Psion (MK)

Written by Martin K.

PZO1132 TelekenticBoltPsions push their mental capacity beyond mortal limits. At a mere thought, they can create fires and objects, reshape their body and control weaker minds. A psions supernatural power resides entirely within his own mind. With a single thought, they can move objects around and even create them out of thin air. As telepaths, they bend the lesser minds to their will.

Play Style: You wield powers that can bend minds and reshape the universe, but you are physically weak. You rely on the other party members to protect you in combat, and give you the space to battle down foes from a safe distance.

Ability Scores: Intelligence is your main ability score, and most powers require it.

Races: Psionic ability can manifest in any sentient race. While psions will always be few in number, they come from very diverse backgrounds. Depending on the setting, some races may have innate psionic abilities, such as dromites, duergar, elans, half-giants, maenads and xephs.

Backgrounds: A slave in shattered chains has discovered his psionic powers in dire circumstances; a carnie trickster uses them for entertainment; an enlightened princess comes from a royal line which secures its position through psionic powers (openly or secretly).

Icons: Psionic powers exist outside the established order of arcane and divine magic. This makes icons like the Archmage or the Priestess suspicious, if not outright hostile towards psions. If you decide to add psionic powers to a campaign, consider adding a new icon to act as a patron of psionics. It could be an upstart who has not reached icon status yet, and is working hard to cause one or more icons to fall.

Gear

A psion's powers are all in his mind and don't require much equipment. If psionics are well-known and respected, psions will dress in garish gear adorned with crystals, pyramids and eye symbols. They tend to wear elaborate headpieces like tiaras and turbans. If, on the other hand, psionics are unknown or even persecuted, a psion will more likely try to pass off as a commoner or a mage.

In your pockets, you start with 25 gp. You could also roll 1d6 x 10 gp, if you're the gambling sort.

Armor

While psionic powers aren't hindered by armor directly, carrying heavy loads all day tires the body, which also tires the mind. Therefore psions usually rely on their powers to protect themselves from harm.

 

Psion Armor and AC
Type Base AC Attack Penalty
None 10 -
Light 10 -
Heavy 11 -2
Shield +1 -2

Weapons

Why bother with weapon training when you can just crush your foe's mind from a safe distance, or even better, convince him not to attack in the first place?

Psion Melee Weapons
Size One-Handed Two-Handed
Small 1d4 knife 1d6 staff
Light or Simple 1d6 (-2) short sword, rapier 1d8 (-2) spear
Heavy or Martial 1d8 (-5) longsword, scimitar 1d10 (-5) greatsword
Psion Ranged Weapons
Size Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow -
Light or Simple 1d6 (-2) javelin, axe 1d6 (-1) light crossbow 1d6 (-2) shortbow
Heavy - 1d8 (-4) heavy crossbow 1d8 (-5) longbow

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength OR Dexterity + Level vs. AC

Hit: Weapon + Strength damage

Miss: -

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: Weapon + Dexterity damage

Miss: -

Psion Level Progression

Psions gain 3 talents at first level. They do not gain additional talents as they level up.

Psion
Level
Total Hit Points Total Feats Power Points Powers known Pool Available Level-up Ability Bonuses Damage Bonus from Ability Score
Level 1 multiclass Half of both classes As 1st level PC 3 2 1st level Not affected ability modifier
Level 1 (6 + CON mod) x 3 1 adventurer 4 3 1st level   ability modifier
Level 2 (6 + CON mod) x 4 2 adventurer 5 4 1st level   ability modifier
Level 3 (6 + CON mod) x 5 3 adventurer 6 5 3rd level   ability modifier
Level 4 (6 + CON mod) x 6 4 adventurer 7 5 3rd level +1 to 3 abilities ability modifier
Level 5 (6 + CON mod) x 8 4 adventurer 1 champion 8 6 5th level   2 x ability modifier
Level 6 (6 + CON mod) x 10 4 adventurer 2 champion 9 7 5th level   2 x ability modifier
Level 7 (6 + CON mod) x 12 4 adventurer 3 champion 10 7 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod) x 16 4 adventurer 3 champion 1 epic 12 8 7th level   3 x ability modifier
Level 9 (6 + CON mod) x 20 4 adventurer 3 champion 2 epic 14 9 9th level   3 x ability modifier
Level 10 (6 + CON mod) x 24 4 adventurer 3 champion 3 epic 16 10 9th level +1 to 3 abilities 3 x ability modifier

Psion Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Intelligence or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (no armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level, 5 at 8th)
Talents 3
Feats 1 per level

Class Features

Psionic Powers

Psions manifest psionic powers. Each power belongs to one of six disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation and Telepathy. A psion knows a number of powers as indicated by the level progression table.

Powers are not expended the way spells are, but manifesting a power is mentally taxing. This is represented by a limited resource, psionic power points. You regain your power points on a full heal-up. You can also regain a small number of power points when taking a short rest with the Psionic Meditation class feature.

When manifesting a power, you decide how many power points you wish to expend on it. Each power has a base cost, which is the minimum number of PP you must expend. Some powers have a variable effect, which is determined by the number of PP you spend. Powers with an Augmentation entry can be given additional effects by spending extra PP.

  • When an augmentation is a sub-entry under a hit, you can decide you augment the power after you know whether it was a hit or miss.
  • When a power has an effect that depends on the number of PP spent, PPs spent on augmentations are not included. Only PP spent for the base cost, plus any PP spent to boost the effect itself count towards variable effect.
  • If a talent reduces the cost of manifesting a power with a variable effect, you gain the effect of the full cost. For example, with a -1 reduction, you could manifest a 4 PP effect for the cost of 3 PP.
  • Multiple cost reductions stack.
  • You can reduce the cost of manifesting a power to zero, but not to negative. You can still use zero cost powers when you have no PP left. 

