Powers
Autonomous Dementia
Telepathy
Level: Psion/wilder 3
Display: Auditory and Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5
You have learned to warp your mind, losing some of your own control but preventing any others from being able to affect you. This power protects against powers with the mind-affecting or scrying descriptors. Autonomous dementia even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject’s mind or to gain information about it (however, metafaculty can pierce the protective quality of autonomous dementia). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all. You become confused for the duration of the power. Should this confusion be prevented or removed, the power fails.
Augment: For every additional power point you spend, you improve your roll on the confusion table by 3.
Cloaker's Cry
Metacreativity (Creation) [Sonic] [Mind-Affecting]
Level: Psion/Wilder 6
Display: Auditory
Manifesting Time: 1 Standard Action
Range: See text.
Area: See text
Duration: See text
Saving Throw: See text
Power Resistance: Yes
Power Points: 11
You have experienced the moan of the cloaker, and recognized the power inherent in the eerie calls that chills your soul and stills your body. You may choose one of the following four effects:
Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls.
Fear: Anyone within a 30-foot spread must succeed on a Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of you must succeed on a Fortitude save or be paralysed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
Consumption
Telepathy [Death] [Mind-Affecting]
Level: Psion/wilder 8
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 15
You strike with your mind, feasting on the mental energy of the unwilling victim. You instantly kill the victim on a failed save. For every point of intelligence score, you gain 5 temporary hit points as you feed.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.
Crevices and Nightmares
Telepathy
Level: Psion/wilder 6
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 day/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: Psion/wilder 13
You have seen or done terrible things during your lifetime. Some of these you wish to have forgotten, but they hang on, an evil memory that jabs at your mind. You transport your foe into a nightmare of your mind, holding him there and playing for him all of the terrible things that you can create. The target disappears, body and soul, into your mind. Each day that he is within your mind, he takes two points of wisdom drain and may save again. Should he succeed, he is expelled and appears in the nearest open square. Otherwise, he will slowly wither and die. Should anyone attempt to scry the creature, it shows only the manifester, and no hint that the creature is hidden within your mind. Should anyone attempt to contact the creature telepathically, it simply fails.
Augment: For every additional power point you spend, the duration increases by one day.
Descent into Insanity
Psychometabolism
Level: Psion/wilder 5
Display: Material, Auditory and Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 9
To access the abilities of the gibbering mouther, you must learn to walk the narrow and dangerous line between sanity and insanity, letting your mind descend into a seething morass of random thoughts and insane gibbering. You may choose one of the following three effects:
Gibbering: All creatures within a 60-foot spread of you must succeed on a Will save or be affected as though by a confusion power for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by your gibbering for 24 hours.
Spittle: As a free action every round, you may fire a stream of spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.
Ground Manipulation: As a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that Area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
Dream Quest
Telepathy
Level: Psion/wilder 9
Display: Mental and Material
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Permanent; see text
Power Points: Psion/wilder 17
You focus your mind on a single task, one that cannot be avoided, and accept all that would come with that. You create a permanent copy of your character. It is in all respects like you, except for one thing: it is created from the mental fabric of your mind for a specific task, and every day must see it try and step closer to the completion of the task. Your original body shuts down, sustaining itself upon mental energy while the dream questor goes about his task. This task must be a definable objective, for there are only two outcomes: it is completed, and the power ends, or it is failed, and the dream questor's copy dies. Should it die, the manifester awakens, having lost one half a level of experience. All scrying, divination, or other powers that attempt to find the location of the manifester show only the location of the dream questor, and never reveal the location of the manifester. The dream questor is likewise immune to all forms of mental alteration or domination, including all powers from the charm and compulsion schools. This power cannot be dispelled, nor dismissed. It may only end by the completion of the quest, or the death of the questor or manifester.
Eyes into the Unseen
Psychometabolism
Level: Psion/wilder 2, psychic warrior 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: Psion/wilder 3, psychic warrior 1
Aberrations are well known for their unusual bodies and warped outlook upon life, which they have used in the past as a protective shell. Now, however, you have learned to penetrate that shell, and can critical hit or sneak attack any aberration. If the creature could already be struck with a critical hit, instead gain a +4 bonus on the roll to confirm the critical.
Augment: For every additional power point you spend, the duration increases by one round.
Fading Form
Psychometabolism
Level: Psion/wilder 7, psychic warrior 4
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 13, psychic warrior 7
You have learned that sometimes it is best to not always be what you seem, and to that end, you have drawn from a monster you have watched apply those ideals. You gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked. You can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Augment: For every additional power point you spend, the duration increases by one minute.
Far Realm's Taint
Psychometabolism
Level: Psion/wilder 4, psychic warrior 3
Display: Visual and Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 7, psychic warrior 5
You wrap yourself in the foul and unknowable leavings of a place few have ventured and less have survived. You gain the Anomalous Form template for the duration of the power.
Augment: For every additional power point you spend, the duration increases by one minute.
