Basic Abilities

Fortitude Will
Metamind

+1 every other level

+1 every level

Medium

+1 every other level

+1 every level

Psychic Warrior

+1 every level

+1 every level

Skill Points
4 + Int.
Skill List
Autohypnosis* (Wis), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int).

Plus, your choice of 3 of the following: Gather Information (Cha), Perception (Wis), Sense Motive (Wis), Bluff (Cha), Disguise (Cha), Intimidate (Cha), Balance (Dex), Heal (Wis), Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str), and Diplomacy (Cha).

Psion: Scratch Page

Psion: Power Scratch Page

Psionics

You do not have spells, but rather psionic powers.

Psionic Powers are like spells, in that they
  • Can be interrupted
  • Can be dispelled
  • Can be counterspelled
  • Can be nullified by antimagic
  • Are subject to mitigation and avoidance specific to spells

Psionic Powers are unlike spells, in that they
  • Do not always require components (see below)

All Psions have a mechanic called Energy, described below.

Components

Unless noted otherwise, all psionic powers:

  • Require no verbal components.
  • Require no material components.

Psionic powers which do not produce a physical effect require no somatic components. This would include clairsentience, most telepathic attacks and utility powers, metabolic control, etc.

Those powers which do involve physical effects require a component unless otherwise stated. Depending on the area of effect of a given power, the default somatic requirement is as follows:

  • Close burst, centered circle, or emanation: none
  • Cone, line, or ray: a single hand or arm
  • Burst, circle, square(s), path, wall, etc: two hands, to shape and confine the area.

Energy

As a psion, you have an Energy attribute, which represents the amount of psionic energy you have stored within your mind. It is defined as:

  • Maximum value: Psion level + Charisma score
  • Recharge rate: does not recharge on its own (see Regaining Energy)

When you manifest a psionic power, it is assumed that you spend a nominal amount of Energy, which is considered "0". However, you may expend additional energy to modify the power, increasing its intensity, or augmenting its capabilities.

Spending Energy

You may expend Energy to enhance a single power as you manifest it. You may do this to produce the following effects:

  • Empower: For each point of Energy spent, you may increase a power's damage (or healing) by +50%.

Energy Threshold

Your Energy Threshold is precisely 10.

Any time you spend an amount of Energy on a single power that exceeds this threshold, you gain Strain.

  • To determine how much Strain you suffer, use the following formula:
    • Strain suffered = energy spent / 10, rounded up, minus 1

Regaining Energy

To regain Energy, you may use the following actions:

  • Tap Vitality: At-will, free; you suffer 1 or more points of Fatigue. For each point suffered, you regain 10% of your maximum Energy, rounded up.
  • Meditation: Concentration; you meditate, unable to take actions, but still aware of your surroundings. For each ten minutes of concentration, you regain 5% of your Max Energy. (You may track your Energy with decimal places, but you can only spend integer amounts of Energy)

Powers

You learn 8 powers at level 1, and you may select 2 at each level thereafter. You may also learn new spells from power stones.

When a power uses an E, it is referring to Energy cost. If you spend any Energy on the power, this value is equal to the amount you spent; otherwise, it is zero.

When you see (E) in parentheses, such as 5 (E), that means the quantity preceding the (E) is modified by Energy expenditure. Thus, a power with area burst 3 (E) will be a burst 6 if you spend 1 Energy, burst 9 if you spend 2, etc.

Creation

Rank 1

Attack
  • Energy Burst: At-will, standard, burst 3+(E); medium energy damage (fire, frost, lightning).
  • Energy Ray: At-will, standard, medium range; subject suffers heavy energy damage (fire, frost, or lightning).

Control
  • Frost Shackles: Recharge 33%, swift, medium range; roots subject to the ground by freezing the air around their feet (Fort ends).

Debuff
  • Flashbang: Recharge 33%, swift, medium range, burst 5; burst of light and sound causes deafness and blindness (Fort ends); allies who are forewarned can shield their eyes and ears before the blast.

Defense
  • Energy Adaptation: At-will, swift, reserve; you gain resist 10% (E) (fire, frost, or lightning), max 50%.

Shaping
  • Wall of Frost: Recharge 33%, swift, medium range, wall 1/level; you create a minor wall of ice, 10 feet high, with hit points equal to a heavy damage roll. Can place wall atop a physical wall, preventing doors from opening.

Utility
  • Audiogram: Concentration, medium range; you cause sound to emanate from the area. Can be any sound of reasonable volume, such as one or more creatures talking. Energy cost is 1 per simultaneous source of sound, paid once per minute (or fraction thereof). Use Disguise skill to determine accuracy of any simulated creatures or objects.
  • Hologram: Concentration, medium range; you create a purely visual illusion, comprising a volume equal to a sphere of radius 1 per energy point. Energy cost is paid once per minute or fraction thereof, and is based on the largest radius used during that period. Use Disguise skill to determine accuracy of any simulated creatures or objects.

