Dreamscarred Press - The Mind Unveiled - Psionic Powers

April 22, 2017 | Author: Richard Harig | Category: N/A
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Powers of the mind for PFRPG...

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Th e Mi n dUn v e i l e d

Ps i o n i c Po we r s

An d r e a sRö n n q v i s t

The Mind Unveiled

The Mind Unveiled:

Psionic Powers Author: Andreas Rönnqvist Editor: Jeremy Smith Additional Editing: Jake Rudd Proofreaders: Aimee West, Derek M. Koch, Iain Fyffe, Ryan Quinn, John Sussenberger, Patrick Seymour, Sergio da Silva Design / Layout: Jeremy Smith Interior Illustrations: Claudio Pozas, Rick Hershey, Toby Gregory, V. Shane Cover Illustration: John Milner Special Thanks: Playtesting team This edition of The Mind Unveiled is produced under version 1.0a, and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as all Dreamscarred Press product and product line names including but not limited to The Mind Unveiled, Untapped Potential: New Horizons in Psionics, any specific characters, monsters, creatures and places; proper names and names of places, artifacts, characters, countries, specific creatures, geographic locations, gods, historic events, organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content. Open Game Content: The entirety of this work with the exception of the above-mentioned Product Identity is designated as Open Game Content. Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of the Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The Mind Unveiled” ©2008 Andreas Rönnqvist, Jeremy Smith. This material is protected under the copyright laws of the United States of America. Any reproduction, re-transmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from this book’s authors, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 License. Some images contained within copyright John Milner or V. Shane and are used with permission. Some artwork copyright Claudio Pozas, used with permission. Some artwork copyright Paul Daly, used with permission. Some artwork copyright Rick Hershey, Standard Stock Art: Issue 3 by Empty Room Studios Publishing

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Psionic Powers

New Psionic Powers

slippery, Mind Assault: Subject takes increasing amount of damage. Mind Over Body: Accelerates the natural healing of ability damage and ability burn damage. Personal Toolkit: Transform your hand into a mundane tool. Precognition, Tactical: Near precognition enhances your reflexes. Raging Body, Still Mind: Manifest powers while raging. Rapid Metabolism: Heals double target’s consti tution modifier per day. Rejuvenate: Remove fatigue from yourself. Sense Poison & Disease: Detect poison and disease in others within 100ft.

Presented below are a variety of new psionic powers or additional augmentations for previously released powers. These powers span a variety of options available in psionic games – including powers for the marksman and society mind classes introduced in Untapped Potential: New Horizons in Psionics, as well as powers for the morphean class presented in The Mind Unveiled: Morphean.

Marksman Powers All powers presented on the marksman list below are new powers from this book. 1st Level Marksman Powers Precognition, Tactical: Near precognition enhances your reflexes.

2nd Level Psion/Wilder Powers Biodefense: Gain power resistance against psychometablism effects. Ease Pain: Temporarily ignore effects that cause pain. Force Strike: Ranged touch attack deals 1d6 nonlethal force damage and dazes target. Telekinetic Punch: Ranged touch attack deals 1d8 bludgeoning damage.

2nd Level Marksman Powers Force Arrow: Create a projectile made of force energy to be shot from a bow or crossbow.

Morphean Powers All powers presented on the morphean list below are new powers from this book

3rd Level Psion/Wilder Powers Energy Mantle: Your body is covered in energy, damaging anyone who comes into physical contact. Force Burst: 1d8 force damag and pushes creatures away, 20’ radius. Force Wave: 3d6 nonlethal force damage and dazes creatures within 20’ radius. Mind Hunter: Locate another creature via the Dreamscape. Shatter: Touch deals 15 damage to an object, ignoring hardness. Stabilize Emotions: Cures emotional damage. Summon: Target gains a general idea of where you are and that you want them to come to you. Will of Iron: Pain becomes meaningless as your will overcomes physical limitations.

1st level Morphean Powers Conceal Psychometabolism: Effects cannot detect changes to your form from psychometabolism effects. Personal Toolkit: Transform your hand into a mundane tool. 2nd Level Morphean Powers True Terror: Force a creature to live endless horrible events within their mind. 3rd Level Morphean Powers Mind Hunter: Locate another creature via the Dreamscape. Psychoforming: Manipulate your body to change appearance, scare enemies or escape restraint.

4th Level Psion/Wilder Powers Cryokinetic Barrier: Create a wall of ice that can also freeze creatures in place. Deflection Field: Gain defenses against ranged attacks. Phase Matter: Make the material touched translucent and able to be moved through with minor difficulty.

4th Level Morphean Powers Bend Light: Distort rays of light to become invisible.

Psion/Wilder Powers All powers presented on the psion/wilder list below are new powers from this book with the exception of grease and leech field.

5th Level Psion/Wilder Powers Allergic Overdrive: Cause the target’s immune system to attack itself. Awakening: Grant sentience to a creature.

1st level Psion/Wilder Powers Grease, Psionic: Makes 10’ square or one object

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The Mind Unveiled Cryokinetic Armor: Gain DR 5/- and 2 slam attacks from cryokinetic energy. Energy Aura: Use energy each round to harm all nearby creatures. Leech Field: Leech power points each time you make a saving throw.

energy. Force Strike: Ranged touch attack deals 1d6 nonlethal force damage and dazes target. Heatvision: Switch your normal vision to see heat signatures for 10 minutes/level. Shatter: Touch deals 15 damage to an object, ignoring hardness. Telekinetic Punch: Ranged touch attack deals 1d8 bludgeoning damage. 2. Energy Disc: Release a disc that can ricochet to multiple targets. Force Burst: 1d8 force damag and pushes creatures away, 20’ radius. Force Wave: 3d6 nonlethal force damage and dazes creatures within 20’ radius. 3. Cryokinetic Barrier: Create a wall of ice that can also freeze creatures in place. Deflection Field: Gain defenses against ranged attacks. Flash Freeze: Freeze an object to whatever it is connected to. 4. Cryokinetic Armor: Gain DR 5/- and 2 slam attacks from cryokinetic energy. Cryosleep: Place the target into cold-induced hibernation.

8th Level Psion/Wilder Powers Kinetic Quake: Intense tremor shakes 5-ft./level radius. Neopsyche: Create a second personality within the subject’s mind which may take over their body. 9th Level Psion/Wilder Powers Portal: Connects two points for travel.

PSION DEVOTION POWERS All powers presented on the devotion lists below are new powers from this book except burst, dimension swap, and mind switch, which are expanded below. EGOIST DEVOTION POWERS 1. Biodefense: Gain power resistance against psychometablism effects. Bioweaponry: Convert your limbs into weapons of bone. Clamber: Gain +10 bonus to Climb checks and opposed disarm checks. Conceal Psychometabolism: Effects cannot detect changes to your form from psychometabolism effects. 2. Overload Biotemplate: Enemy becomes fatigued. Will of Iron: Pain becomes meaningless as your will overcomes physical limitations. 3. Allergic Overdrive: Cause the target’s immune system to attack itself. Biokinetic Boost: Gain bonus on natural attacks and increase your movement speed. Psychoforming: Manipulate your body to change appearance, scare enemies or escape restraint. Sickening Touch: Target becomes sickened. 4. Psychometabolic Parasite: Touch attack causes parasite to burrow into subject’s body and relate information to you. 5. Multitasker: Gain an extra swift action per round or +2 on Reflex saves if it is not used. 7. Ecstatic Agony: Gain a bonus to attack and damage rolls when you take damage, but suffer a penalty to Dexterity. Harmonize: Pyschometabolism powers affecting yourself can affect another target.

NOMAD DEVOTION POWERS 1. Burst: Gain +10ft. to speed this round. Localized Teleportation: Make melee attacks against targets within range. 2. Dimension Swap: You and ally or two allies switch positions. Phase Matter: Object becomes out of sync with other matter, so creatures can push through it. 3. Deflect Momentum: Slow a target. Unleashing the Qael: Summon a ‘least Tash Qael’ which attacks the nearest creature, friend or foe. 6. Extradimensional Weapon: Your weapon becomes two-dimensional, ignoring armor. 7. Unbound Portal: A gateway to another plane of existence pours out energy upon nearby creatures. 8. Time Reversion: You become a year younger. SEER DEVOTION POWERS 1. Clairsentient Understanding: Gain insight bonus to Search rolls. 2. Bloodhound: Use an object to track the previous owner. Find the Flaw: Gain an insight bonus to Craft rolls to make or repair objects, as well as sunder attempts. True Terror: Force a creature to live endless horrible events within their mind. 3. Innate Weakness: One attack that hits automatically threatens a critical hit with a +6 bonus.

KINETICIST DEVOTION POWERS 1. Cryogenic Suspension: Disable a target using cold

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Psionic Powers enhances your reflexes. Rapid Metabolism: Heals double target’s constitution modifier per day. Rejuvenate: Remove fatigue from yourself.

4. Unveiling the Patterns: The endless possibilities of the future are forced into another’s mind. SHAPER DEVOTION POWERS 1. Bright Armor: Blind nearby enemies. Visual Illusion: An ectoplasmic membrane emits light to create a hologram. 4. Bend Light: Distort rays of light to become invisible. 6. Harden Item: Increase an object’s hardness by 1. 7. Quintessence Armor: Armor forged of quintessence provides you with protection from attacks, spells and powers.

2nd Level Psychic Warrior Powers Biokinetic Boost: Gain bonus on natural attacks and increase your movement speed. Ease Pain: Temporarily ignore effects that cause pain. Shatter: Touch deals 15 damage to an object, ignoring hardness. Will of Iron: Pain becomes meaningless as your will overcomes physical limitations.

TELEPATH DEVOTION POWERS 1. Guidance: Subject gains +2 bonus on skill checks with a skill you have ranks in. 2. Summon: Subjects knows gains a general idea of where you are and that you want them to come to you. 3. Personal Failure: Enhance the insecurities within subject. 4. Mind Bridge: Create a permanent telepathic bond with another telepath. Teach: Target gains 1 rank in a skill you have at least 4 ranks in. 5. Memorized Personality: Create a second personality within your subconscious mind. 6. Mind Switch: You switch minds with another. Neo Psyche: Create a second personality within the subject’s mind which may take over their body. 7. Telepathic Possession: Enables mental possession of target.

3rd Level Psychic Warrior Powers Deflection Field: Gain defenses against ranged attacks. 4th Level Psychic Warrior Powers Cryokinetic Armor: Gain DR 5/- and 2 slam attacks from cryokinetic energy. 5th Level Psychic Warrior Powers Extradimensional Claws: Your claw attacks ignore armor. Extradimensional Weapon: Your weapon becomes two-dimensional, ignoring armor. 6th Level Psychic Warrior Powers Ecstatic Agony: Gain a bonus to attack and damage rolls when you take damage, but suffer a penalty to Dexterity. Quintessence Armor: Armor forged of quintessence provides you with protection from attacks, spells and powers.