Adventurer feat: Gain an extra psionic power point.

Champion feat: Gain two extra psionic power points (for a total of 3).

Epic feat: Gain three extra psionic power points (for a total of 6).

Psionic Meditation

During a short rest, you can enter a meditative state that allows you to regain one psychic power point. At 5th level, you regain 2 points instead, and 3 at epic level.

Epic feat: Regain an extra power point when meditating.

Class Talents

Seer (Clairsentience)

You specialize in the clairsentience discipline. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

You gain a bonus power from the clairsentience discipline. Reduce the cost of manifesting clairsentience powers by one PP.

Adventurer feat: When you spend power points on a clairsentience power, you gain a +1 bonus per PP spent to the next Wisdom-based skill check.

Champion feat: You can always act during surprise rounds.

Epic feat: Once per battle, when the escalation die is 3+, you can manifest a standard action clairsentience power as a quick action.

Shaper (Metacreativity)

You specialize in the metacreativity discipline. You draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at your command.

You gain a bonus power from the metacreativity discipline. Reduce the cost of manifesting metacreativity powers by one PP.

Adventurer feat: When you manifest a metacreativity power, you gain a +1 bonus to your next crafting or artistic skill check per PP spent.

Champion feat: Whenever you deal damage with metacreativity power, including a summoned creation, reroll natural 1 on damage dice.

Epic feat: Once per battle, reduce the cost of manifesting a metacreativity power by the escalation die instead of 1.

Blaster (Psychokinesis)

You specialize in the psychokinesis discipline. You mastered powers that manipulate and transform matter and energy, and attack with devastating blasts of energy.

You gain a bonus power from the psychokinesis discipline. Reduce the cost of manifesting psychokinesis powers, by one PP.

Adventurer feat: When you manifest a psychokinesis power, deal damage equal to your level to an enemy engaged with you for each PP you spend.

Champion feat: You gain a +1 bonus to your critical threat range with psychokinesis powers.

Epic feat: Once per battle, when the escalation die is 3+, reroll an attack roll with a psychokinesis power.

Egoist (Psychometabolism)

You specialize in the psychometabolism discipline. Your powers alter your own body, or that of creatures near you. You can both heal and transform yourself into a fearsome fighter.

You gain a bonus power from the psychometabolism discipline. Reduce the cost of manifesting psychometabolism powers by one PP.

Adventurer feat: When you manifest a psychometabolism power, you gain a +1 bonus to your next Constitution-based skill check or saving throw per PP spent.

Champion feat: Your recovery dice increase to 1d8.

Epic feat: Once per battle, when the escalation die is 3+ and you spend a recovery or grant an ally a recovery through a psionic power, that recovery is free.

Nomad (Psychoportation)

You rely on psychoportation powers. With these powers, you propel or displace objects in space or time.

You gain a bonus power from the psychoportation discipline. Reduce the cost of manifesting psychoportation powers by one PP.

Adventurer feat: When you spend PP on an Psychoportation power, gain a +1 bonus on your next Dexterity-based skill check or disengage check per PP spent.

Champion feat: You gain a +1 bonus with ranged weapon attacks.

Epic feat: Once per battle, when the escalation die is 3+, teleport to a location you can see after manifesting a psychoportation power.

Telepath (Telepathy)

Your discipline of choice is telepathy. You are the master of powers that allow mental contact and control of other sentient creatures. You can deceive or destroy the minds of your enemies with ease.

You gain a bonus power from the telepathy discipline. Reduce the cost of manifesting telepathy powers by one PP.

Adventurer feat: When you spend PP on a telepathy power, gain a +1 bonus to your next Charisma-based skill check per PP spent.

Champion feat: You gain a +2 bonus to saves against the dazed, stunned, confused and dominated conditions.

Epic feat: Once per battle, when the escalation die is 3+, attack MD with an attack that targets PD or AC.

Altruist

When a power allows you to target an ally as an augmentation, reduce the augmentation cost by one (usually from one to zero).

Adventurer feat: When you target an ally with a psionic power, that ally gains a +1 bonus to saving throws per PP spent until the end of your next turn.

Champion feat: When you target a staggered ally with a psionic power, that ally can heal one hp per level per PP spent.

Epic feat: Once per battle, when you target an ally with a psionic power, you can rally as a quick action.

Psicrystal

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life. A psicrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. The psicrystal can fly, and shares a telepathic link with its owner, acting as his extended eyes and ears.

The psicrystal gains one ability from the list below:

All-seeing: Once between short rests, you can choose to reroll a natural odd result on a Wisdom-based skill check.

Clarity: When you are hit with a daze effect, immediately make a save against it. If you succeed, the attacker is dazed until the end of your next turn.

Cutting: The crystal's sharp edges cut through almost anything. It's too unwieldy to be used as a weapon though.

Focused: Your crystal is considered an implement for manifesting psionic powers of your current tier (+1 at adventurer; +2 at champion; +3 at epic).

Glowing: Your crystal can emit colorful light at-will, as bright as several torches.

Intelligent: The crystal has its own intelligence and knowledge. You communicate telepathically in a language of your choice. You gain a 3 point background that represents the knowledge of your crystal.

Reflecting: Once per battle, when you are hit with an attack that deals elemental damage, it deals 1d4 damage per level of the same element as the attack (no attack roll) to a random enemy.

Storing: Your crystal can store one power point per tier for you.

Adventurer feat: The psicrystal gains a second ability.