Rank 2

Attack
  • Energy Bomb: Recharge 33%, standard, long range, 1 square; energy (fire, frost, or lightning) coalesces into target square. Instantly, anyone in square suffers heavy damage. On your next turn, stored energy is released in a burst 5, inflicting heavy damage. You may choose instead to spend 1 Energy per round to continue coalescing energy, causing instant damage to repeat, gaining +100% damage for each round, and delaying the final explosion. You may delay up to 2 times. The final explosion inflicts as much damage as the most recent instant damage, and its radius is increased by 5 squares for each round delayed.

Defense
  • Electric Armor: At-will, swift, reserve, exclusive category (Armor); you are electrically charged. As an immediate action, you may cause a bolt of lightning to strike an enemy who attacks you within 5 squares, causing heavy lightning damage plus stun 1 rd. 1 charge per energy point reserved. Damage based on energy cost at cast time and Focus at time of effect.
  • Flame Armor: At-will, swift, reserve, exclusive category (Armor); you are surrounded by whirling flames. Enemies striking you in melee suffer medium fire damage plus same ongoing for 3 rounds. 1 charge per energy point reserved. Damage based on energy cost at cast time and Focus at time of effect.
  • Ice Armor: At-will, swift, reserve, exclusive category (Armor); you wrap yourself in a sheath of ice, gaining resist 50% (physical). 1 charge per energy point reserved.

Utility
  • X-Ray Vision: Concentration, short range; you bombard subject with x-rays, and as they return to you in backscatter, you sense their effect on your energy aura, effectively gaining the ability to see through solid objects. Depth varies by energy cost, which is paid once per minute. (Caution: prolonged use may cause cancer, but only in the target so maybe it's okay).
    • Minimum depth: 1 energy; sufficient to see through thin barriers such as paper, cloth, and very thin wood.
    • Light depth: 2 energy; sufficient to see through one inch of wood, half an inch of stone, or 1/8" of metal. Can see into the bodies of creatures.
    • Medium depth: 4 energy; penetrates up to 1 foot of wood or stone, 6 inches of stone, or 1 inch of metal. Can see right through creatures, making them almost transparent unless stacked depthwise.
    • Increased depth: for each +4 energy cost, add 100% effect to Medium Depth.

Rank 3

Attack
  • Energize: Recharge 33%, standard, medium range, 3 rounds; subject is energized. On turn start, for the duration, subject causes a close burst 5, inflicting heavy damage (fire, frost, or lightning) to himself and your enemies in the area.
  • Energy Pulse: At-will, swift, reserve; you may reserve up to 5 Energy. As an immediate action, you may trigger an energy pulse in a close burst 5, causing enemies to suffer heavy damage (fire, frost, or lightning) per Energy reserved, and pushing them 5 (E). This ends the power.

Shaping
  • Wall of Crystal: Encounter, swift, long range, wall 1/level, 5 rounds; wall of clear crystal blocks line of effect, but not line of sight. It's base HP are equal to heavy damage, doubled for each point of Energy spent (not +100%, but doubled). The wall absorbs all energies that try to pass through it (rather than directed at it), preventing teleportation directly through the wall.

Utility
  • Create Energy Crystal: At-will, swift, reserve; you reserve up to 5 points of Energy, storing them in a crystal that this power creates. You may give the crystal to an ally, who may use it as an immediate action at any time, gaining 5 points of Energy in whatever form his class uses. This ends the power, though you do not immediately regain the reserved Energy, as it has been spent.

Rank 4

Attack
  • Energy Beam: Recharge 33%, standard, line 2 squares wide by 5 (E) squares long; inflicts heavy damage (fire, frost, or lightning).

Defense
  • Energetic Discorporation: Daily, immediate, E rounds; you become a centered circle 3 comprised solely of energy (fire, frost, or lightning). In this form, you are invulnerable, but cannot take actions except for movement (max 3 squares/rd). Lasts until dismissed or dispelled, or up to 3 rounds.

Rank 5

Shaping
  • Crystal Prison: Encounter, swift, long range, area that fits within cube E squares on a side, 5 (E) rounds; entire area is encased in solid crystal. Subjects inside are rendered invulnerable, but unable to take actions. Crystal mass is invulnerable, but can be dispelled.

