"
Article Balance | High + |
Author | DaTedinator + |
Identifier | 3.5e Feat + |
Prerequisite | Psionic Meditation +, Three Mental Grip maneuvers (at least one must be a stance) + and Base Attack Bonus +6 + |
Rating | Undiscussed + |
Summary | The practitioner of the way of the Mental Grip must understand that not only can he use his psionic abilities to aid his physical ones, he can use his psionic abilities to outright replace his physical ones. + |
Title | Mental Touch + |
Type | Psionic + and Tactical + |