Psychic Warrior Powers All powers presented on the psychic warrior list below are new powers from this book, with the exception of bite of the wolf and burst.

Society Mind Powers

1st Level Psychic Warrior Powers Biodefense: Gain power resistance against psychometablism effects. Bite of the Wolf: Gain bite attack for 1d8 damage. Burst: Gain +10ft. to speed this round. Clamber: Gain +10 bonus to Climb checks and opposed disarm checks. Conceal Psychometabolism: Effects cannot detect changes to your form from psychometabolism effects. Localized Teleportation: Make melee attacks against targets within range Mind Over Body: Accelerates the natural healing of ability damage and ability burn damage. Precognition, Tactical: Split second precognition

1st Level Society Mind Powers Guidance: Target gains +2 bonus on skill checks with a skill you have ranks in.

All powers presented on the society mind list below are new powers from this book.

2nd Level Society Mind Powers Ease Pain: Temporarily ignore effects that cause pain. 3rd Level Society Mind Powers Stabilize Emotions: Cures emotional damage. Summon: Target gains a general idea of your location and that you want them to come to you. 4th Level Society Mind Powers Teach: Subject gains 1 rank in a skill you have at least 4 ranks in.

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The Mind Unveiled

5th Level Society Mind Powers Awakening: Grant sentience to a creature. POWERS  Allergic Overdrive Psychometabolism Level: Egoist 3, Psion/Wilder 5 Display: Olfactory Manifesting Time: 1 standard action Range: Close (25 feet +5 feet/2 levels) Target: One living creature Duration: 1 hour/level Saving Throw: Fortitude partial (see below) Power Resistance: Yes Power Points: Egoist 5, Psion/ Wilder 9 You cause the metabolism of your target to react to everything from air to food as an invading allergen, causing the target to suffer extreme allergic reactions against everything. Once you manifest this power your target must make an initial Fortitude save and an additional save every hour that the power lasts. Each time he fails his Fortitude save he takes 2d6 points of damage as his body attacks itself, and he becomes exhausted for the next hour. If he succeeds, he is no longer exhausted for the next hour. Augment: You can augment this power in any of the following ways. For every 3 power points you spend, you can affect an additional target. If you expend your psionic focus, the range becomes Medium instead of Close. If you spend 6 additional power points, the duration increases to 1 day/level.

Awakening Telepathy Level: Psion/wilder 5, Society Mind 5 Display: Visual, Auditory, Mental Manifesting Time: 8 hours Range: Touch Target: One target touched Duration: Permanent Saving Throw: No [harmless] Power Resistance: Yes Power Points: 9, XP; see text You create an onus of psychic energy focused on the target you wish to awaken, binding this psionic energy into it and bringing it into full awareness of the world, even awakening its own internal psionic potential. The awakened target is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. The target is granted an Intelligence, Wisdom, and Charisma score equal to 3d6 (if it already has Wisdom and Charisma scores, it retains its original scores if the newly rolled scores would be lower). Every awakened creature gains the Wild Talent feat as a bonus feat.

You can awaken an animal or plant, but this power does not grant the awakened creature the ability to move if it did not have it before. An awakened animal becomes a magical beast, whereas an awakened plant retains its plant type. XP Cost: 25 experience points per hit die of the creature to be awakened. Augment: You can augment this power in any of the following ways. For every additional power point you spend, the manifesting time goes down by 1 hour, to a minimum of 1 hour. If you spend 2 additional power points, you can awaken a mindless undead creature. If you spend 4 additional power points and 25 additional experience points per hit die, you can awaken a vermin. The vermin loses its mindless trait. If you spend 6 additional power points and 50 additional experience points per hit die, you can awaken an ooze. The ooze loses its mindless trait. If you spend 8 additional power points and 175 additional experience points per hit die, you can awaken a construct. It gains an Intelligence score equal to 3d6 and +1d3 to Charisma and Wisdom. If you spend 6 power points less, you can grant an already sentient creature the Wild Talent feat as a free bonus feat.

Bend Light Metacreativity Level: Shaper 4, Morphean 4 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 min./level Saving Throw: None A talented psion can awaken the latent psionic power of any creature, such as a monkey.

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Psionic Powers Power Resistance: No Power Points: 7 You summon a sheet of ectoplasm which covers your body and bends all light which hits you, making you effectively invisible to the naked eye. When you manifest this power you become invisible for the duration of the power, even if you manifest other powers or attack. Drawing attention to yourself makes it easier to spot you, but does not end the invisibility effect. Augment: You can augment this power in any of the following ways. If you spend 3 power points less, your invisibility ends if you manifest a power or attack. If you spend 2 power points, the duration becomes 10 min./level. If you spend 6 power points, the duration becomes 1 hour/level. If you expend your focus when manifesting this power, the manifesting time becomes 1 swift action. Biodefense Psychometabolism Level: Egoist 1, Psychic Warrior 2, Psion/Wilder 2 Display: None Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: Egoist 1, Psion/ Wilder 3, Psychic Warrior 3 You enhance the composition of your biotemplate, making it harder to change through transformational magic or morphing powers. Your self-awareness also increases during this time, making it easier for you to control your body. When you manifest this power, you gain PR12 + your manifester level versus all powers or spells which transform (from the

school of transformation or the psychometabolism discipline) you in any way, as well as a +4 enhancement bonus to Autohypnosis checks. Augment: You can augment this power in any of the following ways. For every additional power point you spend, the Autohypnosis bonus increases by 1. For every 2 additional power points you spend, the PR increases by 1. If you expend your psionic focus, you can manifest this power as an immediate action. If you spend 6 additional power points, the duration becomes 1 hour/ level instead. Biokinetic Boost Psychometabolism Level: Psychic Warrior 2, Egoist 3 Display: Physical Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Power Resistance: Yes (harmless) Power Points: Psychic Warrior 3, Egoist 5 You biokinetically enhance your body, allowing you to better coordinate your natural attacks, which become fiercer. You move faster and strike harder, allowing you to become a whirlwind of destruction on the battlefield. When making a full attack action, you may make one extra attack with any natural attack. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. You gain a +2 bonus on attack rolls and damage rolls with natural weapons and their threat range increases to 19-20 (this does not affect a natural weapon which already has a threat range of 19-20). All of your modes of movement, including land movement, burrow, climb, fly, and swim, increase by

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30 feet, to a maximum of twice your normal speed for that form of movement. This increase counts as an enhancement bonus and affects your jumping distance as normal for increased speed. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the manifesting time becomes 1 swift action. If you spend 2 power points, the range changes from Personal to Touch, and you can affect one creature for every 3 levels. If you spend 2 power points, the duration becomes 1 min./level. For every 2 power points you spend, the bonus to attack and damage rolls increase by 2 and the enhancement bonus to movement increases by 10 feet. If you spend 1 power point less, you only gain the enhancement bonus to speed. Bioweaponry Psychometabolism Level: Egoist 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 10 min/level Saving Throw: None Power Resistance: No Power Points: 1 You reshape one of your arms into a fearsome weapon made out of sharpened bone. Some Egoists manifest this as a bonesword, some as a cudgel or mace while others prefer to form spikes, claws, or even pincers. When you manifest this power, choose what type of damage your weapon will produce (bludgeoning, piercing or slashing). Your bioweapon counts as both a natural weapon and a manufactured weapon and does 1d6 + Str modifier damage, and you are always proficient with your

The Mind Unveiled bioweaponry. You cannot use the hand you manifested bioweaponry on. If you augment it to manifest two weapons, you gain two attacks at your base attack bonus as if you had two natural weapons, but you do not gain iterative attacks for a high base attack bonus. Regardless of the shape of the bioweaponry used, you cannot use feats like Weapon Focus: Longsword for bioweaponry even if it resembles a longsword. Augment: You can augment this power in any of the following ways. For every 2 power points you spend, the weaponry does an additional 1d6 of damage. If you spend 1 additional power point, the weapon counts as mastercrafted and gives you a +1 enhancement bonus to attack rolls. If you spend 2 additional power points, the weaponry can do an additional type of damage (choose another from the above list). If you spend 2 additional power points, you can form two weapons of the same type, granting you two attacks. Bite of the Wolf Psychometabolism Level: Psychic Warrior 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./ level Power Points: 1 As bite of the wolf, except as noted below. For every 5 manifester levels, the damage increases by 1d8 (at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points). Note that this is for a Medium sized creature, for a Small or Large creature, the additional damage dice change accordingly. Augment: You can augment this

power in any of the following ways. If you expend your psionic focus when manifesting this power, the duration increases to 10 minutes/ level. If you spend 4 additional power points, the duration increases to 1 hour/level. If you spend 6 additional power points, you manifest this power as a swift action. If you spend 8 additional power points, you manifest this power as a free action. Bloodhound Clairsentience Level: Seer 2 Display: Visual and mental Manifesting Time: 1 round Range: Personal Target: You Duration: 10 min./level Saving Throw: No Power Resistance: None Power Points: Seer 3 You pick up an object and focus intently on the last owner, gaining an understanding of the psychic aura attached to that person. This understanding allows you to trace his aura wherever he has gone and act as a mental bloodhound, following his trail unerringly. When you manifest this power you need either an object which was used by the person recently (within one day), or having manifested Object Reading or Sensitivity to Psychic Impressions and the target having featured prominently in these visions. Once you attune yourself to the individual aura, you can sense if this aura has been in the vicinity and in what direction it moved after leaving the general area. You cannot discern what the aura did there, how long it lingered, or what other auras were there without the use of other powers such as Object Reading. Augment: You can augment this power in any of the following ways. If you expend your psionic focus

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while this power is active, you can learn for how long the aura lingered in a certain area. If you spend 2 additional power points, the range changes to Touch and the Target becomes One willing individual. If you spend 3 additional power points, the duration increases to 1 hour/level. Bright Armor Metacreativity Level: Shaper 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 round/level Saving Throw: Reflex negates Power Resistance: No Power Points: 1 You summon a supercharged ectoplasmic sheet around you which explodes and creates a flash of light so bright and shocking that it blinds those caught looking at you. At times, this experience can be painful as nerves are overloaded. When you manifest this, all creatures capable of sight looking at you within 40 feet become blinded for 1 round unless they succeed on a Reflex save (to look away). Creatures which rely on non-optical sensing are immune. After the first round you can cause your ectoplasmic sheet to supercharge and explode in a flash of light as a swift action. Augment: You can augment this power in any of the following ways. For every power point you spend, this power does 1d6 of non-lethal damage to those who are blinded. For every power point you spend, the blindness lasts for 1 round longer. If you spend 5 power points, the duration becomes 1 minute/level and it no longer allows a save. (Saving Throw: None)