Mentalism

Rank 1

Attack
  • Id Insinuation: At-will, standard, medium range; you insinuate your will into subject's brain. Subconscious resistance causes temporary damage to the mind. Subject suffers medium ongoing psychic damage instantly and on your next 3 turns. While suffering damage, subject suffers -10% to Will saves. (Elites suffer -20% to avoidance versus mental loss-of-control effects).
  • Mind Thrust: At-will, standard, medium range; you concentrate very hard on making subject's head explode. Heavy psychic damage plus stun 1 rd (Will partial: half damage, no stun).

Control
  • Attraction: Recharge 33%, swift, short range; does what it says on the box.
  • Aversion: Recharge 33%, swift, short range; subject gains an aversion to a stimulus that you specify. You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so. Will ends (Variable-Duration Powers). Effect always ends if subject is forced to confront aversion.
  • Hypnotic Dance: At-will, concentration, short cone; subjects are hypnotized (Fort negates).

Debilitation
  • Distract: At-will, swift, medium range, exclusive, 3 rounds; subject suffers -10% penalty per Energy point spent (max -50%) to Hit Chance.

Healing
  • Empty Mind: At-will, swift, medium range; subject is cured of one ongoing mental effect.

Utility
  • Know Location: At-will, standard; you learn your location and bearing relative to either your knowledge of geography, a map, or other ready visual aid.
  • Sense Link: At-will, swift, touch, reserve; you sense what subject senses, replacing your own senses, leaving you helpless. Range unlimited on the same plane.
  • Missive: At-will, swift, range 1000 feet/level; you send a message up to 10 words to a known subject within range. Does not empower subject to respond.
  • Touchsight: At-will, swift, reserve; you gain touchsight, the ability to physically feel light. Renders you immune to blindness, but only in the presence of actual light.

Rank 2

Buff
  • Overclock: At-will, swift, medium range, exclusive; subject gains +50% effectiveness with spells, but suffers 1 Strain per round. (This spell is on notice, pending the Metamind ability)

Control
  • Cloud Mind: At-will, swift, short range, 5 rounds or reserve (costs 1 Energy); subject cannot see or sense you. Ends if you attack subject, or subject manages to hit you.
  • Deja Vu: Recharge 33%, swift, short range; subject must repeat last round's actions (Will ends).
  • Suggestion: Recharge 33%, swift, short range; subject must obey your suggestion (stated in a single sentence) until the action is finished, or until 1 rd/level has elapsed (Will negates). Can extend duration by spending Energy (instead of Strain).
  • Telempathic Projection: At-will, concentration, medium range; you alter subject's emotional state as you desire.

Debilitation
  • Ego Whip: Recharge 33%, swift, medium range; subject suffers 50% penalty to spell effectiveness, Will ends.

Shaping
  • Mind Fog: Recharge 33%, swift, medium range, square 1x1 or 2x2, 3 rounds; subjects inside suffer -10% penalty to Will saves, +5% per Energy point spent (max -35% penalty).
  • Tower of Iron Will: Encounter, swift, centered circle 3, E rounds; creatures within the area gain 50% avoidance against mental effects, and +50% to Will saves against such effects.

Utility
  • Remote Viewing: At-will, concentration; you become helpless as you see and hear all that transpires in a distant location; distance is not a factor, but you must be able to adequately describe the location. After 1 min/level, you start suffering 1 Strain per minute; duration is per day (per location), not per manifestation.
  • Object Reading: At-will, concentration, touch; you learn of a touched object's previous owner; as you concentrate, you learn, once per minute, in order, the last owner's: race, gender, age, alignment, how owner gained and lost the object, then learn of the previous owner, etc. After 1 min/level, you start suffering 1 Strain per minute; duration is per day (per object), not per manifestation.
  • Read Thoughts: At-will, concentration, emanation (medium); you hear surface thoughts in area, though you must focus on one target to make sense of a particular train of thought. Creatures aware of your thought detection may attempt a Will save each round to suppress thoughts. After 1 min/level, you start suffering 1 Strain per minute; duration is per day, not per manifestation.
  • Sensitivity to Psychic Impressions: At-will, concentration; you open yourself to psychic impressions. Intense emotions and thoughts, such as those during a crisis, leave a lasting impression on an area and on objects involved. The amount of time the impressions linger is based on how intense they were. Exactly what you see and experience using this power is up to the DM. Warning: opening yourself to traumatic experiences can cause Strain and/or sympathetic damage.

Rank 3

Attack
  • Personality Parasite: Recharge 33%, standard, medium range; subject gains an additional action each round of your choice, using his own actions to bring about his own harm or death. Will ends.
  • Power Leech: Recharge 20%, standard, medium range; you drain 1d4+1 points of Energy from target, inflicting medium psychic damage per point drained. You gain the Energy.

