Withstand As One

Telepathy [Mind-Affecting, Network]
Level: Society mind 3
Display: Me
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: You plus one other creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates (harmless, see text)
Power Resistance: Yes
Power Points: 5

When manifesting this power, you must choose one kind of saving throw: Fortitude, Reflex, or Will. For the duration of the power, all willing targets share the highest base bonus to that that save. This only includes
bonus to saves from hit dice (including racial hit dice and class levels), not any bonuses from ability scores, racial
traits, class features, temporary effects such as powers, spells, and items, or such. You and all willing targets may
use the highest save between you in place of their original values.

Alternatively, you may force all targets to use the lowest save bonus between you in place of their original
base save. If this decreases the target’s bonus, then the target may attempt a Will save (with his normal Will
saving throw modifier) every round to ignore the effects of this power for that round.

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

1. If you spend 2 additional power points, you may choose a second kind of saving throw to share. If you spend
6 additional power points, you may choose to share all three kinds of saves with all targets. Compare each new
save individually with each target’s original, and use the favorable choice for the version of the power you are
using.

2. For every 4 additional power points you spend, you may also select one class feature belonging to you or a
target that directly modifies the saving throw(s) you share, either by providing a bonus or by altering the effects of
successful and/or failed saves. Example class features include Evasion and Improved Evasion, Still Mind, Divine
Grace, and Slippery Mind. The GM may allow additional abilities at his discretion. You may effectively grant
this class feature to any or all willing targets of your choice; treat them as if they actually had the class feature in
question, with one exception: if a class Chapter feature has additional benefits besides directly modifying the saving throw (such as fear immunity from Aura of Courage), then they are not included.

In addition, for every 2 power points spent to achieve either of these effects, the save DC increases by 1.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License