Psionic Powers Burst Psychoportation Level: Nomad 1, Psychic Warrior 1 Display: Auditory Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Power Points: 1 As burst, except as noted below. Augment: You can augment this power in any of the following ways. If you expend your psionic focus when manifesting this power, the duration becomes 5 rounds. If you manifest this power as a standard action instead of a swift action, the duration becomes 1 round/ level. If you manifest this power as a standard action and expend your focus, the duration becomes 5 rounds + 1 round/level. For every power point you spend, the speed bonus increases by 5 feet.

room. You gain a +10 insight bonus to Search rolls and if you manage a DC 25 Search check, you can draw conclusions which aren’t obvious to the naked eye, perhaps drawing upon information from before the event happened. Augment: You can augment this power in any of the following ways. For every 2 additional power points you spend, you gain an additional +5 insight bonus to your Search checks. For every additional power point you spend, the radius increases by 5 feet. Clamber Psychometabolism Level: Egoist 1, Psychic Warrior 1

Clairsentient Understanding Clairsentience Level: Seer 1 Display: Mental Manifesting Time: 10 minutes Range: 15 ft. radius Target: Area Duration: Instantenous Saving Throw: No Power Resistance: None Power Points: Seer 1 You meditate and allow your mind to reach out into an area to find clues which aren’t obvious to the naked eye, even extending a little into the past. You might for example notice that the door to the guards’ room was unlocked before the assault and that one of their beds wasn’t slept in. When you manifest this power you draw upon the unseen connection certain things have to an event you choose, for example an assault on a guards’

Display: Physical Manifesting Time: 1 swift action Range: Personal Target: Personal Duration: 1 min./level Saving Throw: No Power Resistance: No Power Points: 1 You form suckers, like an octopus has, on the inside of your palms and if you so choose, at your knees and feet. These suckers allow you to climb almost any surface easier and make it hard to disarm you should you choose to attach a weapon to these suckers. For the duration of this power, you gain a +10 enhancement bonus to Climb checks and opposed checks to be disarmed. Augment: You can augment this power in any of the following ways. For every additional power point spent, the bonus increases by +2. If you spend 2 additional power points, the duration increases to 1 hour/level. If you spend 4 additional power points, you also gain a climb speed equal to your land speed. Conceal Psychometabolism Psychometabolism Level: Egoist 1, Morphean 1, Psychic Warrior 1 Display: None Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Saving Throw: No Power Resistance: No Power Points: 1

For a seer, the mind provides the clues.

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You alter your biotemplate’s core, which changes how your soul relates to your body, making it impossible for others to discern if you have changed forms or if your claws are a psionic manifestation or very real. When you manifest this power, no power or spell (like True Seeing or

The Mind Unveiled Hypercognition) can determine any changes wrought upon your body via psychometabolism effects. This means that they cannot discern your true race if you’ve changed forms or see your true self if you are disguising yourself with a psychometabolic power. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, you can manifest this power as a move action. If you spend 2 power points, the range changes to Touch and the target to One living creature. If you spend 5 additional power points, the duration increases to 1 day/level. Cryogenic Suspension Psychokinesis [Cold] Level: Kineticist 1 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: One living person Duration: 1 min./level + 1 round Saving Throw: Fortitude negates Power Resistance: No Power Points: 1 You touch the target and send out waves of cryokinetic energy into their body, numbing them and putting them into a cryogenic suspended state where their body shuts down. When you manifest this power, the target becomes disabled for the duration of the power unless they succeed on a Fortitude save to shake off the effects. If they fail their save and are disabled, once the disabling effect is over, they are dazed for one round as their body heats up again. Augment: You can augment this power in any of the following ways. If you spend 2 additional power points, the Range becomes Close instead of Touch. If you spend 2 additional power points, the Duration increases to 10 min./level.

If you expend your psionic focus, you manifest this power as a swift action, but the duration goes down to 1 round/level. For every 2 power points you spend (on this or one of the above augmentations), the DC for this power goes up by 1. Cryokinetic Armor Psychokinesis [Cold] Level: Kineticist 4, Psion/Wilder 5, Psychic Warrior 4 Display: Material Manifesting Time: 1 standard action Range: Personal Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: Kineticist 7, Psion/ Wilder 9, Psychic Warrior 7 You form an armor of cryokinetic energy around yourself, taking the shape of solidified ice and shimmering plates of hardened air. This armor allows you to withstand blows and deal them alike. When you manifest this power you gain DR5/- and 2 slam attacks (1d6 damage for Medium creatures). Augment: You can augment this power in any of the following ways. For every 2 power points you spend, your slam attacks do 1d6 extra cold damage. For every 3 power points you spend, your damage reduction increases by 1. If you spend 6 power points you can manifest this power as an immediate action instead of a standard action. For every power point you spend on the above augmentations, the duration increases by 1 round. Cryokinetic Barrier Psychokinesis [Cold] Level: Kineticist 3, Psion/Wilder 4 Display: Material Manifesting Time: 1 standard action Range: Medium (100 ft.+ 10 ft./

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level) Effect: One anchored wall of cryokinetic ice Duration: 1 min./level Saving Throw: Reflex negates; see text Power Resistance: No Power Points: Kineticist 5, Psion/ Wilder 7 You concentrate cryokinetic energy into a flat plane, freezing the humidity and forming a wall of ice and cryokinesic potential which continues to repair itself. When you manifest this power, designate an area of 50 square feet to become the wall in any form or shape as long as it is anchored to at least one other surface. Anyone inside this area where the barrier forms who fails their Reflex save is frozen into it and takes 3d6 cold damage and must succeed on a DC20 Strength check to break out. The formed ice barrier has a hardness of 5 and 30 hit points per 5 foot section and anyone attacking it hits automatically. Reducing a section to 0 hit points breaks it for 1 round, but the barrier continuously repairs 5 points of damage at the beginning of each round as it draws on the humidity in the air around it. Augment: You can augment this power in any of the following ways. For every power point you spend, the area which you designate increases by 10 feet and it gains 5 more hit points per section. For every 2 power points, the damage when frozen into it increases by 1d6 and the DC to break out of increases by 5. If you spend 2 power points, you can manifest the barrier in a hemisphere instead with a radius of 5 feet. For every 2 power points spent on one of the above augmentations, the DC increases by 1.

Psionic Powers Cryosleep Psychokinesis [Cold] Level: Kineticist 4 Display: Material Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 1 year/level (D) Saving Throw: Fortitude negates Power Resistance: Yes Power Points: Kineticist 7 You lower the temperature of a living creature, forming a cocoon of cold energy around it and suspending him in hibernation for years. When manifesting this power, the target is put into suspended animation, a long time hibernation where his body consumes almost no energy and is kept in a vital state due to the perfectly adjusted temperature. During this duration, the target does not age in any way or form, but if he is disturbed (attacked or moved from his resting place), he gains a new Fortitude save with a +5 circumstance bonus to awaken from his cryogenic sleep. Augment: You can augment this power in any of the following ways. If you expend your focus when manifesting this power, you can use it on an Undead creature, causing them to be slowed instead for the entire duration. If you spend 4 power points, the target is covered in a protective sheet of ice, giving it DR10/- during the hibernation. If you spend 1 power point less, the target and range instead become Personal. Deflect Momentum Psychoportation Level: Nomad 3 Display: Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft./level) Target: One creature Duration: 1 round/level

Saving Throw: No Power Resistance: Yes Power Points: 5 You warp space around a single target, slowing him down the more he trys to move, siphoning away his momentum. When you manifest this power, the target’s speed is halved and he cannot make more than one attack per round, no matter how many he would normally be able to. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the duration becomes “Concentration + 1 round/level”. If you spend 4 power points, this power ignores Power Resistance. If you spend 3 power points, the range increases to Medium. If you spend 4 power points, the target can only make one move action every round and is reduced to one quarter their normal speed. Deflection Field Psychokinesis Level: Kineticist 3, Psion/Wilder 4, Psychic Warrior 3 Display: Visual Manifesting Time: 1 standard action Range: Personal Duration: 1 round/level Saving Throw: No Power Resistance: No Power Points: Kineticist 5, Psion/ Wilder 7, Psychic Warrior You create a telekinetic field around yourself which deflects incoming ranged attacks, with no regard for their origins or compositions. When you manifest this power you gain a +2 deflection bonus to AC and gain Damage Reduction 10/- versus ranged attacks. Augment: You can augment this power in any of the following ways. For every additional power point you spend, the damage reduction increases by 2.

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For every 2 additional power points you spend, the deflection bonus increases by 1. If you spend 3 additional power points, the duration increases to 1 min./level. If you spend 6 additional power points, the manifesting time becomes 1 immediate action. If you expend your psionic focus, the manifesting time becomes 1 swift action. Dimension Swap Psychoportation (Teleportation) Level: Nomad 2 Display: Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: You and one ally in range, or any two allies in range; see text Duration: Instantaneous Saving Throw: Will negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 3 As dimension swap, except as noted below. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the range changes to Medium instead of Close. If you spend 2 additional power points, you can target two enemies or one enemy and yourself instead of targeting allies. If you spend 2 additional power points, all those teleported except you are dazed for one round afterwards. Ease Pain Psychometabolism Level: Psion/wilder 2, psychic warrior 2, Society Mind 2 Display: Mental, visual Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: 1 round/level

The Mind Unveiled Saving Throw: No [harmless] Power Resistance: Yes Power Points: 3 For a short moment you cause the pain synapses to stop firing, easing the pain and suffering of a living creature. When you manifest this power it removes any lingering effects of pain, including penalties from a symbol of pain or other effects causing pain (but does not remove disability or other effects which might be in part from pain but mainly from loss of hit points). During this time the creature does not need to make Concentration checks to manifest powers due to continual or received damage as the mind does not register the pain. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the manifesting time becomes 1 immediate action and the range becomes Personal. If you spend 2 additional power points, the duration increases to 1 min./level. If you spend 4 additional power points, the duration increases to 10 min./level. If you spend 6 additional power points, the duration increases to 1 hour/level. Ecstatic Agony Psychometabolism Level: Egoist 7, Psychic Warrior 6 Display: Mental Manifesting Time: 1 standard action Range: Personal Duration: 1 min./level Saving Throw: No Power Resistance: Yes Power Points: Egoist 13, Psychic Warrior 11

You redefine how pain affects you, causing it to send you into an ecstatic state where you become a whirlwind of death and destruction, while at the same time your body is overloaded by the pleasure. Every round in which you take damage (lethal hit point damage, not counting temporary hit points) from an outside source, you gain half this amount as a bonus on attack and damage rolls for the following round. Each round you spend in this ecstatic agony, you take a cumulative -1 penalty to Dexterity. This penalty remains until the power ends and you rest for at least one

A warrior who experiences ecstasy instead of pain becomes a whirlwind of destruction.

hour afterwards. If your Dexterity is reduced to 0 due to this penalty, the power ends automatically. Augment: You can augment this power in any of the following ways. If you spend 4 additional power points, you can manifest this power