Control
  • Domination: Recharge 33%, swift, short range; subject is dominated (Will negates).
  • False Sensory Input: At-will, concentration, short range; you control what subject senses (Will negates). After 1 min/level, you start suffering 1 Strain per minute; duration is per day, not per manifestation.

Debilitation
  • Brain Lock: Recharge 33%, swift, medium range; subject cannot take mental actions, such as calculation, communication, or spellcasting (Will ends).
  • Suggestion: Recharge 33%, swift, short range; subject follows stated suggestion as if it were his own (Will negates).

Defense
  • Catapsi: At-will, swift, emanation 1-10; choose any amount of Energy up to 5. You must pay this cost each round you sustain the power. All spells and powers manifested in this area cost this much more Energy to manifest (does not discriminate between friend and foe). (Example: you set the cost at 3. An enemy spellcaster using Vitae will find his spells 0% effective at Vitae costs from 0 to 3. At 3, the spells are 100% effective, rather than the usual 400%.)
  • Mind Trap: At-will, swift, short range, reserve 1 (E); if subject is attacked by a mental effect, the effect is negated, and the attacker's mind is trapped (stunned, Will ends).

Shaping
  • Wall of Thought: Encounter, swift, long range, wall 1/level; wall of pure psychic energy is visible as a translucent purple sheen or invisible, your choice. Creatures who cross the wall suffer heavy psychic damage and are stunned (Will ends). Wall blocks all forms of thought detection and manipulation in both directions.

Utility
  • Astral Journey: At-will, concentration, touch; you and willing creatures within short range enter the Astral Plane. You may either freely traverse the plane, or proceed instantly to a known Astral Buoy.
  • Correspond: At-will, swift, short range, reserve 1 (E); you establish a telepathic bond between yourself and the target. Thereafter, you and the target may converse telepathically. If you are connected to other targets, you may allow them to converse with one another if you wish.
  • Mind Probe: At-will, concentration, touch, subject must helpless or willing; you delve into subject's mind, learning the complete and truthful answer to one stated question, to the best of subject's knowledge, per minute. After 1 min/level, you start suffering 1 Strain per minute; duration is per day (per target), not per manifestation.
  • Simulation: At-will, concentration; you (and, optionally, allies joined in a circle) visualize the results of a proposed action, as they are to unfold within 1 hour (E). Can attempt once per day per rank; additional attempts cost 1 Strain.

Rank 4

Attack
  • Psychic Crush: Recharge 33%, standard, medium range; inflicts 100% of subject's max HP as psychic damage, Will half.

Control
  • Co-Opt Concentration: Recharge 33%, swift, medium range; you seize control of an ongoing spell effect that affects a target other than the original caster himself.
  • Shatter Mind Blank: Recharge 25%, swift, medium range, circle 3; you remove all Mind Blank and similar effects instantly.

Debilitation

Defense
  • Mind Blank: At-will, swift, short range, reserve; subject gains (E) charges, each of which renders him immune to one mental effect. When all charges are expended, the power ends.

Utility
  • Mind Switch: At-will, swift, touch, reserve, costs 3 Energy; you swap minds with a willing subject. You command subject's body, and she commands yours. Both of you retain all class levels and learned abilities, but use the target body's physical stats instead of your own.
  • Psychic Sight: At-will, swift, reserve 3, costs 3 Energy; you gain psychic sight, the ability to sense the thoughts of any creature within a radius of 1 square per Wisdom bonus. Your "sight" ignores all concealment and cover, including illusions, but does not allow you to see non-thinking matter. You may automatically read the surface thoughts of any creature in the area. You see through all figments, glamers, and form-altering transmutations.
  • Remote Viewing Trap: At-will, swift, centered circle 10, reserve, costs 5 Energy; if any creature attempts to use remote viewing or scrying on any subject in the area, the attempt fails, and the offender suffers 500% heavy psychic damage.

Rank 5

Debilitation
  • Microcosm: Recharge 33%, swift, short range; subject is imprisoned forever in his own mind, in a world of your design, unable to take actions affecting the outside world. Will negates.

Utility
  • Foresight: At-will, swift, reserve 5, costs 5 Energy; you gain knowledge of events 5 seconds before they occur. This grants you a +5 bonus to Initiative and +25% to Dodge. You are never surprised or flat-footed. When you ready an action, you need not specify what action you are readying, or what contingency will trigger it. When you delay, you may act before, not after the creature who is next to go. Your contingencies may respond to your foresight of an event, rather than the actual event.

Variation

Rank 1

Attack
  • Force Push: At-will, standard, medium range; subject is pushed a number of squares equal to Short range. If subject is pushed into a wall or unyielding surface, he suffers heavy physical damage; if he collides with a creature or yielding object, both suffer medium physical damage. If he does not strike anything, he suffers medium physical damage, and is knocked down at the end of the movement.
  • Telekinetic Burst: At-will, standard, close burst 3; subjects are pushed 5 squares away from you, and each suffers medium physical damage.