Champion feat: The psicrystal gains a third ability.

Epic feat: The psicrystal gains a fourth ability.

Psychic Warrior

You gain Psionic Weaponry and Psionic Armor as bonus powers. Reduce the cost of both by 2 PP, and you can manifest them as a free action.

Adventurer feat: Increase your base hit points to 7.

Champion feat: You can wear heavy armor without attack penalty.

Epic feat: You gain a 1d6 bonus to the first attack roll with a psionic power in the first round of battle.

Soul Knife

When you spend psychic power points in battle, you can channel a part of that energy into a melee weapon you wield. Only count the actual points you expend from your reserve, ignoring any cost reductions. The next time you hit with the weapon, you can expend the stored points and deal 1d4 extra damage for each point expended. 

Increase the bonus  damage to 1d6 per point at 3rd level, 1d8 at 5th level, 2d4 at 7th level and 2d6 at 9th level.

Adventurer feat: You can also use this talent with ranged weapons.

Champion feat: When you have at least 3 points stored in your weapon, you gain a +1 bonus to your critical threat range with melee attacks.

Epic feat: When you have at least 5 points stored, increase the bonus to +2.

Wilder

During battle, you can spend a standard action to gather psionic power to overchannel the next power you use. Roll a d4. At 5th level, roll a d6. At 8th level, roll a d8. You gain temporary power points equal to the roll result. Add these power points to the effect of the next psionic power you use this battle. In addition, you gain the effect on the table below.

Roll (d4/d6/d8)

1 You gain a +1 bonus to MD per tier until the start of your next turn.

2 Until the start of your next turn, deal Charisma + level psychic damage to each nearby enemy attacking you.

3 A nearby staggered enemy is dazed until the end of your next turn.

4 Each enemy engaged with you, or trying to engage you before the end of your next turn, must make a save or be pushed back (pop free).

5 You gain flight until the end of your next turn.

6 Deal Charisma + level lightning or thunder damage to 1d3 nearby enemies.

7 You teleport to a nearby location.

8 You can heal using a recovery or regain a power point.

Overchanneling does not provoke an opportunity attack.

Adventurer feat: When overchanneling, you can invest more PP into the flexible effect of a power than the limit stated in the power description.

Psionic Powers

Minor Powers

All Psions can use the following minor powers.

Sixth Sense

Clairsentience

Free Action; At-will

Base cost: 1 PP

Target: Self

Trigger: You make a Wisdom-based skill check to detect impending danger

Effect: Roll twice and take the better result.

Adventurer feat: On a natural 16+ on the skill roll, gain some information that mundane senses can't perceive, such as the face of a person hiding from you.

Minor Creation

Metacreativity

Quick Action; At-will

Base cost: 1 PP

Effect: You create a small physical item. The item is clearly unnatural, and loses its shape to become a small puddle of ectoplasm after a 1d6 x 10 minutes.

Adventurer feat: The item appears natural to the untrained eye.

Minor Manifestation

Psychokinesis

Quick Action; At-will

Base cost: 1 PP

Effect: You can manifest small amounts of energy at will, to create a light source, light a fire, or deliver a small shock. You can create a persistant light source for up to 1d6 x 10 minutes.

Adventurer feat: You can create one manifestation per Intelligence modifier at once.

Alter Self

Psychometabolism

Quick Action; At-will

Base cost: 1 PP

Effect: You can change one minor detail about your appearance, such as your hair length and color, the hue of your skin, or the color of your eyes. You can create natural and unnatural effects, which last 1d6 x 10 minutes. You can heal minor injuries that did not cause you to lose more than 1 hit point at once. You only change your own body, not any worn items.

Adventurer feat: You can change your entire appearance, for example to a different but similar race.

Psionic Hand

Psychoportation

Quick Action; At-will

Base cost: 1 PP

Effect: You can move an object around at-will, similar to the Mage Hand cantrip.

Adventurer feat: You can perform fine manipulation, such as moving the bolts in a lock.

Read Emotions

Telepathy

Quick Action; At-will

Base cost: 1 PP

Effect: You sense the emotional state of the target creature, but no specific thoughts.

Adventurer feat: You can also project your own emotions with this power.

1st Level Powers

Body Adjustment

You take control of your body's healing process.

Psychometabolism

Close-quarters power; At-will

Base cost: 2 PP

Target: Self

Effect: You heal using a recovery.

3rd level power: Heal one additional recovery die per PP spent

Augmentation: (1 PP) Heal a nearby creature instead.

Adventurer feat: You can manifest this power as a quick action.

Champion feat: (Augment 3 PP) The recovery is free.

Crystal Shards

Metacreativity

Ranged power; At-will

Base cost: 1 PP

Targets: One nearby enemy for each power point you spend (up to your intelligence modifier)

Attack: Intelligence + Level vs. PD

Hit: 1d6 + Intelligence damage.

3rd level power: 2d6 damage.

5th level power: 3d6 damage.

7th level power: 4d6 damage.

9th level power: 6d6 damage.

Miss: Damage equal to your level

Adventurer feat: On a natural even hit, deal d10 damage dice.

Champion feat: This power is a close-quarters attack.

Epic feat: Deal half damage on a miss.

Deceleration

Psychoportation

Ranged power; At-will

Base cost: 2 PP; 3 PP for a large, 4PP for a huge target

Targets: One nearby creature

Attack: Intelligence + Level vs. PD

Hit: The target is slowed (save ends). A slowed target takes a -5 penalty to disengage checks, it cannot make more than one attack per turn, and it cannot use interrupt or reaction actions.

Miss: The target takes a -5 penalty to disengage checks until the end of its next turn.

