Posted December 01, 2015
(For some reason, my previous post seems to have disappeared, so I am reposting.)
Animal Affinity: Makes unarmed attacks deal 1d10 damage (normal is 1d1 for most, 1d4 for Thri-Kreen). A thri-kreen still gets 4 attacks per round. (Bite is unaffected.) Strength bonus does apply.
Body Weaponry: As Animal Affinity, but unarmed damage is 2d4. (Note that this is not like Flame Blade and Spiritual Hammer, which actually create weapons when cast.)
Biofeedback/Displacement: These effects stack with each other and with armor.
Flesh Armor: Does not stack with a thri-kreen's natural armor or with normal armor.
Cell Adjustment: Heals 2 HP to any one party member. (Useful for out-of-combat healing.)
Lend Health: Always transfers the maximum amount possible. (Good burst healing, but be careful.)
Enhanced Strength: Maintenance cost is always 8 pp/round. Initial cost is as stated in the manual, and is 0 if you already have 24 strength (there is a use for this; see below).
Share Strength: Target's strength increased to 24. If the caster is using Enhanced Strength, the caster's strength will remain at 24. (First exploit I have found.) Removing the effect from the target doesn't remove it from the caster. Removing it from the caster does remove it from the target, however (game won't let you get away with that).
Life Draining: I believe HP gained with this power do not wear off, and will act like normal healing. (See my topic about temporary HP.)
Animal Affinity: Makes unarmed attacks deal 1d10 damage (normal is 1d1 for most, 1d4 for Thri-Kreen). A thri-kreen still gets 4 attacks per round. (Bite is unaffected.) Strength bonus does apply.
Body Weaponry: As Animal Affinity, but unarmed damage is 2d4. (Note that this is not like Flame Blade and Spiritual Hammer, which actually create weapons when cast.)
Biofeedback/Displacement: These effects stack with each other and with armor.
Flesh Armor: Does not stack with a thri-kreen's natural armor or with normal armor.
Cell Adjustment: Heals 2 HP to any one party member. (Useful for out-of-combat healing.)
Lend Health: Always transfers the maximum amount possible. (Good burst healing, but be careful.)
Enhanced Strength: Maintenance cost is always 8 pp/round. Initial cost is as stated in the manual, and is 0 if you already have 24 strength (there is a use for this; see below).
Share Strength: Target's strength increased to 24. If the caster is using Enhanced Strength, the caster's strength will remain at 24. (First exploit I have found.) Removing the effect from the target doesn't remove it from the caster. Removing it from the caster does remove it from the target, however (game won't let you get away with that).
Life Draining: I believe HP gained with this power do not wear off, and will act like normal healing. (See my topic about temporary HP.)