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as an immediate action in response to an attack. If you spend 4 power points less, this power lasts for 1 round/level. If you spend 2 power points less, the Dexterity penalty increases to -2 per round and you need to spend 2 hours resting afterwards. Energy Aura Psychokinesis [see text] Level: Psion/Wilder 5 Display: Visual Manifesting Time: 1 standard action Range: 20 ft. radius Target: Personal Duration: 1 round/2 levels Saving Throw: Reflex half Power Resistance: Yes Power Points: Psion/Wilder 9 An aura of energy forms around you, allowing you to fire bursts at will against enemies coming too close. Upon manifesting this power, choose cold, electricity, fire, or sonic. When you manifest this power an aura of visible energy forms around you and as a swift action each round you can cause it to flare, dealing 4d6 points of damage of the corresponding energy type to all creatures within 20 feet of you. Cold: An aura of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold aura is a Fortitude save instead of a Reflex save. Electricity: An aura of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: An aura of this energy type deals +1 point of damage per die. Sonic: An aura of this energy type deals -1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: You can augment this

Psionic Powers power in any of the following ways. For every 2 power points you spend, the damage increases by 1d6. For every 2 power points you spend, the radius increases by 5 feet. For every 2 power points spent on the above augmentations, the DC increases by 1. For every 2 power points you spend, the duration increases by 2 rounds. Energy Disc Psychokinesis [see text] Level: Kineticist 2 Display: Auditory, Visual Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: Up to three creatures Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 5 A disk of elemental energy shoots out towards your foes, bouncing from one to another. Upon manifesting this power, choose cold, electricity, fire, or sonic. You release a powerful disk of energy of the chosen type at your foe, which has the potential to bounce and continue hitting enemies up to 3 times. You must make a ranged touch attack to hit your first target, if you do you may make another ranged touch attack against an enemy within range, who gains cover (+4 AC) against the following attack. Continue making these attacks until you miss or you have no more attacks left (three targets/attacks is the maximum for a normal manifestation). You can even bounce the disc in-between two targets, but each attack counts as against a separate creature, hitting them again and again. The disk deals 3d6 points of damage to each target creature (for each hit). Cold: A disk of this energy type deals +1 point of damage per die. Electricity: A disk of this energy

type provides a +3 bonus to your attack roll if your target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A disk of this energy type deals +1 point of damage per die. Sonic: A disk of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: You can augment this power in any of the following ways. For every additional power point you spend, this power’s damage increases by 1d6. For each extra two dice of damage, the manifester gains a +1 bonus to the attack rolls. For every 2 additional power points you spend, this power can make an additional attack and the number of targets increase by one. Any additional targets must be within range of the power. If you spend 6 additional power points, you can manifest this power as a swift action. Energy Mantle Psychokinesis [see text] Level: Psion/Wilder 3 Display: Material Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 min./level Saving Throw: Reflex half Power Resistance: No Power Points: Psion/Wilder 5 You sheathe yourself in coruscating energy, threatening terrible damage to anyone coming into contact with you. Upon manifesting this power, choose cold, electricity, fire, or sonic. When you manifest this power, your body is covered in a shimmering mantle of the corresponding energy which causes 5d6 damage to anyone making a melee attack against you, grappling you or otherwise coming

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into physical contact with you. Cold: A mantle of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold mantle is a Fortitude save instead of a Reflex save. Fire: A mantle of this energy type deals +1 point of damage per die. If the attacker is wielding a metallic weapon it channels the heat and does 1d6 points of heat damage the following round. Electricity: A mantle of this energy type provides a +2 bonus to the save DC, and if the attacker is wielding a metallic weapon it channels the electricity dealing +1 point of damage per die. Sonic: A mantle of this energy type deals an equal amount of damage to any weapon used to attack the manifester, ignoring hardness. Augment: You can augment this power in any of the following ways. For every additional power point you spend, this power’s damage increases by 1d6. If you expend your psionic focus, you cause 3d6 damage (of the appropriate type) to every creature adjacent to you as the power flares into existence. If you spend 4 power points, the duration increases to 10 min./level. If you spend 3 power points, you can manifest this power as a swift action. If you spend 6 power points, you can manifest this power as an immediate action. For every 2 power points spent on the above augmentations, the DC increases by 1. Extradimensional Claws Psychoportation Level: Psychic Warrior 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Saving Throw: Fortitude negates

The Mind Unveiled (harmless) Power Resistance: Yes (harmless) Power Points: Psychic Warrior 9 Your claws begin to fade and flicker in between dimensions and go from three-dimensional to twodimensional. When you strike your claws blur before they strike, and enter a new dimensional state, cutting through armor as if it wasn’t even there. When you manifest this power, all attacks with your claws become melee touch attacks instead of normal attacks, allowing you to ignore the armor and shields of your enemies. Augment: You can augment this power in any of the following ways. If you spend 4 power points, the duration becomes 1 min./level. If you expend your focus, the manifestation time becomes 1 move action. Extradimensional Weapon Psychoportation Level: Nomad 6, Psychic Warrior 5 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: One weapon touched Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Power Resistance: Yes (harmless) Power Points: Nomad 11, Psychic Warrior 9 The weapon you touch begins to fade and flicker in-between dimensions and goes from three-dimensional to two-dimensional. When you strike the weapon blurs and before it strikes, it enters a new dimensional state, cutting through armor as if it wasn’t even there. When you manifest this power, all attacks with the affected weapon become melee touch attacks instead

of normal attacks, allowing you to ignore the armor and shields of your enemies. Augment: You can augment this power in any of the following ways. If you spend 4 power points, the duration becomes 1 min./level. If you expend your focus, the manifestation time becomes 1 move action. Find the Flaw Clairsentience Level: Seer 2 Display: Mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Saving Throw: No Power Resistance: None Power Points: Seer 3 You perceive every weakness and nuance of an object, coming to understand how the very underlying basics of the object interact and work with each other, making it easier to repair, destroy or even build an object. When you manifest this power, you gain a +4 insight bonus to all Craft rolls made to repair or make an object, as well as

A sword that shifts between dimensions is hard to defend against.

any opposed check during a sunder attempt against an object. Augment: You can augment this

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power in any of the following ways. If you spend 2 additional power points, you ignore half the hardness of an object when attempting to sunder it. If you spend 2 additional power points, the duration increases to 1 hour/level. For every 2 additional power points you spend, the insight bonus increases by +2. Flash Freeze Psychokinesis [Cold] Level: Kineticist 3 Display: Material Manifesting Time: 1 standard action Range: Touch Target: One item touched Duration: 1 hour/level Saving Throw: Reflex negates Power Resistance: No Power Points: Kineticist 5 The weapon striking you suddenly hardens with cold, freezing itself to the wielder. You concentrate a burst of extreme cold at the item, freezing it to any surface it connects to (even flesh) except you. Actively trying to remove the item from whatever it is frozen to causes 2d6 cold damage to both the item (ignores hardness) and the surface it was frozen to (4d6 if it is flesh). If allowed to thaw for the duration of the power, it causes no damage when removed. Augment: You can augment this power in any of the following ways. If you spend 2 additional power points, the range becomes Close instead of Touch. If you spend 2 additional power points less, the duration becomes 1 min./level instead. For every 2 additional power points spent on the augmentations above, the DC increases by 1. If you expend your psionic focus, you can manifest this power as an immediate action when you are attacked. The power automatically

Psionic Powers targets the weapon with which you are attacked. Force Arrow Psychokinesis [Force] Level: Marksman 2 Display: Visual Manifesting Time: 1 swift action Range: As per the bow or crossbow used Effect: One force charged arrow Duration: Instanteneous Saving Throw: No Power Resistance: None Power Points: 3 A transparent arrow suddenly appears, ready to be fired from your bow. You form an arrow or crossbow bolt made out of pure force and immediately fire it. This arrow or bolt does a base 2d8 points of [Force] damage when fired with a bow or crossbow. Augment: You can augment this power in any of the following ways. For every 2 additional power points you spend, the force damage increases by 1d8 points. If you expend your psionic focus, you can manifest this power as part of your attack action instead of as a swift action. Force Burst Psychokinesis [Force] Level: Kineticist 2, Psion/Wilder 3 Display: Visual Manifesting Time: 1 standard action Range: 20 feet Targets: All creatures within a 20 feet radius burst centered on you Duration: Instantenous Saving Throw: Reflex half Power Resistance: Yes Power Points: Kineticist 3, Psion/ Wilder 5 You unleash a blast of force radiating out from you, breaking bones and casting all creatures away from you

in a burst. When you manifest this power, all creatures within 20 feet who fail a Reflex save take 1d8 points of force damage and regardless of their saves, are then pushed away up to 20 feet from the manifester to the edge of the burst radius. Augment: You can augment this power in any of the following ways. For every 2 power points you spend, the damage increases by 1d8. For every 2 power points you spend, the radius increases by 5 feet. For every 2 power points spent on the above augmentations, the DC increases by 1. Force Strike Psychokinesis [Force] Level: Kineticist 1, Psion/Wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Close Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: Kineticist 1, Psion/ Wilder 3 You stretch out your hand, projecting a ray of focused force meant to subdue enemies, perhaps for questioning or because you do not want to kill wantonly. When manifesting this power, make a ranged touch attack. If you hit, the target takes 1d6 points of nonlethal force damage. If the target fails a Fortitude save, it is dazed for one round. Augment: You can augment this power in any of the following ways. For every power point you spend, the damage increases by 1d6. If you spend 2 power points, the target becomes dazed for 1d4 rounds if it fails its Fortitude save. If you spend 4 power points, the target becomes stunned for 1 round if it fails its Fortitude save.