Adventurer feat: Augmentation (2-6 PP) Target one additional enemy per 2 PP.

Defensive Clarity

Clairsentience

Close-quarters power; Interrupt action; At-will

Trigger: You are hit by an attack

Base cost: 4 PP

Special: The first time you manifest this power in a battle, its base cost is 2.

Effect: The attacker must reroll the attack. You must accept the new result.

3rd level power: The attacker takes a -1 penalty to the reroll for each PP you spent on this power.

Augmentation: (1 PP) You can grant the effect to a nearby ally.

Adventurer feat: Deal psychic damage equal to your level to the attacker.

Empty Mind

Telepathy

Close-quarters power; At-will; Quick Action

Base cost: 2 PP

Effect: Until the end of battle, you gain a +1 bonus to MD per PP you spend, up to a maximum of +5.

Adventurer feat: You can manifest this power as an interrupt action when you are targeted by an attack against MD.

Champion feat: If you are attacked against MD, immediately save against any "save ends" effects of that attack.

Crackling Discharge

Psychokinesis

Ranged power; At-will

Base cost: 1 PP

Targets: One nearby enemy

Special: If the target is wearing metal armor, it is vulnerable to the attack

Attack: Intelligence + Level vs. PD

Hit: 2d4 + Intelligence lightning and thunder damage.

Augmentation: (1-5 PP) Deal half damage to one additional nearby enemy per PP

Miss: Damage equal to your level

3rd level power: 6d4 damage.

5th level power: 1d4 x 10 damage.

7th level power: 1d4 x 15 damage.

9th level power: 1d4 x 20 damage.

Adventurer feat: The power is a close-quarters power.

Champion feat: You can now target a far away enemy, but with a –2 attack penalty.

Mind Thrust

Telepathy

Ranged power; At-will

Base cost: 1 PP

Targets: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d6 + Intelligence psychic damage.

Augmentation: (1 PP, 3rd level) The target is dazed until the end of your next turn.

(2 PP, 5th level) The target is stunned until the end of your next turn.

(3 PP, 7th level) The target is confused until the end of your next turn.

Miss: Damage equal to your level

3rd level power: 3d6 damage.

5th level power: 5d6 damage.

7th level power: 7d6 damage.

9th level power: 10d6 damage.

Adventurer feat: If the target is staggered, increase the damage die to d8.

Champion feat: The target of the power can also be far away.

Epic feat: Deal one extra damage die per PP spent (including on augmentation).

Missive

Telepathy

Close-quarters power; At-will; Quick action

Base cost: 2 PP

Target: One creature within range

Effect: You send a telepathic message of up to ten words to any living creature you know within range, which is roughly a large building or a city block. The target can make a save to block out the message and not hear it.

Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject can still gather rough concepts and emotions, but there is the danger of misunderstanding.

3rd level power: Across an entire city.

5th level power: Halfway towards the next city.

7th level power: Between cities near to each other.

9th level power: From any city to any other city, or across a sea.

Augmentation: (1 -5 PP) Send the missive to one extra target per PP.

Adventurer feat: You create a link that allows the target to give an answer.

Champion feat: Augment by 2 extra targets per PP.

Epic feat: You can send the missive at unlimited range, even across planes, at the base cost.

Precognition

Your mind glimpses at fragments of potential future events—what you see will probably happen if no one takes action to change it.

Clairsentience

Close-quarters power; At-will; Quick action

Base cost: 2 PP

Target: Yourself

Effect: Once before the end of the battle or scene, you can reroll a d20 roll after you learn the result.

Augmentation: (1 PP) Grant the reroll to another creature instead.

Adventurer feat: Gain a bonus to the reroll equal to the PP spent on this power.

Psionic Armor

Multidiscipline (choose between Clairsentience, Metacreativity, Psychokinesis, Psychoportation and Psychometabolism)

Close-quarters power; At-will; Quick action

Base cost: 2 PP

Target: Self

Effect: Until the end of the battle, you gain a +1 bonus to AC per psionic power point you spend, up to a maximum of +5, and a bonus effect based on the chosen discipline.

(Clairsentience) Defensive Precognition: If an attack against you is an odd miss, you can pop free from that enemy.

(Metacreativity) Ecto Shell: You also gain resist acid 12+.

(Psychokinesis) Force Shield: If an attack by an enemy you are engaged with is an even miss, deal force damage equal to your level.

(Psychoportation) Inertia Field: Also gain the bonus to PD.

(Psychometabolism) Hardened Skin: Treat a critical hit against you AC as a normal hit.

Augmentation: (1 PP) Target a nearby ally instead.

Adventurer feat: Gain the bonus effect of a second discipline.

Champion feat: Augmentation (2 PP) Target yourself and a nearby ally.

Epic feat: Gain the bonus effect of three disciplines.

Psionic Weaponry

Multidiscipline (choose between Metacreativity, Psychokinesis, Psychometabolism and Telepathy)

Close-quarters power; At-will; Quick action

Base cost: 1 PP

Effect: You create a melee weapon in any shape you prefer, such as a sword, hammer or axe. The weapon has a d6 damage die, and you can wield it without attack penalty. The nature of the weapon depends on the discipline you use. While a shaper creates physical weapons from ectoplasma, an egoist reshapes his own hands into metal weapons. Blasters create force blades, while telepath create weapons of pure thought.

(Metacreativity) Physical weapons. You can use the Sharpen power on them as a free action, and it costs 1 PP less.

(Psychokinesis) Force Blade: The weapon deal force damage. You can augment the blade for 1 PP to attack PD instead of AC.

(Psychometabolism) Body Blade. Reroll all natural 1 on damage dice.