Reverse Intrusion
Telepathy
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 immediate action
Range: See text
Target: See text
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 11
You lash out lightning quick with your mind, reversing an incoming mental strike. When you are the target of a power from the telepathy discipline or with the mind-affecting descriptor, you may manifest this power to change the target from affecting you to affecting the manifester. All other variables remain the same. The manifester gains a will save to prevent this.
Augment: For every 2 additional power points you spend, this power's save DC increases by 1.
Sanity Siphon
Telepathy [Mind-Affecting]
Level: Psion/wilder 3
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: Psion/wilder 5
You slowly drain away the mental capabilities of your opponent, rendering him into a thought-stripped ruin. Each round, you deal the target four wisdom drain, save for half. You may deal a maximum of eight wisdom drain this way.
Augment: For every two additional power points you spend, this power's maximum wisdom drain increases by two and its save DC by one.
Shadows in the Mind
Psychometabolism
Level: Psion/wilder 4
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
Power Points: 7
You have learned to manipulate the shadow areas of the world, and have come to know and enjoy their presence. This power is effective only in shadowy areas. You may choose one of the following three effects:
Obscure Vision: You gain concealment for 1d4+1 rounds.
Dancing Images: This effect duplicates a mirror image spell (caster level 7th).
Silent Image: This effect duplicates a silent image spell (caster level 7th).
Augment: For every two additional power points you spend, the caster level of the spell-like abilities increases by 1, or the duration of the concealment increases by 2 rounds.
Temporal Relocation
Psychoportation
Level: Psion/wilder 4, psychic warrior 3
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 7, psychic warrior 5
You have learned a small amount of temporal manipulation from the creatures you study, and have incorporated it into an attack form. If you successfully grapple a creature whose size is no more than one greater than your own, you latch onto the opponent’s body and shift seven minutes forward in time as a free action. Observers (if any) see you and your opponent disappear in a shimmer, then reappear seven minutes later in exactly the orientation and condition they left. For you and your opponent, no time passes at all. The victim must succeed on a Will save or be dazed for one round from temporal disorientation. The ability is otherwise identical to time hop manifested at your manifester level for this power.
Augment: For every additional power point you spend, the duration increases by one minute.
Tentacles of the Chuul
Psychometabolism
Level: Psychic Warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 7
You can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Strength modifier damage. On a successful grapple, the target must succeed at a Fortitude save or be paralysed for 1d6 rounds. The DC of this save is 15 + your constitution modifier.
Twisted Bodies
Psychometabolism
Level: Psion/wilder 3, Psychic Warrior 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 5
To become an aberration has long been your ultimate goal, and with this power, you have come one step closer to achieving that. You have learned to transform yourself into one of their type, and with it, gain the abilities and form of the chosen creature. You become the aberration, as presented in the creature's description, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess, with the sole exception that the aberration form is advanced so that its hit dice equals your level. You may only choose an aberration whose Challenge Rating is equal to or less than 4.
Augment: For every two additional power points you spend, the list of aberrations you can become expands to include creatures of one Challenge Rating greater. For example, expending 11 power points allows you to become an aberration of Challenge Rating of 7 or less.
Voice of the Destrachan
Metacreativity (Creation) [Sonic]
Level: Psion/Wilder 4, Psychic Warrior 3
Display: Auditory
Manifesting Time: 1 Standard Action
Range: 80 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: Yes
Power Points: Psion/Wilder 7, Psychic Warrior 5
You have studied the various forms of aberrations, and have learned that aspects of their behaviour can be used as a weapon or as defensive tool. You release a great shout, a cone of sonic force that flies away, striking all within range, shattering objects and destroying those who stand before them. You may choose one of the following three effects:
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of sonic damage to all within the Area.
Nerves: You can focus your harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the Area.
Material: When using this form of harmonics, you may choose wood, stone, metal, or glass. All objects made of that material within the Area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Augment: For every two additional power points you spend, this power’s lethal damage increases by one die (d6), or this power’s nonlethal damage increases by two die (2d6) or you can affect items with 10 more hit points. For every two power points spent in this way, this power’s save DC increases by 1.
Welding Skin
Psychometabolism
Level: Psion/wilder 3, psychic warrior 2
Display: Material and Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: Psion/wilder 5, psychic warrior 3
You exude a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch you. When you are adhesive-covered, you automatically grapple any creature you hit with a natural attack. Opponents so grappled cannot get free while you are alive without removing the adhesive first. A weapon that strikes your adhesive-coated body is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but you still can grapple normally. You can dissolve the adhesive at will, and the substance breaks down 5 rounds after you die, or after the power ends.
Augment: For every additional power point you spend, the duration increases by one minute.
Whispers and Voices
Telepathy
Level: Psion/wilder 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: Psion/wilder 9
You have taken your keen fascination with aberrant life and thought and fashioned it into a shield covering your mental activity. Whenever you are targeted by a power with the mind-affecting descriptor or from the telepathy discipline, the manifester must save or be confused for 1d4 rounds.
Augment: For every additional power point you spend, the duration increases by one minute. This does not affect the duration of the confusion.