Post by Ares on May 5, 2015 14:10:32 GMT -5
CLAIRSENTIENT SCIENCES
1: AURA SIGHT: an aura is a glowing halo or envelope of colored light which surrounds all living things. It is invisible to the naked eye. When a psionicist uses this power he can learn one piece of info of that person each time he uses it.
2: ClAIRAUDIENCE: clairaudience allows the user to hear sounds from a distant area. The psionicist picks a spot anywhere within range. He then can hear everything that he would be able to hear normally if he were standing in that spot. If the psionicist has enhanced senses, the senses apply to clairaudience as well. This does not screen out background noise that is around the psionicist, so if it is loud around him, he will have trouble hearing what is happenning somewhere else
3: ClAIRVOYANCE: clairvoyance allows the user to see images from a distant area. The psionicist picks a viewing spot anywhere within range. He can then see anything that he could normally see if he were standing in that spot. His field of vision is no wider then normal, but he can scan the area by turning his head. This doesn't replace the characters normal eyesight. He can still see what is in front of him, as the view from clairvoyance is superimposed over what he is seeing from his physical location, for this reason while doing this most psionicists close their eyes. Nor does this let the psionicist see invisible objects, things hiding behind objects, nor is there any sound
4: OBJECT READING: Object reading is the ability to detect psychic impressions left on the object by it's previous owner, including his race, se, age, and alignment. The power can also reveal how the owner came to possess the item, as well as how he lost it.
5: PRECOGNITION: Precognition enables the psionicist to fore-see the probable outcome of a course of action. This foresight is limited to the near future-no more then several hours from the time he uses the power. This power only lets the psionicist see one probable (albeit likely) outcome to a specific course of action.
6: SENSITIVITY TO PSYCHIC IMPRESSIONS: With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions which were experienced in a given area. These impressions offer him a picture of the locations past. Battles and betrayls, marriages and murders, childbirth and great pain-only events which elicited strong emotional or psychic energy leave their impressions on an area. Everyday occurrences leave no residue for the psionicist to detect.
7: PSIONIC REALITY ALTERATION: Psionic Reality Alteration is the ultimate power a Psion can learn. Through force of will alone, you can alter reality to suit your whims. You may accomplish any one of the following:
Item Creation: You can create a valuable item, even a psionic item, of up to 15,000 gp in value.
Creature Bonus: You can grant a creature a +1 inherent bonus to an ability score. Two to five psionic reality alteration powers manifest in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two psionic reality alterations for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be negated. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove Injuries and Afflictions: A single psionic reality alteration can aid one creature per manifester level, and all subjects must be cured of the same type of affliction. For example, you could heal all the damage your party has suffered or remove all the poison effects from the party, but not do both with the same manifestation. A psionic reality alteration can never restore the experience point loss from manifesting a power or the level or Constitution loss from being raised from the dead.
Revive the Dead: A psionic reality alteration can bring a dead creature back to life by duplicating a magical resurrection spell. A psionic reality alteration can revive a dead creature whose body has been destroyed, but the feat takes two psionic reality alterations: one to recreate the body and another to infuse the body with life again. A psionic reality alteration cannot prevent a character who was brought back to life from losing an experience level.
Transport Travelers: A psionic reality alteration can lift one creature per manifester level from anywhere on any plane and place these creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate and PR.
Undo Misfortune: A psionic reality alteration can undo a single recent event. The psionic reality alteration forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, the psionic reality alteration could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate and PR.
You may cast psionic reality alteration for greater effects than these, but doing so is dangerous. Such a psionic reality alteration gives you the opportunity to fulfill your request without fulfilling it completely. (The psionic reality alteration may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) For example, a psionic reality alteration for a skin of iron might get you turned instantly into a nonmobile iron statue.
CLAIRSENTIENT DEVOTIONS
1: ALL-AROUND VISION: This power gives the psionicist "eyes in the back of his head" and in the sides and top, as well. In effect the character can see in all directions simultaneously. Thus making any type of sneak attacks worthless.