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If you spend 6 power points, the target becomes stunned for 1d4 rounds if it fails its Fortitude save. For every 2 power points you spend on one of the above effects, the DC increases by 1. If you expend your psionic focus, the manifesting time changes to 1 move action. Force Wave Psychokinesis [Force] Level: Kineticist 2, Psion/Wilder 3 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft./level) Area: 20-foot radius burst Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: Kineticist 3, Psion/ Wilder 5 You allow a burst of force to explode from you, meant to take out enemies in a non-lethal way and do as little damage as possible to the environment. When manifesting this power, every creature within the radius takes 3d6 points of nonlethal force damage and are dazed for 1 round. A successful Fortitude save halves the damage and negates the dazed effect. Augment: You can augment this power in any of the following ways. For every power point you spend, the damage increases by 1d6. If you spend 2 additional power points, the targets becomes dazed for 1d4 rounds if they fail their Fortitude save.* If you spend 4 additional power points, the targets become stunned for 1 round if they fail their Fortitude save.* If you spend 6 additional power points, the targets become stunned for 1d4 rounds if they fail their Fortitude save.* For every 2 power points you spend on one of the above effects, the DC

The Mind Unveiled increases by 1. *Note that for these augments, an augment that has a higher cost supersedes a lower cost augment. Grease, Psionic Metacreativity (Creation) Level: Psion/Wilder 1 Display: Visual and olfactory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Power Resistance: No Power Points: 1 As grease, except as noted below. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the manifesting time becomes 1 move action. For every power point you spend, you can affect an additional object (each within 15 feet from eachother) or one additional 10-ft. square. If you spend 2 additional power points, the duration increases to 1 min./level. For every 2 power points spent on the above augmentations, the DC increases by 1 (this also affects the Balance DC for this power). Guidance Telepathy [Mind-affecting, Network] Level: Telepath 1, Society Mind 1 Display: Mental Manifesting Time: 1 standard action Range: Long (400 ft. +40 ft./level) Target: You and one other creature Duration: 1 min./level Saving Throw: Will negates (harmless) Power Resistance: No Power Points: 1 You form a mental bridge between yourself and the target, allowing your knowledge and

instincts to guide them instead of using their own. When you manifest this power, the target is helped by your understanding and gains a +2 competence bonus on all checks with one skill which you have skill ranks in (chosen at manifestation), and he can use that skill as if he had ranks in it. Augment: You can augment this power in any of the following ways. If you spend 1 power point, the duration becomes 10 min./level. If you spend 2 power points, the duration becomes 1 hour/level. For each power point you spend, the target gains an additional +1 competence bonus to the skill(s) up to your number of ranks in the skill. If you spend 2 power points, you can choose an additional skill to affect with this power (maximum 5). If you spend 4 power points, the range becomes Planar (same Plane). Harden Item Metacreativity Level: Shaper 6 Display: Visual Manifesting Time: 10 minutes Range: Touch Target: One item touched Duration: Permanent Saving Throw: None Power Resistance: No

A simple dagger can be made indestructible in the hands of a shaper.

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Power Points: 11 You channel metacreative psychic energy into an item, changing its internal structure and making it harder to destroy and more impervious to damage of all kinds. When you manifest this power, the object you touch increases its hardness by 1 point. Harmonize Psychometabolism Level: Egoist 7 Display: Visual Manifesting Time: 1 minute Range: Touch Target: One willing target / 3 levels Duration: 1 hour/level Saving Throw: No Power Resistance: No Power Points: Egoist 13 You harmonize the biotemplates of others with your own, making them resonate with every psychometabolic effect you manifest on yourself. For the duration of this power, the manifester can have any power (but not any psi-like ability) from the Psychometabolism discipline he manifests on himself also affect the harmonized targets. The targets must be within 25 feet of him at the time of the manifestation to receive the benefit. Additionally, the manifester can manifest a psychometabolism power with a target of “You” on any of his harmonized targets (as a touch range power) instead of on himself. Augment: You can augment this power in any of the following ways. For every 2 power points you spend, you can affect an additional target. If you spend 2 power points, the range becomes Close (25 feet + 5 feet / 2 levels). If you expend your psionic focus, the manifesting time becomes 1 round.

Psionic Powers Heatvision Psychokinesis [Fire] Level: Kineticist 1 Display: Material Manifesting Time: 1 standard action Range: 10 ft./level Target: Personal Duration: 10 min./level Saving Throw: None Power Resistance: No Power Points: Kineticist 1 You see the heat signatures of creatures and the surrounding area, allowing you to navigate in total darkness. When you manifest this power you can see living creatures within range, but you lose your normal vision making it hard for you to navigate treacherous terrain. When moving over anything but clear terrain, your speed is reduced by 10 feet before terrain modifications. Augment: You can augment this power in any of the following ways. If you spend 3 power points, you can pinpoint creatures even if they are invisible. If you spend 4 power points, the duration increases to 1 hour/level. If you expend your psionic focus, you can see undead corporeal creatures within your range because of their cold. Innate Weakness Clairsentience Level: Seer 3 Display: Visual and mental Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Saving Throw: No Power Resistance: None Power Points: Seer 5 You perceive where your next strike should hit to deal the most damage possible, quickly moving through the possible futures a blink of an eye ahead of you.

When you manifest this power, the next attack you make which hits in this round automatically threatens a critical hit and you gain a +6 insight bonus to confirm this critical hit. Augment: You can augment this power in any of the following ways. If you spend 4 additional power points, the duration increases to 1 round/level, although it still only affects one hit every round. If you spend 8 additional power points, the duration increases to 1 round/level, affecting all attacks in each round. If you spend 12 additional power points, the duration increases to 1 round/level and you threaten and confirm a critical hit on every attack you successfully hit with. If you expend your focus when manifesting this power, you automatically confirm one potential critical hit threatened by this power. Kinetic Quake Psychokinesis Level: Psion/Wilder 8 Display: Visual, Audial Manifesting Time: 1 standard action Range: Long (400 ft. +40 ft./level) Area: 100 feet burst Duration: 1 round Saving Throw: See text Power Resistance: No Power Points: Psion/Wilder 15 As earthquake, except as noted below. Augment: This power can be augmented in any of the following ways. For every additional power point spent, the DCs of the effects increase by 1. For every additional power point spent, the power does 10 points of damage more to each building in range. For every 2 additional power points spent, the duration is extended by 1 round. For every 2 additional power points

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spent, the area increases by another 10 feet. Leech Field Psychometabolism Level: Psion/Wilder 5 Display: Visual: see text Manifesting Time: 1 standard action Range: Personal; see text Target: You Duration: 1 min. Power Points: 9 As leech field, except as noted below. Augment: You can augment this power in the following ways. If you expend your psionic focus when manifesting this power, it becomes effective against spells as well, following the same rules as above, except that you gain 1 power point per spell level of the spell you saved against. For every 2 additional power points you spend, this power’s duration increases by 1 minute. If you spend 4 additional power points, the manifesting time becomes 1 immediate action instead. Localised Teleportation Psychoportation Level: Nomad 1, Psychic Warrior 1 Display: Physical Manifesting Time: 1 swift action Range: Short (25 feet + 5 feet/2 levels) Target: One weapon held Duration: Until end of round Saving Throw: None Power Resistance: No Power Points: 1 You strike out with your sword and for a split second the cutting edge teleports a short distance and strikes a creature a short distance away before returning to the weapon. You can make melee attacks against any target within range. Augment: You can augment this power in any of the following ways.

The Mind Unveiled If you expend your psionic focus, all targets are flat-footed against these attacks. If you spend 1 additional power point, the duration increases to 1 round. If you spend 3 additional power points, the duration becomes 1 round/ level. If you spend 5 additional power points, the range increases to Medium. If you spend 8 additional power points, the range increases to Long. Memorized Personality Telepathy Level: Telepath 5 Display: Mental Manifesting Time: 1 hour Range: Personal Target: You Duration: 1 day/level Saving Throw: Will save (see text) Power Resistance: No Power Points: 9 You calve off a portion of your own mind, reshaping it and forming it into a full blown personality with extensive skills and knowledge. By tapping into your own subconscious, you tap into the subpsionic network of all minds allowing you to draw on skills you do not even possess. This personality becomes a new persona, with different views and feelings, which you can allow to surface during the duration giving you access to a broad range of skills. When you manifest this power, choose a number of skills equal to your current Intelligence score, these become your new class-skills when the memorized personality surfaces. You lose access to all your normal skills unless these are chosen anew for the memorized personality. You gain max ranks in these skills. You as the manifester determine the traits of the new personality, but they can never be exactly like your current personality. If you want to return to

your original personality before the duration ends, you must succeed on a Will save. If you fail this save, your original personality remains in the subconscious until the power ends. Augment: You can augment this power in any of the following ways. If you spend 6 additional power points, you have complete control over your second personality and can switch freely between the two without making a Will save to retain control. If you spend 2 additional power points, the range changes to Touch and the target to One creature who can make a Will save to resist being affected by this power. In this case, you use the target’s Intelligence score to determine new skill points. Mind Assault Telepathy [Mind-affecting] Level: Psion/wilder 1 Display: Mental, Visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft./level) Target: One creature Duration: Concentration (up to 1 min./level) Saving Throw: No Power Resistance: Yes Power Points: 1 You focus on the mind of another creature, slowly building up pressure by forcing his body to create excess amounts of brain fluid. This pressure begins to cause physical harm and discomfort to the creature, manifesting as a buzzing in the heads of people around you and intense pain and bleeding in the target. The manifester can change the chosen target while maintaining concentration, but the damage builds up as if from the first round again in that case. The damage and pain increases every round as follows (penalties are not cumulative). 1st round: 1 point of damage

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2nd round: 1d4 points of damage, -1 to attack rolls 3rd and consecutive rounds: 1d6 points of damage, -1 to attack rolls, ability and skill checks Augment: You can augment this power in any of the following ways. If you spend 2 additional power points, this power begins dealing damage as if it was the third round immediately. If you spend 4 additional power points, the power adds Area: 20 ft. radius to its description. If you expend your psionic focus, the range increases to Medium. Mind Bridge Telepathy Level: Telepath 4 Display: None Manifesting Time: 1 hour Range: Touch and limitless (see below) Target: One creature manifesting Mind Bridge Duration: Permanent Saving Throw: No Power Resistance: No Power Points: 7 An unbreakable mental bond is formed with a fellow telepath. You forge a telepathic bridge between yourself and another willing Telepath, who must manifest Mind Bridge at the same time. You must both be touching when manifesting this power. You can communicate telepathically through the bridge regardless of language. Once the bridge is formed, it works over any distance (although not from one plane to another). Augment: You can augment this power in any of the following ways. If you spend 500 xp when manifesting this power, the target does not have to be a Telepath or manifest the power as well. If you spend 4 power points less, the duration becomes 1 hour/level instead of permanent.

Psionic Powers Mind Over Body Psychometabolism Level: Psion/wilder 1, Psychic Warrior 1 Display: Visual Manifesting Time: 1 minute Range: Touch Target: One living creature touched Duration: 1 day Saving Throw: None (harmless) Power Resistance: Yes Power Points: 1 You channel psionic energy into the living creature, causing it to heal a certain type of damage at a constantly higher rate than normal. The target creature heals ability damage and ability burn damage more quickly than normal. It heals a number of ability points per day equal to its Constitution bonus (minimum 1) in addition to any natural healing. Augment: You can augment this power in any of the following ways. If you spend 2 additional power points, the duration becomes 1 day/ level. For every 2 power points you spend, the target creature heals an additional point of ability burn or ability damage. For every power point you spend, you can have this power affect an additional creature.

no experience, you can only manifest this power on a willing creature. If you expend your focus when manifesting this power, you and the target share telepathic contact for the entire duration. Mindhunter Clairsentience Level: Psion/Wilder 3, Morphean 3 Display: Mental Manifesting Time: 8 hours Range: One plane Target: One creature on the same plane Duration: Instant Saving Throw: No Power Resistance: No Power Points: 5

Mind Switch Telepathy [Mind-affecting] Level: Telepath 6 Display: Visual Manifesting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: You and one other creature Duration: 10 min./level Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 11, XP

When you go to sleep, you psionically split your subconscious mind from your body sending it into the Dreamscape to search for another person’s subconscious on that plane. If the creature is intelligent and not immune to mind-affecting powers, the subconscious mind tracks him down and returns with the information by the time the manifester wakes up. If the manifester wakes before 8 hours have passed, the power fails as the subconscious mind is violently forced back into the manifester’s consciousness once again. When you manifest this power, you gain a general knowledge of where the target person resides if he is on the same plane. You are granted a general overview of his surroundings and a rough estimate of where he is from your current position such as in a wood 20 miles to the northwest. Note that the power points spent while dreaming do not regenerate during this time and thus the manifester awakens with less than his maximum power points.