(Telepathy) Mind Blade: The weapon deals psychic damage. You can augment the blade for 1 PP to attack MD instead of AC.

You can wear magic bracers (like a monk) to gain an enhancement bonus to attack and damage with your created weapon, or augment it for the same effect.

Augmentation:

(1 PP) The weapon gains a +1 enhancement bonus; (5th level, 2 PP) +2 bonus; (8th level, 3 PP) +3 bonus.

(1 PP) Summon a second blade for two-weapon fighting.

(1 PP) Summon a two-handed weapon (increase damage die by one size, i.e d6 to d8, d8 to d10, d10 to d12).

(1 PP) Summon a shield in your off-hand (+1 AC, no attack penalty).

Adventurer feat: You can use your Intelligence modifier for attack and damage with the weapon.

Champion feat: Increase the damage die to d8.

Epic feat: Increase the damage die to d10.

Pyrokinetic Immolation

Psychokinesis

Close-quarters power; At-will

Base cost: 1 PP

Targets: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 1d12 + Intelligence fire damage.

Augmentation: (1-5 PP) 3 ongoing fire damage per PP

Miss: Backlash - you take fire damage equal to your level.

3rd level power: 3d12 damage; augmented 5 ongoing per PP.

5th level power: 5d12 damage; augmented 10 ongoing per PP.

7th level power: 7d12 damage; augmented 15 ongoing per PP.

9th level power: 10d12 damage; augmented 25 ongoing per PP.

Adventurer feat: If you augment for at least 3 PP, the save is a hard save (16+).

Champion feat: You no longer suffer a backlash on a miss.

Sharpen

Metacreativity

Close-quarters power; At-will

Base cost: 2 PP

Target: A nearby melee weapon

Effect: Until the end of the battle, the weapon grants its wielder a +1 bonus to its critical threat range for each PP you spend on it (maximum +4).

Adventurer feat: You can manifest this power as a quick action.

Champion feat: You can target ranged weapons.

Epic feat: (Augment 1-5 PP) Target one additional weapon per augmentation PP spent.

Shattering Touch

Psychoportation

Melee attack power; At-will

Base cost: 1 PP

Targets: One enemy

Special: If the target is a construct, it is vulnerable to this power.

Attack: Intelligence + Level vs. PD

Hit: 1d10 + Intelligence damage, and the target pops free from you.

Augmentation: (2 PP) The target is hampered until the end of its next turn

Miss: Damage equal to your level.

3rd level power: 3d10 damage

5th level power: 6d10 damage

7th level power: 9d10 damage

9th level power: 12d10 damage

Adventurer feat: You can target enemies you are not engaged with at a -2 penalty.

Champion feat: Reduce the hamper augmentation cost to 1 PP.

Speed Burst

Psychoportation

Close-quarters power; Quick action; At-will

Base cost: 1 PP

Effect: You gain a +5 bonus to disengage checks you make this turn.

3rd level power: Increase the bonus by +1 for each PP you spend on this power. Regardless of the bonus, a natural 1 always fails.

Augmentation: (1 PP) Grant the effect to a nearby ally instead.

Adventurer feat: You can move to engage a nearby enemy as part of a disengage.

Champion feat: You can move to engage a far away enemy as part of the disengage.

True Strike

Clairsentience

Close-quarters power; At-will

Base cost: 1 PP

Effect: Make a basic melee or ranged attack. Add 1d4 to the attack roll.

Augmentation: (1 PP) Grant the effect to a nearby ally instead.

Adventurer feat: Add 1d6 to the attack roll instead.

3rd Level Powers

Attraction

Telepathy

Ranged power; At-will

Base cost: 2 PP

Target: One nearby creature

Attack: Intelligence + Level vs. MD

Hit: You plant a compelling attraction in the mind of the subject (save ends). The attraction can be toward a particular person or an object. The subject will take reasonable, but not dangerous or suicidal steps to get close to or find the object of its attraction. “Reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. If you make the subject attracted to you, you can roll twice on Charisma-based skill checks against it.

Adventurer feat: The target takes a penalty to its saving throw equal to the PP spent.

Ecto Golem

Metacreativity

Ranged power; At-will

Base cost: 4 PP

Effect: You create an ectoplasmic golem, as per the summoning rules (13TW). The golem fights for you until the end of the battle or until it drops to 0 hp, whichever comes first. The strength of the golem depends on the power level.

Ectoplasmic Golem

Normal; 3rd level; Blocker; Construct

Initiative: +8

Fist-like blob: +8 vs. AC - 10 acid damage and the target has a -5 penalty to disengage from the golem until the end of its next turn.

 

Ectoplasmic Golem Level Progression
Level Initiative Attack Damage AC PD MD HP
3 +7 +8 10 18 16 12 25
5 +9 +10 15 22 18 14 40
7 +11 +12 20 24 20 16 60
9 +13 +14 40 26 22 18 100
11 +15 +16 55 28 24 20 150

 

Augmentation: (3 PP) Summon a golem 2 levels stronger

Adventurer feat: The golem has resist weapon damage 12+.

Champion feat: Reduce the base cost to 3.

Epic feat: When your golem drops to 0 hp, it explodes and deals 2d4 x 10 acid damage to all enemies it is engaged with.

Energy Adaptation

Psychometabolism

Close-quarters power; At-will

Base cost: 2 PP

Target: One creature within range

Effect: Until the end of the battle, you gain resist damage 10+ to one of the following energy types: cold, fire, lightning or thunder. Increase the resistance by +1 for each PP you spend, up to a maximum of 15+. When you absorb damage, you can choose to radiate visible light that illuminates the nearby area until the end of battle.