2: COMBAT MIND: A psionicist using combat mind has an unusually keen understanding of his enemies and their fighting tactics. As a result nothing their opponent does surprises them.
3: DANGER SENSE: When using danger sense, a psionicist will experience a slight tingling sensation at the back of his neck when a hazard or threat is near. He does not learn how or when it will strike. However he does learn the direction from which the threat will come.
4: FEEL LIGHT: This extrasensory power allows the psionicist to experience light through tactile sensations (by touch). His entire body becomes a receiver for light waves. In effect, his body replaces his eyes; he can see what his eyes would normally reveal.
5: FEEL SOUND: This power is almost identical to feeling light, but it makes the psionicist's body sensitive to sound. It allows him to continue hearing when his ears are disabled.
6: HEAR LIGHT: This extrasensory power resembles "feel light," but it relies on the character's hearing rather then his sense of touch. A character who has been blinded, either artificially, naturally, or by an injury, can "see" with his ears. Any light waves which reach him are converted to sound, and he "hears" the image. The image his mind perceives is just like an image offered by normal sight, and the character suffers no sideaffects for anything requiring vision.
7: KNOW DIRECTION: The psionicist becomes his own compass.
8: KNOW LOCATION: This power is useful to characters who fequently travel by using teleportation, gates, rifts, or via other planes of existence.
9: POISON SENSE: This power enables a psionicist to detect the presence of poison and identify its location within 1 yard of his body (or his presence). Any poison including animal venom.
10: RADIAL NAVIGATION: As long as this power is in use, the psionicist knows where he is in relation to a fixed starting point. In another words, no matter how or where he moves, he still knows the exact direction and distance to his starting point.
11: SEE SOUND: This power enables a character to perceive sound waves visually-with his eyes- by converting the sound waves to light impulses. (only a character who can see normaly can use this ability)
12: SPIRIT SENSE: Using this power allows the psionicist to sense the presence of "spirits" within 15 yards--meaning ghosts, banshees, wraiths, haunts, and other noncorporeal undead. If a spirit frequently haunts the location at hand, the psionicist will know it. He will also know when a spirit is within 15 yards.
13: COMPREHEND LANGUAGES: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The power enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magic writing cannot be read, other than to know it is magical, but the power is often useful when deciphering treasure maps. Certain warding psionics or magic (such as the secret page and illusory script spells) can foil this power. It does not decipher codes or reveal messages concealed in otherwise normal text.
14: FEAT LEACH; You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and may choose a number of these feats to "leech" equal to your Wisdom bonus (minimum one).
While the power lasts, you are treated as if you normally possessed the stolen feats, despite the fact you have more feats than normally allowed. During this same period, the original target is locked out of those feats, and can make no use of them. When the power’s duration expires, you lose access to the leeched feats, and the original target gains immediate use of them. The transfer back occurs no matter the distance between you and the target. If the duration of feat leech is somehow extended (or an attempt is made to make it permanent), the original target gains a Will saving throw every 10 minutes beyond the original duration. If the target succeeds, the power’s duration ends. If the original target is killed before the duration lapses, the feats are immediately lost.
You cannot take a feat for which you do not have the prerequisite feat, if any. However, you can used a stolen feat as a prerequisite for another stolen feat.
15: FORCED EMPATHIC BOND; You create a psionic connection between you and the subject so that some of your wounds are transferred to the subject. You take only half damage from all wounds and attacks (including those inflicted by special abilities) that deal hit point damage. The subject takes the amount of damage not taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the subject because it is not hit point damage. When the power ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to you.
If you and the subject of the power move out of range of each other, the power ends.
16: METAFACULTY; You gain exceptional insight concerning any individual or creature whom you have previously detected via any other Clairsentience or Telepathy power. For purposes of this power, "exceptional insight" includes a name, a mental image of the subject, the subject's alignment, and the subject's location (an image of the subject's current location that is good enough to teleport to as if studied carefully). Powers, special abilities, and spells do not protect against metafaculty's ability to find the truth, not even mind blank or spells such as wish.