As mind switch, except as noted below. Augment: You can augment this power in any of the following ways: If you spend 2 power points less and

Multitasker Psychometabolism Level: Egoist 5 Display: Mental Manifesting Time: 1 standard

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action Range: Personal Target: You Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: 9 You enhance your mind and its associated biological processes, allowing you to mentally act where others wouldn’t be able to. When you manifest this power, you gain an extra swift action each round. Each round in which you do not use your swift action, you gain a +2 bonus to Reflex saves instead. Augment: You can augment this power in any of the following ways. If you expend your focus, the range becomes Touch and the target becomes One living creature. For every 2 additional power points you spend, the bonus for not using your extra swift action increases by 1. If you spend 2 additional power points, you gain the benefit of not using your extra swift action to AC and Initiative as well. Neopsyche Telepathy [Mind-affecting] Level: Telepath 6, Psion/Wilder 8 Display: Mental Manifesting Time: 1 round Range: Medium (100 ft.+ 10 ft./ level) Target: One creature with an Intelligence of 3 or higher Duration: One round and Permanent (D) (see text) Saving Throw: Will negates Power Resistance: Yes Power Points: Psion/Wilder 15, Telepath 11 You reach into the psyche of another creature and form a new mind causing the victim to immediately go insane as the two minds struggle over dominance of the conscious part of their shared mind. If the invasive new psyche wins the battle, the old mind

The Mind Unveiled is shunted into the subconscious and takes up residence in the creature’s personal Dreamcircle. When you manifest this power, you designate the major personality traits of the new psyche. The target is dazed (no save) for one round as the new mind surfaces. If the victim fails a Will save, the conscious mind disappears (into the targets Dreamcircle, becoming a Dreamcircle Avatar), replaced by the new psyche. The new psyche is completely separate from its former self and has the personlity traits designated by the manifester. Most manifesters make the new personality subservient to themselves, but others unleash formerly peaceful people into the world as homicidal maniacs. A second manifestation of this power can allow the victim to retake his place as the controlling mind, as can a use of Reality Revision or Psychic Chirurgery. Augment: You can augment this power in any of the following ways. For every power point you spend, if the target fails his Will save, the new mind gets a free use of the Psychic Reformation power. For every 2 power points you spend, the DC for this power is raised by +1. For every 2 power points you spend, the target is dazed for another round.

making him ache from work he has never done. You do this by tearing at his biotemplate at certain junctures where his energy flow lessens and almost stops. When you manifest this power, your target becomes fatigued. A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. Multiple manifestations of this power do not make a character exhausted unless using the augmentation. Augment: You can augment this power in any of the following ways. If you spend 3 power points, the target instead becomes exhausted. An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.  If you spend 2 power points, the range becomes Close and doesn’t require a touch attack. If you spend 4 power points, the duration becomes 1 round/level, allowing you to perform one Tiring Touch per round. For every 2 power points spent to achieve the above, the DC increases by 1.

Overload Biotemplate Psychometabolism Level: Egoist 2 Display: Mental Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: Instantenous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 3

Personal Failure Telepathy [Mind-affecting] Level: Telepath 3 Display: Mental Manifesting Time: 1 round Range: Medium (100 feet + 10 ft / level) Target: One creature Duration: 1 min./level Saving Throw: Will negates Power Resistance: No Power Points: 5

When you touch your target, you exhaust his body as if he had spent the day working, tiring his muscles and

You reach into the psyche of your target and draw forth every insecurity and fear of failure and enhance it

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thousand fold. The target becomes convinced that they cannot, in any way, succeed with anything they do until proven otherwise. When you manifest this power, your target must make a Will-save or take a -10 penalty to all skill checks, ability checks and attack rolls until the duration ends or they succeed on a roll. Once they succeed, the power is no longer effective and the target becomes immune to it for 24 hours. Augment: You can augment this power in any of the following ways. For every 3 power points you spend, the target must make an additional successful Will-save or succeed on a roll to overcome this power. If you expend your psionic focus, the manifesting time becomes 1 standard action. For every 2 power points you spend, the DC to resist this power increases by 1. Personal Toolkit Psychometabolism Level: Psion/Wilder 1, Morphean 1 Display: None Manifesting Time: 1 round Range: Personal Target: You Duration: 1 hour/level Saving Throw: No Power Resistance: No Power Points: 1 You transform your hand into a living toolkit which can change form and shape to become any tool you might need. This may manifest as lock picks coming out of your fingers or the hand transforming into a bonehammer. You can always change your hand back to its original shape, but this ends the power. You gain the ability to transform your hand into any kind of tool which you can use with one hand. This tool is treated as if it was masterwork and works for any skill not based on Charisma. Attacking with a tool is an unarmed attack which does 1d3 points of lethal damage.

Psionic Powers Augment: You can augment this power in any of the following ways. For every power point you spend, the circumstance bonus for the tool being Masterwork increases by 1 point. If you spend 2 additional power points, you can transform both hands, allowing you to use any tool which needs two hands. If you spend 2 additional power points, you can transform your hand(s) back and forth between hand and tool without ending the power.

with their surroundings (a wall does not start floating through the floor, neither does the roof start descending into it). Augment: You can augment this power in any of the following ways. For every 2 power points you spend, you can affect another 10x10 cube of non-living matter touched. If you spend 2 power points the manifesting time becomes 1 move action. If you spend 4 power points, the duration becomes 1 minute / level.

Phase Matter Psychoportation Level: Nomad 2, Psion/Wilder 4 Display: Physical Manifesting Time: 1 round Range: Touch Target: One 10x10 foot cube of non-living matter touched Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: Nomad 3, Psion/ Wilder 7

Portal Psychoportation Level: Psion/Wilder 9 Display: Visual Manifesting Time: 1 standard action Range: Short (25 ft. +5 ft./2 levels) Target: See text Duration: 1 round/level Saving Throw: Reflex negates (see text) Power Resistance: No Power Points: 17

You touch the intended matter, jolting it out of synch with the rest of the universe. This matter becomes indistinct, and you can see through it and could even push yourself through it should you want to. When you manifest this power on non-living matter, anyone can see through it and move through the cube. The matter is still somewhat there and is hard to press through, counting as difficult terrain, and anyone moving through it takes 2d6 non-lethal damage unless protected by a force effect (such as Inertial Armor). If this power is manifested on a sentient but non-living creature (such as a Construct or Undead), they can pass through any solid materials at will, but take 1d6 damage as they do so, but they also gain a 10% miss chance to any attack against them since it can simply phase through them without harming them. These objects otherwise interact normally

You reach out and collapse two points in the universe to become as one, creating a portal which allows instant travel between these two points. You open a portal to anywhere you have either visited or perceived in some way (clairsentience for example), which allows instant travel between these two points, regardless if they are on separate planes or not. A creature must willingly pass through a portal; they cannot be pushed or otherwise coerced into it, simply passing through it to the other side untouched by the powers transportative abilities. Note that this restriction does not pertain to objects or other forms of matter. This portal is circular and can have a radius of up to 10 feet and it is oriented in the direction you desire when it comes into existence. If the portal is manifested so that it intersects an object, this object is immediately cut into two separate

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pieces. If it intersects a creature, the creature must succeed on a Reflex save or take 20d6 points of slashing damage as their bodies are torn apart from the forming portal. If the creature survives the initial damage, they are still alive; parts of them have been collapsed together with the portal. Augment: You can augment this power in any of the following ways. If you expend your psionic focus when manifesting this power, the portal becomes selective, allowing only those creatures or objects allowed by you to pass through. If you spend 2 additional power points, creatures can be forced through the portal by an outside force (such as telekinetic thrust). If you spend 2 additional power points, the duration increases to 1 min./level. If you spend 4 additional power points, the duration increases to 10 min./level. Precognition, Tactical Clairsentience Level: Psion/Wilder 1, Psychic Warrior 1, Marksman 1 Display: Mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Saving Throw: No Power Resistance: None Power Points: 1 Your awareness extends a fraction of a second into the future, assessing possible combats, ambushes and attacks, allowing you to react faster than your comrades when such an event does occur. When you manifest this power you gain a +4 insight bonus to Initiative. Augment: You can augment this power in any of the following ways. For every 1 additional power points you spend, your insight bonus to Initiative increases by 1.

The Mind Unveiled If you spend 3 additional power points, you are no longer flat-footed when surprised in combat. If you expend your psionic focus, you can manifest this power as an immediate action. Psychoforming Psychometabolism Level: Egoist 3, Morphean 3 Display: Physical Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: 5 Your flesh, muscles, and bones are no

longer set in a certain biotemplate; rather, you have complete mastery of the disposition of your body. You can become anyone, push through any hole wide enough for your fingers to fit through, and can terrify your enemies with gross displays of physical manipulations. For the duration of this power, you gain a +10 enhancement bonus to Disguise, Intimidate, and Escape Artist checks. While in this malleable form you become impossible to identify unless you want to be and can mimic any humanoid or nonhumanoid creature of your size with a successful Disguise check. Also, being able to compress bone and muscles for this short period allows you to pass through any opening at least two inches high or wide and

frighten anyone able to see or hear the changes. Augment: You can augment this power in any of the following ways. If you spend 4 power points, the duration becomes 1 day/level. For every 2 power points you spend, the enhancement bonus to Disguise, Intimidate and Escape Artist increase by +5. Psychometabolic Parasite Psychometabolism Level: Egoist 4 Display: Visual Manifesting Time: 1 standard action Range: Touch and 1 mile (see below) Target: One living creature Duration: 1 day/level

Portal: To a powerful psion, space is not an obstruction.