7th level power: Increase the resistance by +2 for each PP spent, up to a maximum of 16+.

9th level power: Increase the resistance by +3 for each PP spent, up to a maximum of 19+.

Augmentation: (1 -5 PP) Grant resistance to one additional creature per PP.

Adventurer feat: When you resist damage, deal force damage equal to your level to all enemies you are engaged with.

Champion feat: Gain resistance to two types of energy.

Epic feat: Gain resistance to three types of energy.

Entangling Ectoplasm

Metacreativity

Ranged power; At-will

Base cost: 2 PP; 3 PP for a large target; 4 PP for a huge target

Targets: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: Damage equal to your level, and the target is stuck (save ends).

Augmentation (1 PP): The target is also hampered (save ends both)

Miss: Damage equal to your level

Adventurer feat: Deal damage equal to twice your level.

Champion feat: Augment (2-6 PP) Target an additional enemy per 2 PP.

Eyes of the Tomb Raider

Clairsentience

Close-quarters power; At-will

Base cost: 2 PP

Target: You or a nearby ally

Effect: The target gains the Rogue's Trapsense ability until the next short rest. If the target already has the ability, it no longer depends on even or odd rolls, it can always force a reroll.

Augmentation: (1-3 PP) Grant the ability to an additional target per PP.

Levitate

Psychoportation

Close-quarters power; At-will

Base cost: 4 PP

Target: You or a nearby ally

Effect: Until the end of the battle, you can use a move action to rise straight up into the air or descend straight down. The power itself won't move you horizontally. The up-or-down movement is about half as fast as your normal movement. While levitating, you take a –2 penalty to your attacks and are vulnerable to attacks against you.

5th level power: Reduce the base cost to 3 PP.

7th level power: You can target yourself plus 1 ally per additional PP spent.

Augmentation: (2 PP) Manifest this power as a quick action.

Epic feat: You no longer take an attack penalty or vulnerability while levitating.

Mind Link

Telepathy

Ranged power; At-will

Base cost: 2 PP

Target: One nearby willing creature you can see

Effect: You can communicate telepathically with the target. You can transmit emotions and concepts directly, which does not require a shared language.

Augmentation: (1 PP) The mind link persists for up to 1d6 x 10 minutes after you break eye contact.

Adventurer feat: You can reestablish the mind link with someone you had a link to before, as long as the target is within a few hundred meters.

Object Reading

Clairsentience

Close-quarters power; At-will

Base cost: 2 PP

Target: One object you touch

Effect: You read the "memory" of the object, accumulated psychic impressions left by their previous owners or by events around it. Each minute that you study the object, you gain a piece of information, which can be an image, a sound, a short scene or a name.

Augmentation: (1 PP) You can use the power on a nearby object, without touching it.

Adventurer feat: For each PP you spend manifesting this power, you gain a piece of information immediately, without concentrating on the object.

Psionic Freeze Ray

Psychokinesis

Ranged power; At-will

Base cost: 1 PP

Targets: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d10 + Intelligence cold damage.

Natural 20: The target is frozen (cannot take actions) until the end of its next turn.

Augment: (1-5 PP) Deal 1d10 extra damage per PP spent

Miss: Damage equal to your level

5th level power: 5d10 damage.

7th level power: 7d10 damage.

9th level power: 10d10 damage.

Champion feat: You freeze the target on a natural 18+.

Epic feat: On an even miss, make a second attack roll against a different target.

Psionic Vigor

Psychometabolism

Close-quarters power; At-will

Base cost: 2 PP

Target: Self

Effect: You gain 10 temporary hit points per psionic power point you spend (maximum 5 PP). These temporary hit points do not stack with other temporary hit points.

5th level power: 15 temporary hp.

7th level power: 20 temporary hp.

9th level power: 30 temporary hp.

Augmentation: (1 PP) You can grant the temporary hit points to a nearby ally.

Adventurer feat: You can grant half of the hp to yourself and half to an ally, without augmentation cost.

Champion feat: When you split between yourself and an ally, grant the same amount to a third target at no extra cost.

Epic feat: You can manifest this power as a quick action.

Withering Limbs

Psychometabolism

Melee power; At-will

Base cost: 2 PP

Targets: One enemy

Attack: Intelligence + Level vs. PD

Hit: 5d8 + Intelligence damage, and the target is weakened until the end of your next turn.

Augmentation: (2 PP) The weaken effect is (save ends).

Miss: Damage equal to your level

5th level power: 8d8 damage.

7th level power: 10d8 damage.

9th level power: 12d8 damage.

Champion feat: On a natural even hit, increase the damage dice to d12.

5th Level Powers

Defer Fatality

Psychometabolism

Close-quarters power; Interrupt action; At-will

Base cost: 4 PP

Trigger: You are brought to below zero hit points

Target: Self

Effect: You enter a state of suspended animation. You are at zero hit points and stabilized, and do not need to roll death saves. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain power points. You are unaware of your surroundings and cannot take actions or use subconscious powers.

Augmentation: (1 PP) Target an ally with this power.

Epic feat: You are immune to damage while in suspended animation.

Ecto Turret

Metacreativity

Ranged power; At-will

Base cost: 3 PP

Effect: You summon an ectoplasmic turret. Once per round, as a quick action, you can direct it to shoot ectoplasmic goo with a +10 attack vs. PD that deals 20 acid damage.  Attacks always hit the turret, and it has 60 hit points.

7th level power: +12 attack / 30 damage / 90 hit points.

9th level power: +14 attack / 45 damage / 120 hit points.

Champion feat: On a natural even hit, the target of the turret is stuck until the end of its next turn.