1: AURA SIGHT: an aura is a glowing halo or envelope of colored light which surrounds all living things. It is invisible to the naked eye. When a psionicist uses this power he can learn one piece of info of that person each time he uses it.
2: ClAIRAUDIENCE: clairaudience allows the user to hear sounds from a distant area. The psionicist picks a spot anywhere within range. He then can hear everything that he would be able to hear normally if he were standing in that spot. If the psionicist has enhanced senses, the senses apply to clairaudience as well. This does not screen out background noise that is around the psionicist, so if it is loud around him, he will have trouble hearing what is happenning somewhere else
3: ClAIRVOYANCE: clairvoyance allows the user to see images from a distant area. The psionicist picks a viewing spot anywhere within range. He can then see anything that he could normally see if he were standing in that spot. His field of vision is no wider then normal, but he can scan the area by turning his head. This doesn't replace the characters normal eyesight. He can still see what is in front of him, as the view from clairvoyance is superimposed over what he is seeing from his physical location, for this reason while doing this most psionicists close their eyes. Nor does this let the psionicist see invisible objects, things hiding behind objects, nor is there any sound
4: OBJECT READING: Object reading is the ability to detect psychic impressions left on the object by it's previous owner, including his race, se, age, and alignment. The power can also reveal how the owner came to possess the item, as well as how he lost it.
5: PRECOGNITION: Precognition enables the psionicist to fore-see the probable outcome of a course of action. This foresight is limited to the near future-no more then several hours from the time he uses the power. This power only lets the psionicist see one probable (albeit likely) outcome to a specific course of action.
6: SENSITIVITY TO PSYCHIC IMPRESSIONS: With this power, a psionicist gains a sense of history. He perceives the residue of powerful emotions which were experienced in a given area. These impressions offer him a picture of the locations past. Battles and betrayls, marriages and murders, childbirth and great pain-only events which elicited strong emotional or psychic energy leave their impressions on an area. Everyday occurrences leave no residue for the psionicist to detect.
7: PSIONIC REALITY ALTERATION: Psionic Reality Alteration is the ultimate power a Psion can learn. Through force of will alone, you can alter reality to suit your whims. You may accomplish any one of the following:
Item Creation: You can create a valuable item, even a psionic item, of up to 15,000 gp in value.
Creature Bonus: You can grant a creature a +1 inherent bonus to an ability score. Two to five psionic reality alteration powers manifest in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two psionic reality alterations for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be negated. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
Remove Injuries and Afflictions: A single psionic reality alteration can aid one creature per manifester level, and all subjects must be cured of the same type of affliction. For example, you could heal all the damage your party has suffered or remove all the poison effects from the party, but not do both with the same manifestation. A psionic reality alteration can never restore the experience point loss from manifesting a power or the level or Constitution loss from being raised from the dead.
Revive the Dead: A psionic reality alteration can bring a dead creature back to life by duplicating a magical resurrection spell. A psionic reality alteration can revive a dead creature whose body has been destroyed, but the feat takes two psionic reality alterations: one to recreate the body and another to infuse the body with life again. A psionic reality alteration cannot prevent a character who was brought back to life from losing an experience level.
Transport Travelers: A psionic reality alteration can lift one creature per manifester level from anywhere on any plane and place these creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate and PR.
Undo Misfortune: A psionic reality alteration can undo a single recent event. The psionic reality alteration forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, the psionic reality alteration could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate and PR.
You may cast psionic reality alteration for greater effects than these, but doing so is dangerous. Such a psionic reality alteration gives you the opportunity to fulfill your request without fulfilling it completely. (The psionic reality alteration may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) For example, a psionic reality alteration for a skin of iron might get you turned instantly into a nonmobile iron statue.
CLAIRSENTIENT DEVOTIONS
1: ALL-AROUND VISION: This power gives the psionicist "eyes in the back of his head" and in the sides and top, as well. In effect the character can see in all directions simultaneously. Thus making any type of sneak attacks worthless.
2: COMBAT MIND: A psionicist using combat mind has an unusually keen understanding of his enemies and their fighting tactics. As a result nothing their opponent does surprises them.