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Psionic Powers Saving Throw: Fortitude negates Power Resistance: Yes Power Points: Egoist 7 You transform part of your own flesh into a parasite which burrows deep inside another living creatures body, hidden by psychometabolic painkillers. From inside it can relate information about what is happening, tapping into the senses of its target as well as retain simple memories or codes for a limited time. Some egoists use this to keep track of their friends instead of using it as a device to spy on people, thus allowing them to keep a constant watch on the status of their friends. When you manifest this power you must succeed on a touch attack and the target must make a Fortitude save to keep you from injecting the parasite. If the target fails, your parasite enters their body and adjusts itself to their biotemplate, making it hard to find and remove with supernatural means and tricking the body into believing it is an essential part. If the target failed their save, they are unaware that the parasite has entered their body as the psychometabolic constituents of this power removes pain and heals the entry point in a split second. The manifester has a telepathic link with the parasite out to a distance of up to 1 mile. The manifester can see through the target’s senses, but only one at a time. The manifester and the parasite can communicate telepathically as if the parasite was the target of a mindlink power manifested by the egoist. Because of the telepathic link between the parasite and the manifester, he has the same connection to an item or place that the parasite does. For instance, if the parasite has seen a room (by using the targets senses), the manifester could teleport into that room as if he had seen it too. The manifester is at all times aware if the target is suffering from any disease or poison, how many hit points the

target has left and where he is relative to the target and the distance between them. The manifester can make an Autohypnosis check (DC 20) to withdraw any information which the parasite has acquired while inside its host. If he fails, he only knows what he learned while utilizing a sense himself, otherwise the parasite can relay information like who the target met, passwords used and other interesting material. Augment: You can augment this power in the following ways. If you expend your psionic focus and manifest this on a willing living creature, the target can communicate with the parasite and relay information, as well as sharing all senses at the same time instead of just one. This is often called the Symbiote augmentation by egoists. If you spend 2 power points less, you disable the painkiller and instant healing, causing 1d6 points of damage but making the target aware of the parasite and thereby disabling its ability to meld with the biotemplate and make it invisible to detection and removal. If you spend 4 additional power points, you can terminate the parasite at will as a move action, causing it to leak acid inside the targets body before exploding in shattered bones. Once this happens the target first takes 3d6 points of acid damage and then 6d6 points of damage from the shattering explosion inside them. Quintessence Armor Metacreativity Level: Psychic Warrior 6 , Shaper 7 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Saving Throw: No Power Resistance: None Power Points: Psychic Warrior 11, Shaper 13

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You cover yourself in an armor formed from quintessence, coalesced time from the time continuum which you use as an armor to ward of effects and attacks against you. When you manifest this power, you always take half damage from any power or spell used against you. You also gain a +5 bonus to any save against a power or spell that you can save against as quintessence disrupts magic and psionics alike. Anyone trying to manifest a power or cast a spell within 15 feet is disrupted as follows: Powers require twice as many power points to manifest, unless the manifester makes a successful DC 16 Will save each time he or she attempts to manifest a power. A spellcaster who tries to cast a spell must succeed on a DC 16 Will save each time they attempt to cast a spell or lose that spell slot. Also, in these circumstances manifesting a psi-like or spell-like ability is a full-round action rather than a standard action. The manifester cannot manifest any new powers while this power is in effect but any previous manifestations are still functioning. Anyone striking the manifester with a natural weapon (such as an unarmed attack or claw attack) takes 2d6 points of damage as quintessence rips away part of their flesh from the current time and preserves it in stasis. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, you can manifest one additional power before the quintessence seals your powers inside. For every 2 power points, the DC to manifest or cast increases by 1. If you spend 2 additional power points, you deal 2d6 points of damage to all weapons (ignore hardness) used to attack you. If you spend 4 additional power points, you can manifest this power as a swift action. If you spend 6 additional power

The Mind Unveiled points, you can manifest this power as an immediate action. If you spend 6 additional power points, the duration increases to 1 min./level. Raging Body, Still Mind Psychometabolism Level: Psion/Wilder 1 Display: Mental Manifesting Time: 1 swift action Range: Personal Target: You Duration: Special (see text) Saving Throw: None Power Resistance: No Power Points: 1 As your body convulses with the power of your physical rage, you block the pheromones in your blood from overwhelming your mind. Your reptile mind takes control of your body while you retain your higher mental functions. This power can only be manifested as a swift action in the same round that the manifester activates their rage (or any other similar effect). This is an exception to the rule which prevents a character from manifesting while in a rage. When you manifest this power, you can still manifest powers while in a rage, although each power costs 2 additional power points. This power lasts as long as your rage does and while it is active, you cannot voluntarily stop attacking an enemy before they are dead as your reptile mind is in control of your physical actions. Surging Augment: If you possess the Wild Surge class ability, you can augment this power in any of the following ways: Wild Surge +2: You can manifest powers while under the effects of a rage without an additional cost. Wild Surge +3: Whenever you manifest a power while under the effects of a rage, that round does not count against the duration of the rage effect.

Wild Surge +4: When you use your Wild Surge class ability while under the effects of a rage, you do not suffer a chance for psychic enervation. This does not affect the manifestation of this power. Rapid Metabolism Psychometabolism Level: Psion/wilder 1, Psychic Warrior 1 Display: Visual Manifesting Time: 1 minute Range: Touch Target: One living creature touched Duration: 1 day Saving Throw: None (harmless) Power Resistance: Yes Power Points: 1 You channel psionic energy into the living creature, allowing it to mend wounds and heal itself even while it isn’t resting. The target creature naturally heals a number of hit points per day equal to double its Constitution bonus (minimum 2) in addition to any normal healing. It gains this additional healing even if it does not rest. Augment: You can augment this power in any of the following ways. If you spend 2 additional power points, the duration is 1 day/level. For every power point you spend, you can have this power affect an additional creature. For every power point you spend, the target heals an additional 2 points of damage when resting. Rejuvenate Psychometabolism Level: Psion/Wilder 1, Psychic Warrior 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: Instant Saving Throw: None Power Resistance: No Power Points: 1

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You surge your body with psionic energy, revitalizing yourself and clearing your body and mind, achieving a clear state of physique. When you manifest this power you are no longer fatigued. Augment: You can augment this power in any of the following ways. If you spend 3 power points, you are no longer exhausted. If you spend 2 power points, the range changes to Touch. Sense Poison & Disease Psychometabolism Level: Psion/Wilder 1 Display: Olfactory Manifesting Time: 1 swift action Range: 100 feet radius centered on you Duration: Concentration (up to 1 min./level) Saving Throw: No Power Resistance: No Power Points: Psion/Wilder 1 You extend your awareness of the biotemplates around you, allowing you to sense when one has been corrupted, either via poison or disease as if it was a smell on the air. When you manifest this power, you automatically sense which people are poisoned or infected within range. By concentrating for 3 rounds on a single subject you can determine if they are poisoned or diseased, what affects them, and how potent it is. This also gives you a +10 circumstance bonus to Heal checks to cure or slow the poison or disease. Augment: You can augment this power in any of the following ways. If you expend your focus, you can garner the individual information in 1 round instead of 3. If you spend 3 power points, the duration becomes 1 hour/level, although garnering individual information still requires concentration.

Psionic Powers Shatter Psychokinesis Level: Kineticist 1, Psion/Wilder 3, Psychic Warrior 2 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: One physical object touched Duration: Instant Saving Throw: Fortitude halves Power Resistance: No Power Points: Kineticist 1, Psion/ Wilder 5, Psychic Warrior 3 You force feed psychic energy into an object, shattering it instantly or damaging it permanently. When you manifest this power you cause 15 points of damage to the object touched, ignoring hardness. Augment: You can augment this power in any ofthe following ways. If you spend 2 power points, the range changes to Close. If you spend 4 power points, the range changes to Medium. If you spend 6 power points, the range changes to Long. For every additional power point you spend, you cause 5 points more of damage. For every 2 power points spent on the above augmentations, the DC increases by 1. Sickening Touch Psychometabolism Level: Egoist 3 Display: Physical Manifesting Time: 1 standard action Range: Touch Target: One living creature Duration: 1 round/level Saving Throw: Fortitude partial (see text) Power Resistance: Yes Power Points: 5 When you touch the target its biotemplate is thrown into disarray causing it to feel sickened and nauseated, often heaving up whatever

they have eaten in response to the psionically triggered sickness. When you manifest this power, the target becomes sickened if he had failed his Fortitude save. The target takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for the duration of the power. If he succeeds, he becomes dazed for 1 round. Augment: You can augment this power in any of the following ways. If you spend 2 power points, the range becomes Close and requires a ranged touch attack. If you spend 4 power points, the target also becomes nauseated. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring their attention. The only action such a character can take is a single move action per turn. If you spend 3 power points, this power does not offer a Saving Throw. Stabilize Emotions Telepathy [Mind-affecting] Level: Psion/wilder 3, Society Mind 3 Display: Mental, visual Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: Permanent Saving Throw: Yes [harmless] Power Resistance: Yes Power Points: 5 Your touch erases mental anguish. Stabilize mind cures any emotional damage the target creature has suffered. The subject is cured of any fear, despair or mind-affecting effects which are not charms or compulsions. It removes any lingering mental damage from torture and eases traumatic memories, not removing them but simply severing all emotional strands which cause trauma. It cures confusion and restores 2 points of Wisdom damage.

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Augment: You can augment this power in any ofthe following ways. For every power point spent, the target heals 1 more point of Wisdom damage. For 8 power points, the subject is healed of any permanent madness (such as from the Insanity power, a racial trait or associated with a domain). Summon Telepathy Level: Psion/Wilder 3, Telepath 2, Society Mind 3 Display: Mental Manifesting Time: 1 standard action Range: 1 mile/level Target: One person you know Duration: 1 hour/level Saving Throw: None Power Resistance: No Power Points: Psion/Wilder 5, Telepath 3, Society Mind 5 You send out an empathic call to a person you know, tugging at them to find you, regardless of where you are. Being imprisoned behind thick steel walls inside the Black Tower makes no difference for the resonant effects of this power overcomes such small hindrances. When you manifest this power the target simply know you want him to come to you and he knows the general direction he has to go to get to you and a rough estimate at how far he has to go get there. This is not a compulsion; the target is not forced to come. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the target gets a vision of where you are and in what kind of situation (such as imprisoned in a black tower). If you spend 2 additional power points, you can summon someone you don’t personally know, but know about (like the Guard Captain of the city). If you spend 2 additional power

The Mind Unveiled points, the range increases to 10 miles/level If you spend 3 additional power points, the duration increases to 1 day/level If you spend 4 additional power points, the power gains the [Compulsion] descriptor and the target must make a Will-save or be compelled to find the manifester. This augment is sometimes called the Emperor’s Summon. Teach Telepathy [Mind-affecting] Level: Telepath 4, Society Mind 4 Display: Mental Manifesting Time: 1 hour Range: Touch Target: One creature Duration: Permanent Saving Throw: No Power Resistance: No