Epic feat: Augment (2 PP) The turret attacks 1d3 nearby enemies.

Energy Leech

Psychokinesis

Close-quarters power; At-will

Base cost: 4 PP

Target: 1d3 nearby enemies

Special: If the target has an elemental attack (acid, cold, fire, lightning, thunder), you gain a +2 bonus to hit against it.

Attack: Intelligence + level vs. PD

Hit: 8d8 negative energy damage, and the target is weakened (save ends). Until the end of the battle, you gain a +1 bonus to your critical threat range with Psychokinesis powers.

7th level power: 1d10 x 10 damage

9th level power: 2d6 x 10 damage

Miss: Half damage

Augmentation: (2-6 PP) Target an additional enemy per 2 PP.

Epic feat: On a hit, also gain 25 temporary hit points that stack.

Iron Body

Psychometabolism

Close-quarters power; At-will

Base cost: 4 PP

Target: Self

Effect: Until the end of the battle, you gain resist weapon damage 16+. You are immune to critical hits, poison and lightning damage, and you can't be stunned.

Augmentation: (2 PP) Resist all damage 16+.

Champion feat: If you know the Body Weaponry power, you can manifest it as a free action at no cost while in Iron Body form.

Epic feat: You can manifest this power as a quick action.

Mind Crack

Telepathy

Ranged power; At-will

Base cost: 2 PP

Targets: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d6 x 10 + Intelligence psychic damage, and the target is vulnerable to psychic damage (save ends).

Miss: 1d4 psychic damage per level

7th level power: 2d6 x 10 damage.

9th level power: 3d6 x 10 damage.

Augmentation: (2 PP) You can use this power as a quick action.

Champion feat: The save is a hard save (16+).

Epic feat: The target also takes a -4 penalty to MD (save ends both).

Nightwatch

Clairsentience

Close-quarters power; At-will

Base cost: 2 PP

Target: Self

Effect: You create the hovering image of an eye, which persists until the next morning. If the eye perceives any impending danger, you will receive a vision of what it sees. You receive these visions even while asleep, and you can distinguish them from dreams.

Augmentation: (1 PP) Designate a nearby ally to receive the visions instead

Champion feat: The eye also perceives sound and smell.

Epic feat: You can designate one ally per intelligence modifier to receive the visions.

Null Lance

Psychokinesis

Ranged power; At-will

Base cost: 3 PP

Target: One nearby enemy

Attack: Intelligence + level vs. PD

Hit: 8d6 lightning, force and psychic damage. Roll a d6:

1-2 A different nearby target takes 1d6 lightning damage, multiplied by its level

3-4 The target takes 3 ongoing force damage multiplied by its level.

5-6 The target can choose to be stunned until the end of its next turn or take 2d6 psychic damage multiplied by its level.

7th level power: 12d6 damage

9th level power: 2d6 x 10 damage

Miss: Damage equal to your level

Augmentation: (1-4 PP) +1 to attack per PP.

Epic feat: Reduce the base cost to 2 PP.

Psionic Dimension Door

Psychoportation

Close-quarters power; At-will

Base cost: 2 PP

Target: Self

Effect: Teleport to a nearby location you can see.

Augmentation: (1-5 PP) Teleport one nearby ally per PP with you.

Champion feat: You can use this power as a move action.

Psi Panic

Telepathy

Ranged power; At-will

Base cost: 2 PP

Targets: One nearby enemy with 40 hit points per PP spent or fewer OR one mook per PP spent

Attack: Intelligence + Level vs. MD

Hit: Psychic damage equal to your level and the target is confused (save ends).

Miss: Psychic damage equal to your level

7th level power: Target with 60 hp per PP spent or fewer.

9th level power: Target with 100 hp per PP spent or fewer.

Champion feat: You can target two enemies as long as their total hp is lower than the threshold.

Epic feat: Reduce the manifesting cost by 1 for each confused enemy on the battlefield.

7th Level Powers

Boundless Mind

You unlock the target's true mental potential.

Telepathy

Ranged power; At-will

Base cost: 4 PP

Target: Self

Effect: Until the end of battle, the target can roll twice on each Intelligence or Wisdom-based d20 roll, including attack rolls, and take the better result. Any attacker targeting MD must roll twice and take the lower result.

Augmentation: (1 PP) target a nearby ally

Epic feat: The target can also roll twice on Charisma-based rolls.

Control the Flow

Telepathy

Ranged power; At-will

Base cost: 4 PP

Always: Increase the escalation die by 1 (up to 6)

Target: All enemies with the escalator ability

Attack: Intelligence + Level vs. MD

Hit: The target cannot benefit from the escalation die (save ends).

Augmentation: (2 PP) The save is a hard save (16+).

Epic feat: If the escalation die is 4+, reduce the base cost to 2 PP.

Crystal Cocoon

Metacreativity

Close-quarters power; At-will

Base cost: 4 PP

Target: One nearby creature

Attack: Intelligence + level vs. PD

Hit: The target is encased in crystal. It is stuck, and cannot make attacks unless those attacks target MD (hard save 16+ ends both). Any attacks against the AC or PD of the target target the cocoon instead. The cocoon has 100 hit points.

9th level power: The cocoon has 150 hit points.

Miss: The target is hampered until the end of its next turn.

Augmentation: (1 - 5 PP) Increase the cocoon hp by 50 per PP spent.

Epic feat: On a natural 18+ on the attack roll, target an additional nearby creature.

Ethereal Form

Psychoportation

Close-quarters power; At-will

Base cost: 4 PP

Target: Self

Effect: Until the end of the battle, you can fly and pass through physical objects at will. You gain resist all damage 10+, increased by 1 for each PP you spend on this power. While ethereal, you take a -2 penalty to attacks.