Debilitation
  • Matter Agitation: At-will, swift, medium range, 3 rounds; object begins to heat up. If held or worn by a creature, creature must pass Will save to avoid dropping it each round, unless immune to fire damage or pain. If creature does not drop it for any reason, he suffers medium fire damage. Object suffers medium fire damage each round.

Healing
  • Body Repair: Recharge 33%, swift, touch; subject is healed for 10% of his maximum HP per Energy point spent, max 50%.

Utility
  • Pull: At-will, swift, medium range; you pull an object or creature up to 10 squares toward you.
  • Skate: At-will, swift, short range, reserve, costs 1 Energy; subject gains +3 squares of movement, ignores slippery, sticky, and difficult terrain. On object: reduces object's weight to 10% for the purposes of dragging.
  • Sustained Force: At-will, concentration, medium range; you lift an object, whose mass does not exceed the lifting capacity of a Strength score equal to your Strength or Intelligence (+100% weight per extra energy point spent). The lifting force is a general, surrounding force, causing no damage to the subject. You may move the object in three dimensions, keeping it within range, a number of squares per round equal to Short range. When you let go of the creature, the effect ends. The subject is allowed a Will save to end. Energy cost repeats each round.

Rank 2

Attack
  • Dissipating Touch: Recharge 33%, standard, touch; heavy disintegration damage against a creature or construct. Against inanimate matter, disintegrates 10 lbs per level.
  • Force Grip: Recharge 33%, standard, medium range; you take telekinetic control of subject (same mass limit as Sustained Force). Instantly, and on each of your next 2 rounds as a free action, you may slam the subject into a hard, unyielding surface, or into another creature or object, inflicting heavy physical damage split between subject and the other creature or object (or suffered entirely by subject, if crushing against a solid surface). If you lift an inanimate object and use it to smash against other targets, the targets take 100% damage, while the object takes the normal 50%. While gripped, subject cannot move, but may take actions. Fort ends.

Defense
  • Inertial Barrier: Recharge 33%, immediate; absorbs 100% of the damage caused by any attack. Energy cost is equal to the Energy spent on the original attack plus 1.

Healing
  • Filter: Recharge 33%, swift; you teleport toxins out of your body, eliminating all stacks of one poison.

Utility
  • Deceleration: Recharge 33%, immediate, short range; you absorb subject's momentum, instantly ending its current move action. If subject was running, you gain 1 Energy. If subject was falling at any speed, you gain 3 Energy, and subject's speed is instantly reset to 0, resetting any further falling damage.
  • Float: At-will, swift, reserve 1(E); you can walk on water, hover inches above the ground, or control your buoyancy in any fluid.
  • Time Hop: Recharge 33%, swift, medium range; subject exits the time stream, becoming invulnerable, unable to act, and utterly nonexistent for 2 rounds.

Rank 3

Attack
  • Crystallize: Recharge 33%, standard, short range; subject is permanently converted into hard, unmoving crystal (Fort negates). Subject is effectively dead, but if the effect is reversed, subject resumes life, having suffered no ill effect despite the passage of time, unless the crystal statue was damaged.
  • Kinetic Missile: Recharge 33%, free, short range; you create a ball of pure energy. The ball can be attacked, absorbing all damage inflicted upon it by any attackers. Any time within the next 3 turns, you may release it as a standard action, firing it at a target within long range, inflicting physical damage equal to the sum of all damage inflicted upon it prior to launch.

Mobility
  • Super Speed: At-will, free; you gain +900% movement speed. Costs 1 Energy per round sustained. If total number of rounds used per day exceeds your level, you suffer 1 Strain per round used thereafter.

Utility
  • Adapt Body: At-will, swift, reserve; you adapt to a hostile environment, such as extreme heat/cold, vacuum.
  • Dimensional Interdiction Field: At-will, swift, centered circle 10, reserve 3, costs 3 Energy; area nullifies all dimensional travel in or out.
  • Lesser Temporal Acceleration: Recharge 33%, free, 3 Energy; you take a move action and one standard or swift action out of the flow of time. Such actions cannot affect anyone but you, though any lingering effects they leave begin to affect targets when time resumes.
  • Phase Shift: Recharge 33%, swift, touch; subject is shifted out of phase with reality. He remains visible, but is intangible, and is both immune to all effects and unable to affect the physical world. Will ends, max duration 3 rounds.