Power Points: 7, XP An advanced technique building on the idea of Guidance, Teach allows a character to not only form a temporary mental bridge and act as a guide for the target - but permanently teach him how to do something or impart knowledge. When you manifest this power, the target gains 1 rank in a skill which you have at least 4 ranks in. XP Cost: 20 xp Augment: You can augment this power in any of the following ways. For every power point you spend, you can Teach the target one more rank in a skill you know, up to 3 ranks less than your ranks. Each rank costs an additional 10 xp. If you expend your psionic focus, the target does not gain a rank in any skill, but can rearrange his current skills. Telekinetic Punch Psychokinesis Level: Kineticist 1, Psion/Wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft./level) Target: One creature or object Saving Throw: No Power Resistance: Yes Power Points: Kineticist 1, Psion/ Wilder 3

You lash out with your fist forming a telekinetic punch which accelerates to strike an enemy further away. When you manifest this power, you deal 1d8 bludgeoning damage with a ranged touch attack. Augment: You can augment this power in any of the following ways. For every 2 power points you spend, the damage increases by Summon allows an ally to know where the 1d8. manifester is

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If you spend 2 power points, the damage gains the [Force] descriptor. Telepathic Possession Telepathy [Mind-affecting] Level: Telepath 7 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft.+ 10 ft./ level) Target: One living creature Duration: 1 day/level (D) Saving Throw: Will save negates Power Resistance: Yes Power Points: 13, XP You extend your mind, invading another creature’s mind and forcing their consciousness into the subconscious. After this assault you reassert yourself as the controlling psyche of the body, taking possession of the victim. Those who have mastered this power knows how to transform themselves into possessive psychic energy or even how to rearrange the biotemplate of a target, making it possible to possess undead or even worse creatures normally immune to this power. When you manifest this power, you try to assume control over the victim. If he fails a Will-save, he loses control over his body, and you assume full control of the body, but your body collapses and becomes unconscious. Your body is completely vulnerable to attacks in this state, unless using the Parasitic Possession augmentation. If your body dies while possessing another person, you also die and the original psyche returns to power. If the body you are possessing dies, you are shunted back into your own body. While possessing, the following changes apply: You gain the type of your assumed body. You gain the Strength, Dexterity, and Constitution scores of your assumed body (any loss of Constitution affects the possessor’s hit points). You gain the natural armor, natural

Psionic Powers attacks, movement, and other simple physical characteristics of your assumed body. You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities. You gain the possessions and equipment of your assumed body. You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, skills, and feats (although skill checks use your new ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new body). XP cost: 300 xp. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, you can use this power on a mindless Undead creature even though they are normally immune to mind-affecting effects. If you spend 4 additional power points, your body transforms into pure psychic energy and resides within the mind of the victim for the duration of this power. If the body you are possessing dies, you reform in the square next to it. This augmentation is sometimes called “Parasitic Possession”. If you spend 4 additional power points, this power loses the [mindaffecting] descriptor. If you spend 6 additional power points, the duration becomes permanent (D), but the experience cost increases to 3000 xp. For every 2 power points spent on the above augmentations, the DC increases by 1. Time Reversion Psychoportation Level: Nomad 8 Display: Physical Manifesting Time: 1 hour Range: Personal Target: Personal

Duration: Instant Saving Throw: None Power Resistance: No Power Points: 15, XP You create a temporal disjunction, turning back time around yourself, actually causing you to become physically younger, unmaking any scars and reinvigorating your body. When you manifest this power, your age decreases by 1 year. If you go down an age category, you regain lost physical scores (Strength, Dexterity, Constitution) but keep your current mental scores (Intelligence, Wisdom, Charisma). Should you re-enter that age category later, you regain your physical penalties, but not the mental bonuses. If you have received any permanent scaring or lost a limb during this year, you are restored to your earlier health. Any permanent level or ability drain you have received stays with you though. XP cost: 1000 xp. Augment: You can augment this power in any of the following ways. If you spend 4 power points, the range changes to Touch and the target becomes One creature. For every 1000 xp you spend, your age decreases by another year. True Terror Clairsentience [Fear, Mind-affecting] Level: Seer 2, Morphean 2 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One living creature with an Intelligence of 3 or more Duration: 1 round Saving Throw: None Power Resistance: No Power Points: 3 You awaken a thousand potential deaths and horrors from a creature’s past and future. Every horrifying event which has or might have happened assaults their mind, wracking them

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with painful memories or potential horrors from beyond time and space. All of this happens only within the mind of the affected; to others, the target simply seems to snap and break under mental stress. When you manifest this power, the target becomes shaken for 1 round. Augment: You can augment this power in any of the following ways. If you expend your psionic focus, the range increases to Long (400 ft. + 40 ft./level). For every power point you spend, you can target another creature. For every 2 additional power points you spend, the target becomes shaken for an additional round. If you spend 2 additional power points, you can target any creature with an Intelligence of 1 or more, as well as any non-living creatures that are still susceptible. You still cannot affect creature’s that are immune to Fear or Mind-affecting effects. If you spend 5 additional power points, this becomes an Area-effect (20 feet radius) centered on you, affecting all targets within range. Unbound Portal Psychoportation Level: Nomad 7 Display: Visual and auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5ft./level) Target: One line, 15 feet wide and 250 feet long. Duration: instantaneous Saving Throw: Reflex partial (see text) Power Resistance: Yes Power Points: Nomad 13 For a few seconds you force open a gateway to another Plane of Existance, causing its most common energy to flow through the portal and pour over those who stand before it. When you manifest this power, choose one of the following planes: Ethereal Plane: Fear and loathing rushes out from the portal, channeled

The Mind Unveiled from the restless dead lingering there, triggering every mental flight response in those affected. Everyone touched by the line of energy becomes panicked for 3d6 rounds; if they succeed on their save they instead become frightened for 2d6 rounds. This is a mind-affecting fear effect. Plane of Shadow: Clinging darkness wells out from the portal and its intensity burns away the sight from those affected. Everyone touched by the line of energy becomes blinded for 3d6 rounds; if they succeed on their save they instead become dazzled for 3d6 rounds. Astral Plane: A wave of silvery strands spider out from the portal, confusing all it touches. Everyone touched by the line of energy becomes confused for 1d4 rounds; if they succeed on their save they instead become dazed for 1 round. Dreamscape: Ectoplasmic potential streams out of the portal; myriads of nightmares and dreams descend upon those affected. Everyone touched by the line of energy becomes stunned for 1d6 rounds; if they succeed on their save they instead become flatfooted for 1 round. Plane of Air: An extremely powerful gust of wind opens, blowing those affected from their feet. Everyone touched by the line of energy is blown away and deafened for 3d6 rounds; if they succeed on their save they only become deafened for 2d6 rounds. Plane of Earth: A spray of dust erupts from the portal, turning all who are touched by it into stone. Everyone touched by the line of energy becomes petrified for 2d6 rounds; if they succeed on their save they instead become dazed for 1 round. Plane of Fire: A flash of superheat explodes forth from the portal, shocking all touched by its effect by pain. Everyone touched by the line of energy takes 10 points of fire damage and becomes nauseated for 1d6 rounds, if they succeed on their save they take no damage and instead

become staggered. Plane of Water: A stream of water cascades out from the portal, knocking people from their feet. Everyone touched by the line of energy takes 20 points of bludgeoning damage and becomes knocked down; if they succeed on their save they still take the damage but instead become checked. Plane of Positive Energy: A stream of supercharged light erupts from the portal, showering all in Positive Energy. Everyone touched by the line of energy heals 10d6 points of damage but becomes exhausted; if they succeed on their save they do not heal and instead become fatigued. Plane of Negative Energy: A billowing grey cloud exits the portal and all who are touched by it feel their strength drain away. Everyone touched by the line of energy takes 3d6 points of Strength damage; if they succeed on their save they instead become shaken. Augment: You can augment this power in any of the following ways. If you spend 4 additional power points, you can manifest this power as a move action. For every power point you spend, the line becomes 10 feet longer. For every 3 power points you spend, the line becomes 5 feet wider. For every 2 power points you spend (on other augmentations above or here), the DC to save against its effect increases by 1. Unveiling the Patterns Clairsentience [Mind-affecting] Level: Seer 4 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One individual Duration: 1 hour/level Saving Throw: Will negates Power Resistance: No Power Points: 7

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You reach out into the uncountable patterns of possible futures and unknown possibilities, and you channel them entirely into the mind of another creature, overwhelming him with millions upon millions of potential possibilities playing out in nerve-wracking visions. When you manifest this power, the target becomes disabled for the duration of the power unless he succeeds on a Will-save. If he makes his Will-save, he is still dazed for 1 round from the overwhelming visions swimming before his eyes. Visual Illusion Metacreativity Level: Shaper 1 Display: Visual Manifesting Time: 1 standard action Range: Long (400 ft. +40 ft./level) Effect: 10 cubic ft./level Duration: Concentration Saving Throw: Will disbelieves Power Resistance: No Power Points: 1 You summon a thick ectoplasmic creation which emits light as you specify, essentially creating a membrane which emits a holographic form unerringly like an illusion. When you manifest this power, it creates the visual illusion of an object, creature, or force as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. Augment: You can augment this power in any of the following ways. If you spend 2 power points, the duration becomes 10 min./level, but you must create a stationary illusion which doesn’t move or change. If you spend 4 power points, the duration becomes 10 min./level, and you can program the illusion to move according to a pattern. If you spend 6 power points, the duration becomes permanent, but you must create a stationary illusion

Psionic Powers which doesn’t move or change. For every 2 power points spent for the above, the DC for this power goes up by 1. Will of Iron Psychometabolism Level: Egoist 2, Psion/Wilder 3, Psychic Warrior 2 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: Personal Duration: 1 min./level Saving Throw: None Power Resistance: No Power Points: Egoist 3, Psion/ Wilder 5, Psychic Warrior 3 Your will overcomes the limitations of physical matter, flesh, and bone. Pain becomes nothing more than a sense under your control, allowing you to ignore the distractions it provides and continue fighting, even when your body is giving up. When you manifest this power you don’t die until you are reduced to -20 hit points or below and when reduced to between -1 and -19 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round, and you can continue to act as normal even though you are between -1 and -19 hit points. You don’t have to make a Concentration check to continue manifesting after being damaged. Augment: You can augment this power in any of the following ways. If you spend 2 power points, the range changes to Touch. If you spend 6 power points, the manifesting time becomes 1 immediate action. If you expend your psionic focus, you also gain a +2 enhancement bonus to your Will save.

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The Mind Unveiled

OPEN GAME LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. The Mind Unveiled: Powers & Items Copyright 2007 Jeremy Smith, Andreas Rönnqvist. Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell. All rights reserved. If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights reserved. Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved. The Mind Divine Copyright 2007 Jeremy Smith Untapped Potential: New Horizons in Psionics Copyright 2006 Anthony Ogden, Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez, Will Elyea Unearthed Arcana Copyright 2004 Wizards of the Coast. Mutants & Masterminds Copyright 2002, Green Ronin Publishing. Swords of Our Fathers Copyright 2003, The Game Mechanics. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker

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