3: DANGER SENSE: When using danger sense, a psionicist will experience a slight tingling sensation at the back of his neck when a hazard or threat is near. He does not learn how or when it will strike. However he does learn the direction from which the threat will come.
4: FEEL LIGHT: This extrasensory power allows the psionicist to experience light through tactile sensations (by touch). His entire body becomes a receiver for light waves. In effect, his body replaces his eyes; he can see what his eyes would normally reveal.
5: FEEL SOUND: This power is almost identical to feeling light, but it makes the psionicist's body sensitive to sound. It allows him to continue hearing when his ears are disabled.
6: HEAR LIGHT: This extrasensory power resembles "feel light," but it relies on the character's hearing rather then his sense of touch. A character who has been blinded, either artificially, naturally, or by an injury, can "see" with his ears. Any light waves which reach him are converted to sound, and he "hears" the image. The image his mind perceives is just like an image offered by normal sight, and the character suffers no sideaffects for anything requiring vision.
7: KNOW DIRECTION: The psionicist becomes his own compass.
8: KNOW LOCATION: This power is useful to characters who fequently travel by using teleportation, gates, rifts, or via other planes of existence.
9: POISON SENSE: This power enables a psionicist to detect the presence of poison and identify its location within 1 yard of his body (or his presence). Any poison including animal venom.
10: RADIAL NAVIGATION: As long as this power is in use, the psionicist knows where he is in relation to a fixed starting point. In another words, no matter how or where he moves, he still knows the exact direction and distance to his starting point.
11: SEE SOUND: This power enables a character to perceive sound waves visually-with his eyes- by converting the sound waves to light impulses. (only a character who can see normaly can use this ability)
12: SPIRIT SENSE: Using this power allows the psionicist to sense the presence of "spirits" within 15 yards--meaning ghosts, banshees, wraiths, haunts, and other noncorporeal undead. If a spirit frequently haunts the location at hand, the psionicist will know it. He will also know when a spirit is within 15 yards.
13: COMPREHEND LANGUAGES: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. Note that the ability to read does not necessarily impart insight into the material, merely its literal meaning. The power enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magic writing cannot be read, other than to know it is magical, but the power is often useful when deciphering treasure maps. Certain warding psionics or magic (such as the secret page and illusory script spells) can foil this power. It does not decipher codes or reveal messages concealed in otherwise normal text.
14: FEAT LEACH; You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you immediately are familiar with the target’s psionic and metapsionic feats, if any, and may choose a number of these feats to "leech" equal to your Wisdom bonus (minimum one).
While the power lasts, you are treated as if you normally possessed the stolen feats, despite the fact you have more feats than normally allowed. During this same period, the original target is locked out of those feats, and can make no use of them. When the power’s duration expires, you lose access to the leeched feats, and the original target gains immediate use of them. The transfer back occurs no matter the distance between you and the target. If the duration of feat leech is somehow extended (or an attempt is made to make it permanent), the original target gains a Will saving throw every 10 minutes beyond the original duration. If the target succeeds, the power’s duration ends. If the original target is killed before the duration lapses, the feats are immediately lost.
You cannot take a feat for which you do not have the prerequisite feat, if any. However, you can used a stolen feat as a prerequisite for another stolen feat.
15: FORCED EMPATHIC BOND; You create a psionic connection between you and the subject so that some of your wounds are transferred to the subject. You take only half damage from all wounds and attacks (including those inflicted by special abilities) that deal hit point damage. The subject takes the amount of damage not taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the subject because it is not hit point damage. When the power ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to you.
If you and the subject of the power move out of range of each other, the power ends.
16: METAFACULTY; You gain exceptional insight concerning any individual or creature whom you have previously detected via any other Clairsentience or Telepathy power. For purposes of this power, "exceptional insight" includes a name, a mental image of the subject, the subject's alignment, and the subject's location (an image of the subject's current location that is good enough to teleport to as if studied carefully). Powers, special abilities, and spells do not protect against metafaculty's ability to find the truth, not even mind blank or spells such as wish.