Rank 4

Attack
  • De-Resolution: Recharge 33%, standard, medium range; subject dies as his mass is separated into its component particles. Fort negates. If subject does not die for any reason, he instead suffers 50% of max hp in disintegration damage instantly and on your next 2 turns.
  • Energy Accumulation Field: Encounter, swift, centered circle 20; each time any damage is inflicted of an energy type you specify (physical, fire, frost, lightning, etc), tally the amount. At any time within the next 10 rounds, as a free action, if you are standing in the center square, you may collapse the field onto yourself, and project the energy in a beam (long range), inflicting the sum of all tallied damage onto the target, and ending the power.

Shaping
  • Matter Manipulation: Recharge 33%, swift, medium range; target creature or object up to 100 lbs/level is fundamentally altered. You may change the physical structure of the component particles, or change phase (solid, liquid, gas, etc). You may change the substance into any other that can be comprised of the same elements. If effect is harmful, Will negates. Max duration 3 rounds. (Possible uses: kill, liquefy, harden (gain +10% hardness), soften (attackers gain 50% Armor Penetration), etc).
  • Zone of Holding: Encounter, swift, medium range, circle 1 per 2 Energy spent, 2 rounds, minimum cost 2 Energy; all creatures inside area are frozen in time, invulnerable and unable to take actions.

Rank 5

Attack
  • Mass-Energy Conversion: Recharge 33%, standard, medium range, costs 3 Energy; you convert part of subject's mass directly into energy. Subject suffers 10 Con damage, and becomes the center of a close burst 5 inflicting 300% heavy damage (untyped) to all targets.
  • Chromatic Separation: Encounter, swift, medium range; you split target into 3 copies, one visible only in red hues, one in green, and one in blue. The red copy is immune to fire, but 100% vulnerable to frost. The blue copy is immune to frost, but 100% vulnerable to fire. The green copy is immune to lightning, but 100% vulnerable to physical damage. The copies have the same abilities as the original, and may act independently. They do not have hit points; however, tally all damage done to them. At any point, to a maximum of 3 rounds later, you may cause the copies to merge into their original self, and the subject suffers all damage that was tallied.

Utility
  • Greater Temporal Acceleration: As Lesser Temporal Acceleration, except it is an immediate action, and costs 5 Energy.
  • Rearrange: Recharge 25%, standard, close burst 20; you may arrange all creatures and objects within the area however you wish, changing their positions to any valid new positions within the area. This is not a teleportation effect, and ignores any pinning, cover, or movement-impairing effects.

Paths

Medium

Metamind

Level Benefit

1

Overclock, Focus

2

Psicrystal

3

4

Damage Control

5

Font of Power

6

7

8

9

10

Uncarnate

11

12

13

14

15

16

17

18

19

20

Overclock

You may "borrow" points from other ability scores and add them to your Intelligence.

  • Your borrowing limit from each score is equal to your Metamind level.
  • You may borrow from any score except Intelligence.
  • You may only invest borrowed points in Intelligence.

Aside from the obvious disadvantages of lowering your other ability scores, you suffer the additional penalty of Strain Vulnerability. This means that, whenever you suffer Strain for any reason while Overclock is active, you suffer an additional point of Strain.

Focus

As a metamind, you have an attribute called Focus.

  • Minimum value: 0
  • Maximum value: 5
  • Assumed value at combat start: 0

Each time you spend Energy on a psionic power, you gain 1 Focus per point of Energy spent.

You may spend 5 Focus to enhance certain psionic powers in specific ways, detailed below:

Creation
  • Energy Burst: ?
  • Energy Ray: Super-focused beam cuts like a laser, causing a major injury (or critical injury on a critical hit). Also gains +200% damage.

Mentalism
  • Id Insinuation: Damage is heavy instead of medium. Throughout duration, subject is dominated.
  • Mind Thrust: Subject's head explodes (Will partial; suffers 50% max hp damage instead). Elites and bosses suffer 50/10% of max hp in damage instead (25/5 on save).

Variation

Psicrystal

See the d20 SRD.

Also, you may transfer Energy into or out of your psicrystal by touch. Its capacity is 25% of yours.

Damage Control

As a Metamind, you are under a lot of strain, what with all the Strain you're suffering. Good thing you can route it elsewhere!

At will, you may remove any number of Strain points you have. For each point so removed, you suffer 1 point of damage to the ability score of your choice.

Ability damage generally heals at the rate of 1 point per day of rest, though this rate can be accelerated with the help of a healer.

Font of Power

Three times per day, you may attempt to become a Font of Power. This is a free action, and can be attempted at most once per round. The success chance is 33%, plus 33% for each previous failed attempt.

Once you succeed at becoming a Font of Power, you have limitless Energy. You may spend as much as you wish, and you will still have as much as you started with. Additionally, your eyes shine like tiny stars, and faint illumination seems to beam out of your mouth and the end of each of your fingers.

