POWERS
CHAPTER 5:
Compression. You shrink 100/level (max 50%). (Str) Expanded Vision. Wider vision allows you to see more. (Wis) Feel Light. You use tactile sensation to see. (Str) Feel Sound. You use tactile sensation to hear. (Str) Hear Light. You use auditory sensation to see. (Str) Hustle. You gain one extra partial action. (Str) Lesser Metaphysical Weapon. Weapon gains a +1 bonus. (Int) Minor Creation. Creates one cloth or wood object. (Int) Vigor. You gain 3 temporary hit points. (Str)
2nd%LEVEL PSYCHIC WARRIOR POWERS Animal Affinity. You possess one ability score of a chosen animal. (Str) Body Equilibrium. You can walk on nonsolid surfaces. (Str) Claws of the Bear. Your unarmed attack deals 1d12 damage. (Str) Combat Prescience. You gain a +2 insight bonus on your attack roll. (Wis) Darkvision. You can see in the dark. (Wis) Expansion. You grow +10%/level (max +100%). (Str) Levitate. Subject moves up and down at your direction. (Dex) Painful Touch. Your unarmed attacks deal an extra 1d6 subdual damage. (Str) Sudden Minor Creation. Quickly create cloth or wood object. (Int) Vigilance. See through mists, murk, and darkness. (Wis)
3rd%LEVEL PSYCHIC WARRIOR POWERS Bite of the Tiger. Your bite attack deals 2d8 damage. (Str) Claws of the Vampire. Your unarmed attack deals 1d8 damage. You heal the same amount. (Str) Danger Sense. You gain a +4 bonus against traps. (Wis) Displacement. Attacks miss you 50% of the time. (Str) Improved Biofeedback. You take charge of your body's damage. (Str) Metaphysical Weapon. Weapon gains a +3 bonus. (Int) Prowess. You may take one extra attack of opportunity. (Wis) Ubiquitous Vision. You have all-around vision. (Wis)
4th%LEVEL PSYCHIC WARRIOR POWERS Dimension Door. Teleports you and up to 500 lb. short distances. (Dex) Dissolving Touch. Your touch deals 7d6 acid damage. (Str) Immovability. You are almost impossible to move. (Str) Inertial Barrier. Subject gains damage reduction 10/+5. (Con) Polymorph Self. You assume a new form. (Str) Steadfast Perception. You gain a +4 bonus against illusions, +2 bonus on Spot and Search checks. (Wis) Telekinesis. Lift or move 25Ib./level at long range. (Con)
5th%LEVEL PSYCHIC WARRIOR POWERS Adamant Grasp. You gain a +10 bonus on your grapple checks. (Str) Adapt Body. You adapt your body to hostile environments. (Str)
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Catapsi. Psychic static is a drag on power manifestation. (Cha) Ectoplasmic Armor. Subject gains a +10 armor bonus. (Int) Energy Barrier. You convert energy attacks to harmless, light. (Str) Graft Weapon. A weapon becomes a natural part of you. (Sir) Psychic Vampire. Your touch attack drains 2 power points/level from foe, which you gain. (Con)
5th%LEVEL PSYCHIC WARRIOR POWERS Ablating. Subject is buffered from one negate psionics effect. (Con) Breath of the Dragon. Breathe fire for 11d4 damage. (Str) Call Cohort. Teleport your cohort to your location. (Dex) Ethereal Jaunt. You become ethereal for 1 round/level (Dex) Improved Vigor. You gain 13 temporary hit points. (Str) Shield of Prudence. You gain a +6 insight bonus to AC. (Wis) Suspend Life. Your life functions slow to imperceptibility. (Str)
POWER FORMAT Each power description follows the same format.
NAME This is the name by which the power is generally known. Powers might be known by other names in some locales, and psionic characters often have different names for their powers, such as “collapse time” for quintessence.
DISCIPLINE AND DESCRIPTORS This is the discipline to which the power belongs. See Psionic Disciplines, page 38, for more information. Any descriptors that apply are given here [in brackets]. Disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy. The key ability score for each discipline is given (in parentheses) for ease of calculating target DCs. Descriptors: Acid, chaotic, cold, compulsion*, darkness, death, electricity, evil, fear, fire, force, good, languagedependent, lawful, light, mind-affecting, sonic, and teleportation. *Compulsion is treated as a subschool of the Enchantment school of magic in the Player’s Handbook but is used as a descriptor here, to the same effect.
LEVEL This is the strength level of the power, ranging from 0-level (talents) through 9th level (the most powerful). This entry notes which classes can manifest this power. A power's level affects the DC for any saving throw allowed against the power.
DISPLAY This gives the type of display that accompanies manifestation of the power. Displays: Au (Audible), Ma (Material), Me (Mental), Ol (Olfactory), and Vi (Visible). See Display, page 34, for more information.