Psychic Warrior Powers
Level 0 Powers (Talents)
- Conceal Thoughts: You conceal your motives.
- Detect Psionics: You detect the presence of psionics.
- Distract: Subject gets –4 on Perception and Sense Motive checks.
- Ectoplasmic Trinket: Create a small, fragile, temporary object.
- Float: Buoy yourself in water or other liquid.
- Fortify, Lesser: Gain a +1 bonus on saving throws.
- My Light: Your eyes emit 40-ft. cone of light.
- Sense Poison: Detect the presence of poison in a creature.
- Telekinetic Punch: Deal 1 force damage to target.
- Vim: Gain 1 temporary hit point.
Level 1 Powers
- Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
- Absorb Weapon: Merge a weapon within your body, concealing it from view.
- Biodefense: Gain power resistance against psychometablism effects.
- Biofeedback: Gain DR 2/–.
- Bite of the Wolf: Gain bite attack for 1d8 damage.
- Burst: Gain +10ft. to speed this round.
- Call Weaponry: Create temporary weapon.
- Catfall: Instantly save yourself from a fall.
- Chameleon: Gain +10 enhancement bonus on Stealth checks.
- Clamber: Gain +10 bonus to Climb checks and opposed disarm checks.
- Claws of the Beast: Your hands become deadly claws.
- Compression: You grow smaller.
- Conceal Psychometabolism: Effects cannot detect changes to your form from psychometabolism effects.
- Corrosive Aura: Surround yourself with a mist of acid that deals damage to nearby creatures.
- Dazzling Swordplay: Dazzle next creature struck.
- Deaden Attack: Your weapons deal nonlethal damage.
- Dissipating Touch: Touch deals 1d6 damage.
- Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
- Empty Mind: Gain +2 on Will saves until your next action.
- Expansion: Become one size category larger.
- Force Screen: Invisible disc provides +4 shield bonus to AC.
- Fortify: You gain a +2 resistance bonus on saves.
- Foxhole: Quickly ‘dig’ a trench or shelter.
- Grip of Iron: Your iron grip gives +4 bonus on grapple checks.
- Hammer: Melee touch attack deals 1d8/round.
- Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
- Inevitable Strike: Gain an insight bonus on your next attack.
- Karakatal's Wall: Gain proficiency with tower shields and shed light.
- Localized Teleportation: Make melee attacks against targets within range
- Metaphysical Claw: Your natural weapon gains +1 bonus.
- Metaphysical Weapon: Weapon gains +1 bonus.
- Mind Over Body: Accelerates the natural healing of ability damage and ability burn damage.
- 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: Split second precognition enhances your reflexes.
- Prevenom: Your claws gain a poison coating.
- Prevenom Weapon: Your weapon is mildly venomous.
- Rapid Metabolism: Heals double target’s constitution modifier per day.
- Rejuvenate: Remove fatigue from yourself.
- Skate: Subject slides skillfully along the ground.
- Stomp: Subjects fall prone and take 1d4 nonlethal damage.
- Synesthete: You receive one kind of sense when another sense is stimulated.
- Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
- Vigor: Gain 5 temporary hit points.
Level 2 Powers
- Animal Affinity: Gain +4 enhancement to one ability.
- Biokinetic Boost: Gain bonus on natural attacks and increase your movement speed.
- Body Adjustment: Heal 1d12 damage.
- Body Equilibrium: You can walk on nonsolid surfaces.
- Body Purification: Restore 2 points of ability damage.
- 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.
- Dimension Swap: You and an ally switch positions.
- Dissolving Touch: Your touch deals 4d6 acid damage.
- Dissolving Weapon: Your weapon deals 4d6 acid damage.
- Distracting Strike: Next creature struck suffers penalty on attack rolls and cannot make attacks of opportunity.
- Ease Pain: Temporarily ignore effects that cause pain.
- Empathic Transfer: Transfer another’s wounds to yourself.
- Endorphin Surge: You incite a rush of endorphins, augmenting your physical form.
- Energy Adaptation, Specified: Gain resistance 10 to one energy type.
- Entangling Strike: Next creature struck is entangled; expend focus to deal damage if creature tries to concentrate.
- Ephemeral Bolt: Create phasing projectiles with a delayed-damage effect.
- Feat Leech: Borrow another’s psionic or metapsionic feats.
- Freezing Sting: Next attack deals additional damage; expend focus to cause penalty on attacks the creature struck makes.
- Heightened Vision: See 60 ft. in total darkness.
- Hustle: Instantly gain a move action.
- Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage.
- Physical Acceleration: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
- Prowess: Instantly gain another attack of opportunity.
- Proximity Strike: Next attack deals additional damage and allows you to teleport the struck creature back to you.
- Psionic Scent: Gain the scent ability.
