Claws of Darkness

Complete Psionic (CP)Updated 3.5

Claws of Darkness is a D&D 3.5 psionic power (Psychometabolism) from CP. Power points: 3.

Power Points
3
Discipline
Psychometabolism
Manifesting Time
1 standard action
Range
Personal

You draw material from the Plane of Shadow. Your hands and forearms elongate and change shape into featureless claws of inky blackness.

You gain two natural attacks with your claws, each dealing 1d6 points of cold damage (or 1d8 points if you are Large, or 1d4 points if you are Small) plus your Strength bonus.

Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural weapons (such as the magic fang spell). You cannot choose to deal nonlethal damage with your claws.

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.

If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple unless the opponent makes a Fortitude save (DC 12 + key ability modifier).

As a swift action, you can extend the claws up to 6 feet, which increases your reach by 5 feet, giving a Small or Medium creature a reach of 10 feet and an upright Large creature a reach of 15 feet.

Augment: You can augment this power in one or both of the following ways:

  1. By spending additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below.

    Power PointsSmallMediumLarge
    31d41d61d8
    51d61d82d6
    71d82d63d6
    112d63d64d6
    153d64d65d6
    194d65d66d6

    Every 2 additional power points you spend to increase damage also increases the Fortitude save DC by 1.

  2. If you spend 6 additional power points, you can manifest this power as a swift action.