Dungeons and Dragons Psychic Warrior Powers 3.5 PBP RPG

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Psychic Warrior Powers

1ST-LEVEL PSYCHIC WARRIOR POWERS

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.

BiofeedbackA: Gain damage reduction 2/-.

Bite of the Wolf: Gain bite attack for 1d8 damage.

Burst: Gain +10 ft. to speed this round.

Call WeaponryA: Create temporary weapon.

CatfallA: Instantly save yourself from a fall.

Chameleon: Gain +10 enhancement bonus on Hide checks.

Claws of the BeastA: Your hands become deadly claws.

CompressionA: You grow smaller.

Conceal Thoughts: You conceal your motives.

Detect Psionics: You detect the presence of psionics.

Dissipating TouchA: Touch deals 1d6 damage.

Distract: Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.

Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

Empty Mind: Gain +2 on Will saves until your next action.

ExpansionA: Become one size category larger.

FloatA: Buoy yourself in water or other liquid.

Force ScreenA: Invisible disc provides +4 shield bonus to AC.

Grip of IronA: Your iron grip gives +4 bonus on grapple checks.

HammerA: Melee touch attack deals 1d8/round.

Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.

Metaphysical ClawA: Your natural weapon gains +1 bonus.

Metaphysical WeaponA: Weapon gains +1 bonus.

My LightA: Your eyes emit 20-ft. cone of light.

Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.

Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.

Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.

PrevenomA: Your claws gain a poison coating.

Prevenom WeaponA: Your weapon is mildly venomous.

Skate: Subject slides skillfully along the ground.

StompA: Subjects fall prone and take 1d4 nonlethal damage.

Synesthete: You receive one kind of sense when another sense is stimulated.

Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.

VigorA: Gain 5 temporary hit points.

2ND-LEVEL PSYCHIC WARRIOR POWERS

Animal AffinityA: Gain +4 enhancement to one ability.

Body AdjustmentA: Heal 1d12 damage.

Body Equilibrium: You can walk on nonsolid surfaces.

Body PurificationA: Restore 2 points of ability damage.

Concealing Amorpha: Quasi-real membrane grants you concealment.

Darkvision, Psionic: See 60 ft. in total darkness.

Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

Dimension SwapA: You and an ally switch positions.

Dissolving TouchA: Your touch deals 4d6 acid damage.

Dissolving WeaponA: Your weapon deals 4d6 acid damage.

Empathic TransferA: Transfer another's wounds to yourself.

Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.

Feat LeechA: Borrow another's psionic or metapsionic feats.

Hustle: Instantly gain a move action.

Levitate, Psionic: You move up and down, forward and back, via mental support.

Painful StrikeA: Your natural weapons deal an extra 1d6 nonlethal damage.

Prowess: Instantly gain another attack of opportunity.

Psionic Scent: Gain the scent ability.

Psionic Lion's ChargeA: You can make full attack in same round you charge.

Strength of My EnemyA: Siphon away your enemy's strength and grow stronger.

Sustenance: You can go without food and water for one day.

Thought ShieldA: Gain PR 13 against mind-affecting powers.

Wall Walker: Grants ability to walk on walls and ceilings.

3RD-LEVEL PSYCHIC WARRIOR POWERS

Claws of the Vampire: Heal half of your claw's base damage.

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.

Danger Sense: Gain +4 bonus against traps.

Dimension SlideA: Teleports you very short distance.

Duodimensional Claw: Increases your natural weapon's threat range.

Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.

Empathic FeedbackA: When you are hit in melee, your attacker takes damage.

Empathic Transfer, HostileA: Your touch transfers your hurt to another.

Escape Detection: You become difficult to detect with clairsentience powers.

Evade BurstA: You take no damage from a burst on a successful Reflex save.

Exhalation of the Black DragonA: Your acid breath deals 3d6 damage to a close target.

Graft Weapon: Your hand is replaced seamlessly by your weapon.

Keen Edge, Psionic: Doubles normal weapon's threat range.

Mental BarrierA: Gain +4 deflection bonus to AC until your next action.

Ubiquitous Vision: You have all-around vision.

Vampiric Blade: You heal half of your base weapon damage.

4TH-LEVEL PSYCHIC WARRIOR POWERS

Claw of Energy: Your claws deal additional energy damage.

Dimension Door, Psionic: Teleports you short distance.

Energy AdaptationA: Your body converts energy to harmless light.

Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.

Immovability: You are almost impossible to move and gain damage reduction 15/-.

Inertial Barrier: Gain damage reduction 5/-.

Psychic Vampire. Touch attack drains 2 power points/level from foe.

Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.

Truevenom: Your natural weapons are covered in horrible poison.

Truevenom Weapon: Your weapon is horribly poisonous.

Weapon of Energy: Weapon deals additional energy damage.

5TH-LEVEL PSYCHIC WARRIOR POWERS

Adapt Body: Your body automatically adapts to hostile environments.

CatapsiA: Psychic static inhibits power manifestation.

MetaconcertA: Mental concert of two or more increases the total power of the participants.

Oak BodyA: Your body becomes as hard as oak.

Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.

6TH-LEVEL PSYCHIC WARRIOR POWERS

Breath of the Black DragonA: Breathe acid for 11d6 damage.

Dispelling Buffer: You are buffered from one dispel psionics effect.

Form of DoomA: You transform into a frightening tentacled beast.

Mind Blank, Personal: You are immune to scrying and mental effects.

Suspend Life: Put yourself into a state akin to suspended animation.


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Jack nods at Fay's offer: "On we go, then, Your Musical Highness ! You take the left side, I go right along the walls, and let's try to keep abreast of one-another. And remember: we're scouts, not full-on shock troops !": he winks at the half-elf and points a thumb at Silas before whispering: "I reckon Golden Claw here is gonna be our shock troops all by his own very weird self. That was a DRAGON claw, you saw that, hombre ? I'm starting to think there's a little more to our guide here, than what merely meets the eye, you get my drift ? In any case, let's be prepared… And watch out for loose pottery, you two. If a pro like Oz got his toes caught in one, never mind a noble-born juggler ! Let's see you with them light-footed steps, then… ".

He winks at Fay mischievously and makes his way down the corridor after a quick look back at the rest of the group.

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