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POWERS

Concussion

Psychokinesis (Con)

Level: 2

Display: Audible

Manifestation Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: One individual

Duration: Instantaneous

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 3

 

The target is pummeled with telekinetic force for 3d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage. Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can't be damaged by this power.

Control Object

Psychokinesis (Con)

Level: 1

Display: Material

Manifestation Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: One unattended object weighing up to 100 pounds

Duration: Concentration, up to 1 round/level

Saving Throw: None

Power Resistance: No

Power Points: 1

 

The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.

Far Hand

Psychokinesis (Con)

Level: 0

Display: Visual

Manifestation Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: An unattended object weighing up to 5 pounds

Duration: Concentration

Saving Throw: None

Power Resistance: No

Power Points: 1

 

The manifester can lift and move an object at will from a distance. After manifestation, as a move action the manifester can move the object up to 15 feet in any direction. The power ends if the distance between the manifester and the object ever exceeds the power's range.

Far Punch

Psychokinesis (Con)

Level: 0

Display: Visual, Mental

Manifestation Time: Attack action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One individual

Duration: Instantaneous

Saving Throw: None

Power Resistance: Yes

Power Points: 1

 

The manifester strikes the target with a telekinetic punch that deals 1 point of damage. Inanimate objects can't be damaged by this power.

Lesser Concussion

Psychokinesis (Con)

Level: 1

Display: Audible

Manifestation Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Target: One individual

Duration: Instantaneous

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 1

 

The target is pummeled with telekinetic force for 1d6 points of damage. The manifester may choose to have the power deal only nonlethal damage instead of lethal damage. Concussion always affects a target within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects can't be damaged by this power.

Negate Psionics

Psychokinesis (Con)

Level: 3

Display: Vi

Manifestation Time: Attack action

Range: Medium (100 ft. + 10 ft./level)

Area: 30-ft.-radius burst

Target: One psionic character or creature, or one object

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 5

 

Negate psionics can be used to end ongoing powers that are manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing power (or at least their effects) within an area. A negated power ends as if its duration had expired. Negate psionics can negate (but not counter) the ongoing effects of supernatural abilities as well as psionic powers. Negate psionics affects spell-like abilities just as it affects powers (and spells). A manifester can't use negate psionics to undo the effects of any power with instantaneous duration.

The manifester chooses to use negate psionics in one of two ways: a targeted negation or an area negation:

Targeted Negation: One object, creature, or power is the target of the power. The manifester makes a negation check against the power or against each ongoing power currently in effect on the object or creature. A negation check is 1d20 + 1 per manifester level against a DC of 11 + the manifester level of the power to be negated.

If the object that targeted is a psionic item, the manifester makes a negation check against the item's manifester level. If the manifester succeeds, all the item's psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect.

The manifester automatically succeed on the negation check against any power that he or she manifested his or herself.

Area Negation: The power affects everything within a 30-foot radius.

For each creature that is the target of one or more powers, the manifester makes a negation check against the power with the highest manifester level. If that fails, he or she makes negation checks against progressively weaker powers until he or she negates one power (which discharges the negate psionics so far as that target is concerned) or fails all his or her checks. The creature's psionic items are not affected.

For each object that is the target of one or more powers, the manifester makes negation checks as with creatures. Psionic items are not affected by area negations.

For each ongoing power with an area centered within the negate psionics target area, the manifester makes a negation check to negate the power.

For each ongoing power whose area overlaps with that of the negation, the manifester makes a negation check to end the effect, but only within the area of the negate psionics.

Telekinesis

Psychokinesis (Con)

Level: 4

Display: Visual

Manifestation Time: Attack action

Range: Long (400 ft. + 40 ft./level)

Target: See text

Duration: Concentration, up to 1 round/level, or instantaneous (see text)

Saving Throw: Will negates (object) (see text)

Power Resistance: Yes (object) (see text)

Power Points: 7

 

The manifester moves objects or creatures by concentrating on them. The power can provide either a gentle, sustained force or a single short, violent thrust (manifester's choice).

Sustained Force: A sustained force moves a creature or object weighing up to 25 pounds per manifester level up to 20 feet per round. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with power resistance.

This power lasts up to 1 round per manifester level, but it ends if the manifester ceases concentration. The weight can be moved vertically, horizontally, or both. An object can't be moved beyond the range. The power ends if the object is forced beyond the range. If the manifester ceases concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand, if the force required is within the weight limitation.

Violent Thrust: Alternatively, the telekinetic power can be expended in a single round. The manifester can hurl one or more objects or creatures that are within range and all within 10 feet of each other toward any target within 10 feet/level of all the objects. A manifester can hurl up to a total weight of 25 pounds per manifester level.

The manifester must succeed at attack rolls (one per creature or object thrown) to hit the target with the items, using his or her base attack plus Intelligence modifier. Weapons cause standard damage (with no Strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds for hard, dense objects. Creatures who fall within the weight capacity of the power can be hurled, but they are allowed Will saves to negate the effect, as are those whose held possessions are targeted by the power. If creatures are telekinetically hurled against solid surfaces, they take damage as if they had fallen 10 feet (1d6 points).

 

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