This does not remove your Energy Threshold.

The effect lasts up to 3 rounds, or until you cancel it. Afterward, you are restored to maximum Energy.

Uncarnate

At will, you may separate your mind from your body. Your body remains behind, helpless, while you form a new "body", an incorporeal mass of light and thought.

Your new body can fly at a speed equal to your walking speed (this doubles for each level you achieve beyond 10th, to no limit; a typical psion will achieve light speed somewhere around level 35).

As an incorporeal entity, your new body is immune to all mundane physical effects, suffering damage only from magic and magic weapons (and of course psionic attacks). Conversely, your body is not capable of physical manipulation, but it is fully capable of manifesting psychic powers. (Note to multiclassers: it is not capable of verbal or material components).

There is a Strain cost for maintaining this ability. You must pay 1 Strain for each unit of time you maintain it. The unit of time changes with level:

Level Unit Level Unit

10

1 minute

15

3 hours

11

3 minutes

16

10 hours

12

10 minutes

17

1 day

13

30 minutes

18

3 days

14

1 hour

19

10 days

At level 20, there is no longer any Strain cost.

Psychic Warrior

Psychic Warrior Powers

Rank 1
  • Flurry of Blows: Recharge 33%, free; you gain 50% weapon haste for 1 round.
  • Gravity Bind: Recharge 33%, free, medium range; you designate a square and a target. Subject suffers pull (short) toward square, instantly and ongoing (Will ends).
  • Slow Fall: Recharge 33%, immediate; you absorb falling damage. For each percent of your max HP it would normally inflict, you suffer the same percent drain to your Energy instead.

Rank 2
  • Energy Absorption: Recharge 33%, swift, reserve; you gain absorb 50% (fire, frost, or lightning) with no limit. Each time you absorb damage, you gain energy based on the attack's damage (light-1, medium-3, heavy-5). When you have absorbed energy greater than or equal to 50% of your maximum, the effect ends.
  • Psychic Feedback: Recharge 33%, swift, short range, reserve; each time subject inflicts damage upon you, 50% of the damage is negated, and subject suffers it instead as retributive damage. Each time this occurs, you must expend 1 Energy; if you fail to do so, the effect ends.

Rank 3
  • Gravitation: Encounter, free, emanation medium; enemies are pulled (short) instantly and on each of your next 3 turns. Enemies in area suffer 100% movement penalty when trying to move away from you (Will half, each round).
  • Mass Effect: Recharge 33%, swift, reserve; your mass increases dramatically. You become immune to push/pull/slide mechanics, and gain +10 (E) to Bull Rush and Overrun attempts.
  • Kinetic Absorption: Recharge 33%, swift, reserve; tally all physical damage you suffer. At any time, you may end this effect by using a weapon augment, adding all damage suffered to the attack. Out of combat, the damage tally decreases by 10% each minute.

Rank 4
  • Psychic Well: Encounter, swift, centered circle 3; all damage inflicted upon allies in area is absorbed 50%. Tally all damage absorbed. On turn start, enemies in area suffer the entire tally, divided among all enemies.
  • Warp Bubble: Recharge 33%, immediate, 1 round; all space around you is warped, so that an object traveling directly toward you will harmlessly bypass you while retaining its original trajectory. The curvature of the warp field is gentle, so the closer an object is to you, the less likely it is to entirely bypass you. Against all targeted attacks and spells, you gain a miss chance equal to 10% per square of distance between you and the attacker.

Rank 5
  • Temporal Lock: Recharge 33%, swift, reserve; attackers who strike you suffer temporal stasis for 1 round (Will negates). If the save is failed, the attack does not affect you. Each time this occurs, you must expend 1 point of Energy, or the effect ends.

Psionic Augmentation

You may use Energy to augment your melee attacks. You gain knowledge of the following maneuvers, at the appropriate level.

Rank 1
  • Computed Strike: (E) Augment; attack gains +25% (E) to Hit Chance and Armor Penetration.
  • Energy Lance: (E) Augment; attack becomes a line 2*(E), starting at the point of impact of the closest target. All damage is energy (fire, frost, or lightning).
  • Force Blast: (E) Augment; enemy is pushed 5 (E) squares. Upon impact with object, creature, or wall, inflicts extra damage equal to 50% of base damage, divided between enemy and whatever he hits (or enemy only if striking a wall). If enemy doesn't strike anything, he is knocked down.

Rank 2

Rank 3
  • Catapsionic Strike: (E) Augment; attack dispels (E) magical or psionic defenses prior to inflicting damage.

Rank 4

Rank 5

Combat Insight

You have an attribute called Insight. It's value is 4 + Psychic Warrior rank.

