Probability Manipulation

By initiating this power, the psionicist attempts to tamper with the laws of chance to affect a specific action. If the psionicist succeeds, he gains a bonus of +4 (d20) or +20% (d100). This can be applied to saving throws, attack rolls, ability checks, thief skills, or spell failure checks. It cannot be used to affect the initiation of a psionic power. If the psionicist makes no rolls within one turn of initiating the power, he loses his chance.

Luck can be fickle. If a psionicist manipulates probabilities more than once in a day, there is a 50% chance that he suffers a penalty equal to the bonus he was trying to achieve.

Type
Devotion
Field
Clairsentient
MAC
6
PSP (Initial)
10
PSP (Ongoing)
5
Range
Special
Area of Effect
Personal
Prerequisites
4th level ​
Power Score
​The psionicist manages to favorably manipulate chance for the next three die rolls. ​
Critical (20)
​The psionicist fouls up probability and suffers the penalties described above for his next 1d6 rolls. ​

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