Marksman Powers
Level 1 Powers
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
- Burst: Gain +10 ft. to speed this round.
- Catfall: Instantly save yourself from a fall.
- Chameleon: Gain +10 enhancement bonus to Hide checks.
- Conceal Thoughts: You conceal your motives.
- Deflect Missiles: Gain protection against ranged attacks.
- Detect Psionics: You detect the presence of psionics.
- Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
- Far Hand: Move small objects at a limited distance.
- Float: You buoy yourself in water or other liquid.
- Foxhole: Quickly ‘dig’ a trench or shelter.
- Inevitable Strike: Gain an insight bonus on your next attack.
- Metaphysical Weapon: Weapon gains +1 bonus.
- My Light: Your eyes emit 40-ft cone of light.
- Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
- Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
- Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
- Precognition, Tactical: Near precognition enhances your reflexes
- Prevenom Weapon: Your weapon is mildly poisonous. Ranged weapons bestow this effect on their ammunition.
- Psychokinetic Cannon: Launch a projectile without its launcher.
- Sense Minds: Detect non-mindless creatures with pinpoint accuracy.
- Vigor: Gain 5 temporary hit points.
Level 2 Powers
- Blanketing Assault: Your cover fire ability affects all creatures within 10 ft.
- Blinding Shot: You charge a piece of ammunition with psychokinetic energy.
- Body Adjustment: Heal 1d12 damage.
- Body Equilibrium: You can walk on nonsolid surfaces.
- Body Purification: Restore 2 points of ability damage.
- Cloud Mind: You erase knowledge of your presence from target’s mind.
- Concealing Amorpha: Quasi-real membrane grants you concealment.
- Deflect: Avoid a single ranged attack.
- Defy Gravity: You move up and down, forward and back, via mental support.
- Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
- Dissolving Weapon: Your weapon deals 4d6 acid damage.
- Entangling Cover: Your cover fire ability also entangles the target.
- Ephemeral Bolt: Create phasing projectiles with a delayed-damage effect.
- Force Arrow: Create a projectile made of force energy to be shot from a bow or crossbow.
- Gravitational Well: Cause the target to draw attacks toward it.
- Kinetic Reload: Use telekinesis to reload your firearm.
- Knockdown: Your ranged attack knocks enemy prone.
- Localized Windstorm: Increase or decrease winds in a small, controllable area.
- Psionic Scent: Gain the scent ability.
- Share Pain: Willing subject takes some of your damage.
- Sidestep: Avoid a single melee attack.
- Sonic Blast: Next attack deals sonic damage; expend focus to trip target.
- Sustenance: Go without food and water for one day.
- Wall Walker: Grants the ability to walk on walls and ceilings.
- Wind Strike: Attacks with your wind reader ability also daze your targets.
Level 3 Powers
- Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
- Control Air: You have control over wind speed and direction.
- Danger Sense: Gain +4 bonus against traps.
- Dimension Slide: Teleports you a very short distance.
- Energy Adaptation, Specified: Gain resistance 10 to one energy type.
- Escape Detection: You become difficult to detect with clairsentience powers.
- Flexible Trajectory: Ranged attacks follow imaginary path to target.
- Gravitationan Anchor: Alter gravity to direct toward the creature or object you touch.
- Heightened Vision: See 60 ft. in total darkness.
- Hustle: Instantly gain a move action.
- Physical Acceleration: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
- Touchsight: Your telekinetic field tells you where everything is.
- Ubiquitous Vision: You have all-around vision.
Level 4 Powers
- Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
- Barrage: Execute a flurry of swift attacks against nearby targets.
- Ectoplasmic Grapnel: Use a ray of ectoplasm to perform a variety of functions.
- Evade Burst: You take no damage from a burst on a successful Reflex save.
- Inertial Barrier: Gain DR 5/-.
- Mirror Shot: Reflects alternate realities, partially duplicating a projectile in midair.
- Pierce the Veils: See things as they really are
- Sharpened Edge: Doubles normal weapon’s threat range.
- Slip the Bonds: You cannot be held or otherwise rendered immobile.
- Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
- Truevenom Weapon: Your weapon is horribly poisonous. [Ranged weapons bestow this effect on their ammunition]
- Zealous Fury: Subsequent attacks are as accurate as previous ones.
page revision: 2, last edited: 08 Jul 2014 00:14