- Psionic Lion’s Charge: You can make full attack in same round you charge.
- Repositioning Strike: Next attack swaps your position with the struck creature; expend focus to allow an ally to treat the struck creature as flanked.
- Shatter, psionic: Touch deals 15 damage to an object, ignoring hardness.
- Shocking Strike: Next attack deals electricity damage; expend focus to deal additional damage.
- Sidestep: Avoid a single melee attack.
- Sonic Blast: Next attack deals sonic damage; expend focus to trip target.
- Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.
- Sustenance: You can go without food and water for one day.
- Thought Shield: Gain PR 13 against mind-affecting powers.
- Wall Walker: Grants ability to walk on walls and ceilings.
- Will of Iron: Pain becomes meaningless as your will overcomes physical limitations.
- Wintry Grasp: Immobilize struck creature.
Level 3 Powers
- Claws of the Vampire: Heal half of your claw’s base damage.
- Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
- Danger Sense: Gain +4 bonus against traps.
- Deflection Field: Gain defenses against ranged attacks.
- Dimension Slide: Teleports you very short distance.
- Dispatch: Set up and deliver spectacular finishing strikes.
- Duodimensional Claw: Increases your natural weapon’s threat range.
- Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
- Ectoplasmic Grapnel: Use a ray of ectoplasm to perform a variety of functions.
- Empathic Feedback: When you are hit in melee, your attacker takes damage.
- Empathic Transfer, Hostile: Your touch transfers your hurt to another.
- Escape Detection: You become difficult to detect with clairsentience powers.
- Evade Burst: You take no damage from a burst on a successful Reflex save.
- Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target.
- Graft Armor: Your armor becomes an extension of your body.
- Graft Weapon: Your hand is replaced seamlessly by your weapon.
- Mental Barrier: Gain +4 deflection bonus to AC until your next action.
- Sharpened Edge: Doubles normal weapon’s threat range.
- Ubiquitous Vision: You have all-around vision.
- Vampiric Blade: You heal half of your base weapon damage.
Level 4 Powers
- Backlash: Attack a creature who has attacked you, but suffer a daze effect.
- Claw of Energy: Your claws deal additional energy damage.
- Cryokinetic Armor: Gain DR 5/- and 2 slam attacks from cryokinetic energy.
- Energy Adaptation: Your body converts energy to harmless light.
- Flexible Trajectory: Ranged attacks follow imaginary path to target.
- Fold Space: Teleports you short distance.
- Immovability: You are almost impossible to move and gain DR 15/–.
- Inertial Barrier: Gain DR 5/–.
- Psychic Drain: Touch attack drains 2 power points level from foe.
- Shrapnel Burst: Crystalline shrapnel deals 9d6 points of damage in 40 ft. burst.
- Slip the Bonds: You cannot be held or otherwise rendered immobile.
- Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
- Truevenom: Your natural weapons are covered in horrible poison.
- Thundering Step: Attack creature and deal additional damage and daze, then teleport away.
- Truevenom Weapon: Your weapon is horribly poisonous.
- Vanishing Strike: Make a single melee attack and then become invisible and teleport away.
- Weapon of Energy: Weapon deals additional energy damage.
- Zealous Fury: Subsequent attacks are as accurate as previous ones.
Level 5 Powers
- Adapt Body: Your body automatically adapts to hostile environments.
- Barrage: Execute a flurry of swift attacks against nearby targets.
- Biting Cold: Deal extra cold damage and stagger target.
- Bonding Strike: Empathically bond two struck creatures together.
- Catapsi: Psychic static inhibits power manifestation.
- Metaconcert: Mental concert of two or more increases the total power of the participants.
- Extradimensional Claws: Your claw attacks ignore armor.
- Extradimensional Weapon: Your weapon becomes two-dimensional, ignoring armor.
- Oak Body: Your body becomes as hard as oak.
- Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
- Summoning Strike: Teleport a nearby creature to you and attack it.
Level 6 Powers
- Barred Mind, Personal: You are immune to scrying and mental effects.
- Body of Iron: Your body becomes living iron.
- Breath of the Black Dragon: Breathe acid for 11d6 damage.
- Brutalize Wounds: Your target takes more damage than normal from wounds.
- Defer Fatality: You avoid death through suspended animation.
- Dispelling Buffer: You are buffered from one dispel psionics effect.
- Ecstatic Agony: Gain a bonus to attack and damage rolls when you take damage, but suffer a penalty to Dexterity.
- Form of Doom: You transform into a frightening tentacled beast.
- Quintessence Armor: Armor forged of quintessence provides you with protection from attacks, spells and powers.
- Suspend Life: Put yourself into a state akin to suspended animation.
page revision: 1, last edited: 08 Jul 2014 02:19