Alternatives to Strain (3.5e Variant Rule)

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Alternatives to Strain[edit]

The strain caused by psychic skills limits how often characters can use them. Since psychic skills are so draining, higher-level characters (capable of withstanding more nonlethal damage from strain) are capable of using them more often, in addition to possessing higher skill ranks. This is similar to the progression of spellcasters and psions with their special abilities. However, Gamemasters may wish to alter the way psychic abilities work in the campaign, giving them a particular character or style. Some alternatives to the strain rules are given here. GMs should consider their effects carefully before implementing any of them in a campaign that features psychic skills.

Ability Damage
Fatigue Saving Throws
Hit Point Damage
Psychic Energy Points
XP Cost
No Strain



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