  • You may divide Insight between: offensive precognition, defensive precognition, and hyperawareness.
  • You may change the distribution as a free action once/rd.
  • Each point of Offensive Precognition grants +5% hit and critical chance.
  • Each point of Defensive Precognition grants +5% to avoidance, and increases your minimum avoidance by 5% (allowing you to Dodge the un-dodgeable).
  • Each point of Hyperawareness grants you 1 square of radius of Insight, a form of vision that allows you to sense the position and movements of any creature or object within it, regardless of stealth, invisibility, or number of targets tracked. Subjects within it cannot benefit from flanking. You can apply your Parry (and Dodge, of course) to targets in any arc within this radius.

Speed of Thought

You gain +1 to movement and initiative per 4 levels of Psychic Warrior.

Metaphysical Weapon

You gain the following maneuver:

  • Manifest Metaphysical Weapon: at-will, free; you create a metaphysical weapon, or augment your held weapon(s). Lasts while conscious, or until dismissed.

A metaphysical weapon is a psionic construct that can either serve as a weapon when you have none available, or can wrap itself around your existing weapon to augment it. In the former case, it inflicts damage as a normal weapon, of type based on the table below. In the latter, it adds 100% damage to your weapon of the type below.

Available types: force, fire, lightning, frost.

Arbitrarily, this doesn't work on heavy-damage weapons. Welcome to playing a hybrid.

Hypercognition

You can increase the speed of your mind, allowing you to perceive the world faster, to think and plan faster, to calculate complex variables amidst the rapidly-changing conditions of combat.

  • Each time you use Hypercognition, you gain 1 point of Strain.
  • Using Hypercognition is a immediate action; its effect lasts for 1 round.
  • Using Hypercognition causes the clock speed of your brain to increase about 10 times. Thus, for each second of real time, you perceive about 10 seconds; this grants you an entire "minute" of thought-time per round of combat.

While Hypercognition is active:

  • You gain 100% of the maximum benefit of Combat Insight, as if you had put all all available points into all 3 uses simultaneously.
  • Your Psionic Augmentations last for 1 round, affecting all attacks that round.

Fission

Three times per day, as a free action, you may split yourself into two identical copies. All physical and magical properties are duplicated. Each of your copies may act independently. Neither is considered "the original". If one copy dies, the other simply lives on. If one attacks or manifests any psychic power, the other is bound by this limitation: should the second "you" also attack or manifest a psychic power, it disappears at the end of its round. If the two forms are ever separated beyond Long range, one (you select) disappears.

This ability grants great utility and perhaps fun prank opportunities, as well as a way to double your damage output for 3 rounds per day.

Fusion

Once per day, as a free action, you may fuse yourself with any single corporeal being (touch range). While fused, you and the being share a body, and your minds are in intimate contact (you hear each others' thoughts).

Form and Capabilities
The new body is of average size between your original two; that is, if you were both the same size, it doesn't change, whereas if you are medium and the original was huge, the new body is large. Its form is an amalgam of both; if either body is larger, that body has proportionately more effect on the final form. If the host is unwilling, the body may appear to contort itself as both minds fight to control its form.

:The body's capabilities are gestalt; that is, for each physical ability score, choose the higher of the original two bodies, and the new body can take any physical attack that was previously allowed to either form. The new form's AC is the higher of the two, and any defenses (and vulnerabilities) of the original two are combined into the new form (like defenses/vulnerabilities overlap, they don't stack). Any damage already sustained by either form is combined into the new form.

Items
The new body has all items of the original two. It has the average number of limbs between the original two, so excess held items must be discarded at your discretion. Likewise, worn items conflict, and duplicates must be discarded as you direct.

Actions
The body has the normal amount of actions per round. Either you or the original inhabitant can control it. If both wish to control it at the same time, the winner of an opposed Int+Cha+level check wins for that round.

Duration
If the host is unwilling, he may attempt a Will save to end the effect, but only if he gains control of the body's actions for that round. Otherwise, there are no limitations on duration.

Ending the Effect
You may end the effect at any time as a free action, splitting both bodies into their original forms, now adjacent, and retaining their original items (if not discarded). Any damage the new form had suffered can be split as you direct: you may absorb all, part, or none of it.

Permanent Fusion
If you wish, you may also permanently modify the new body into your own. You do this by passing 3 consecutive level+Int+Cha checks, and the subject failing a final Will save afterward. If all goes well, the body becomes your original, and you lose the benefits of the Fusion. The host's body is effectively annihilated. His mind is trapped within your new body; you may do what you like with it.

Every-Moment Satori

At all times, you have a minimum investment in all forms of Combat Insight equal to 1/3 of your maximum, rounded down.

If you know where this reference comes from, you rule.

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