Augmentation: (1 PP) Target a nearby ally instead.

Champion feat: Increase the resistance to 12+PP spent+.

Epic feat: You no longer take a penalty to attacks while using this power.

Psionic True Seeing

Clairsentience

Close-quarters power; At-will

Base cost: 2 PP

Target: Self

Effect: For the next 1d4 x 5 minutes, you gain the ability to see all things as they actually are. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. True seeing, however, does not penetrate solid objects.

Augmentation: (1 PP) Grant the effect to a nearby ally instead.

Champion feat: Increase the duration to 1d4 hours.

Epic feat: Augment (3 PP) Grant the effect to yourself and up to one nearby ally per intelligence modifier.

Pyrokinetic Vengeance

Psychokinesis

Close-quarters power; At-will

Base cost: 4 PP

Special: You can manifest this power as an immediate interrupt when an enemy attack brings you below zero hit points.

Target: 1d3 random nearby enemies

Attack: Intelligence + level vs. PD

Hit: 2d6 x 10 fire damage.

9th level power: 3d6 x 10 fire damage.

Miss: Repeat the attack once against another random nearby enemy.

Augmentation: (2 PP) Target an additional random enemy.

Champion feat: When using this power as an interrupt, roll d8 for damage.

Epic feat: When using this power as an interrupt, reduce the base cost to zero.

Shadow Body

Your body is subsumed into your shadow.

Psychometabolism

Close-quarters power; At-will

Base cost: 4 PP

Target: Self

Effect: As a living shadow, you can blend into other shadows and vanish in darkness. You appear as an unattached shadow in areas of full light. You can move along any surface, including walls, ceilings, and even liquids. Roll twice on skill checks to remain unnoticed and take the better result.

You cannot make physical attacks or manipulate objects, but you can use your powers normally. Any physical attack against you has no effect if the natural attack roll is odd.

Champion feat: As a shadow, you can "teleport" between nearby light sources.

Epic feat: As a shadow, you gain a Constitution-based melee attack with a d6 damage die that does negative energy damage and weakens the target (save ends) on a hit.

Ultrablast

Telepathy

Ranged power; At-will

Base cost: 4 PP

Targets: 1d3 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: 10d8 + Intelligence psychic damage.

Natural 16+: The target is dazed until the end of your next turn.

Miss: Damage equal to your level

9th level power: 10d12 damage.

Augmentation: (2-6 PP) Target one additional enemy per 2 PP.

Epic feat: Increase your critical threat range with this power by 1 for each PP you spend.

9th Level Powers

Domination

Telepathy

Ranged power; At-will

Base cost: 3 PP

Targets: One nearby enemy with up to 100 hp per PP spent

Attack: Intelligence + Level vs. MD

Hit: You dominate the target (save ends).

Miss: The target is dazed until the end of your next turn.

Epic feat: You can dominate up to 3 targets with a total of 100 hp per PP spent.

Ecto Suit

Metacreativity

Close-quarters power; At-will

Base cost: 3 PP

Target: Self

Effect: You create a giant suit of armor that increases your size to large. The suit has a strength equal to 20 +1 for each PP you spend. You gain a melee d12 bash attack that you can use without penalty. Attacks against AC and PD hit the armor, which has 25 hit points for each PP you spend.

Epic feat: While in the suit, you can pop free from enemies at-will as a free action.

God of Thunder

Psychokinesis

Close-quarters power; At-will

Base cost: 4 PP

Target: Self

Effect: Until the end of the battle, you can you can make the following attack as a quick action once per round:

Melee attack; Intelligence vs. PD; Hit: 1d6 x 10 lightning and 1d4 x 10 thunder damage, and the target pops free from you. Miss: 10 lightning and 10 thunder damage

Augmentation: (2 PP) You can also fly and hover.

Epic feat: The attack is a close-quarters attack instead of a melee attack.

Recall Death

The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive).

Clairsentience

Ranged power; At-will

Base cost: 4 PP

Targets: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 10 ongoing psychic damage per PP spent. The saves against the ongoing damage count as last gap saves. If the target fails its fourth save, it dies.

Miss: 10 psychic damage per PP spent.

Augmentation: (1 PP) The save is a hard save (16+).

Epic feat: The target is also dazed (save ends both).

Teleport

Psychoportation

Ranged power; At-will

Base cost: 3 PP

Target: One nearby willing target per PP spent

Effect: You teleport the targets to any location in the world that you have previously visited.

When you teleport, roll a d20. If you roll a 1, you miss your desired location and arrive somewhere else altogether. Otherwise, you and your allies arrive at the desired location at the start of your next turn. Any effects of spells, powers or items cast before teleporting are dispelled and no longer function on arrival.

Augmentation: (1 PP) You can teleport to the overworld, underworld, or any other plane you have previously visited.

Epic feat: You can teleport to a location known to one of the targets.

Timeless Body

Psychoportation

Close-quarters power; At-will

Base cost: 5 PP

Target: Self

Effect: Your body ignores all harmful (and helpful) effects until the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.

Augmentation: (1 PP) Grant the effect to a nearby ally.

Epic feat: You can manifest this power as an interrupt action.

True Metabolism

Psychometabolism

Close-quarters power; At-will

Base cost: 5 PP

Target: Self

Effect: Until the end of the battle, while conscious, heal by using a free recovery at the start of your turn.

Augmentation: (1-3 PP) Gain an extra recovery die per PP spent.

Epic feat: You gain the effect even when unconscious.

 


 

Version 0.9, 30 Oct, 2016

 

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