PF Gamma World


Conversions

1 to 50 of 129 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

I've put together an unofficial 7th ed. of Gamma World (post-apocalyptic sci-fi rpg), using several elements from d20 Future converted to PF mechanics -- cybernetics, robots, equipment, vehicles, and of course mutations.

I converted the four classes from 4th ed. GW -- enforcer, esper, examiner, and scout, and the genotypes -- pure strain human, altered human, mutated animal, and sentient plant. I'll post classes in the next post, then genotypes, and I welcome the feedback of my fellow gamers, especially those who are fans of the old GW game or post-apocalyptic fiction in general.

Thanks in advance!


1 person marked this as a favorite.

PATHFINDER: GAMMA WORLD
ROLEPLAYING GAME

GENOTYPES

PURE STRAIN HUMAN
PURE STRAIN HUMAN TRAITS
+2 to One Ability Score: Pure strain humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Pure strain humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pure strain humans have a base speed of 30 feet.
Bonus Feat: Pure strain humans select one extra feat at 1st level.
Skilled: Pure strain humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Radiation Resistant: Pure strain humans get a +2 genotype bonus on saving throws to resist the effects
of radiation sickness.
Languages: Pure strain humans begin play speaking their native language (English in Meriga and Eukay). Pure strain humans with high Intelligence scores can choose any languages they want (except secret languages).

ALTERED HUMAN
ALTERED HUMAN TRAITS
+2 to One Ability Score: Altered humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Altered humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altered humans have a base speed of 30 feet.
Bonus Feat: Altered humans select one extra feat at 1st level.
Skilled: Altered humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Mutated: Altered humans must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 0 Mutation Points. (See Mutations).
Languages: Altered humans begin play speaking their native language (English in Meriga and Eukay).
Altered humans with high Intelligence scores can choose any languages they want (except secret languages).

MUTATED ANIMAL
MUTATED BAT TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans.
Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated bats have a base speed of 30 feet.
Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability.
Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light.
Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED BEAR TRAITS
+4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans.
Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated bears have a base speed of 30 feet.
Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6
points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED CANINE TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth.
Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated canines have a base speed of 30 feet.
Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light.
Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules
on the scent ability).
Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED DOLPHIN TRAITS
+2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy.
Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated dolphins have a base speed of 30 feet.
Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light.
Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ELEPHANT TRAITS
+4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy.
Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated elephants have a base speed of 30 feet.
Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for
1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round.
Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated elephants begin play speaking the native language of local humans (English in
Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED FELINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen
senses, but tend to be less sturdy and less intelligent than humans.
Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated felines have a base speed of 30 feet.
Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4
points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light.
Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED MONKEY TRAITS
+4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans.
Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated monkeys have a base speed of 30 feet.
Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks.
Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks.
Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light.
Languages: Mutated monkeys begin play speaking the native language of local humans (English in
Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ORCA TRAITS
+4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly
strong, but they are clumsy and aggressive.
Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated orcas have a base speed of 30 feet.
Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their
surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light.
Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga
and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high
Intelligence scores can choose any languages they want (except secret languages).
MUTATED RAT TRAITS
+4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they
are uncouth, and much smaller and weaker than other Medium creatures.
Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated rats have a base speed of 30 feet.
Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light.
Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on
the scent ability).
Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED RHINOCEROS TRAITS
+4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted.
Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated rhinoceroses have a base speed of 30 feet.
Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore
attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round.
Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in
Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED SNAKE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen
senses, but tend to be frail and unfriendly.
Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated snakes have a base speed of 30 feet.
Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of
piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation.
Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light.
Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).

SENTIENT PLANT
SENTIENT BRUSH TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient brushes are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient brushes are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient brushes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient brushes can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient brushes so resemble ordinary brush that they can use the Stealth skill to hide in
any terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient brushes begin play speaking the native language of local humans (English in Meriga
and Eukay) and Brush, the special language of sentient brushes. Sentient brushes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FLOWER TRAITS
+2 Dexterity, +2 Charisma, -2 Constitution: Sentient flowers are graceful and beautiful, but tend to be
frail.
Medium: Sentient flowers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient flowers have a base speed of 30 feet.
Darkvision: Sentient flowers can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient flowers so resemble ordinary flowering plants that they can use the Stealth skill to
hide in any terrain where flowering plants can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient flowers begin play speaking the native language of local humans (English in Meriga
and Eukay) and Flower, the special language of sentient flowers. Sentient flowers with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FUNGUS TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient fungi are durable and perceptive, but tend to have
slow reaction time.
Medium: Sentient fungi are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient fungi have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient fungi can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient fungi so resemble ordinary fungus that they can use the Stealth skill to hide in any
terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient fungi begin play speaking the native language of local humans (English in Meriga
and Eukay) and Fungus, the special language of sentient fungi. Sentient fungi with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT SUCCULENT TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient succulents are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient succulents are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient succulents have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient succulents can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient succulents so resemble ordinary succulents that they can use the Stealth skill to
hide in any outdoor terrain where succulents can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient succulents begin play speaking the native language of local humans (English in
Meriga and Eukay) and Succulent, the special language of sentient succulents. Sentient succulents with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT TREE TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: Sentient trees are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient trees are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient trees have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient trees can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient trees so resemble ordinary trees that they can use the Stealth skill to hide in any
terrain where trees can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient trees begin play speaking the native language of local humans (English in Meriga
and Eukay) and Tree, the special language of sentient trees. Sentient trees with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT VINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Sentient vines are nimble and perceptive, but tend to lack the
strength of other Medium creatures.
Medium: Sentient vines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient vines have a base speed of 30 feet.
Darkvision: Sentient vines can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient vines so resemble ordinary vines that they can use the Stealth skill to hide in any
terrain where vines can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient vines begin play speaking the native language of local humans (English in Meriga
and Eukay) and Vine, the special language of sentient vines. Sentient vines with high Intelligence scores can choose any languages they want (except secret languages).


CLASSES

ENFORCER
Role: The enforcer is a skilled fighter, engaging enemies and defending allies with deadly prowess. An enforcer armed with a melee weapon can serve as front-line defender, or as mobile striker. An enforcer armed with a ranged weapon can provide effective artillery.
Hit Die: d10.
Class Skills
The enforcer’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: An enforcer is proficient with all simple and martial weapons, with all personal firearms, and with all armor (heavy, light, medium, and powered) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, an enforcer gains a bonus feat in addition to those gained from normal advancement (meaning that the enforcer gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “enforcer bonus feats”.
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an enforcer can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the enforcer loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. An enforcer can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Enforcer Features: At 1st level, and at every odd level thereafter, an enforcer gains an enforcer feature. These features are described below. Some features have prerequisites noted in their descriptions.
Armor Training: The enforcer learns to be more maneuverable in armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, an enforcer with this feature can also move at his normal speed when wearing medium armor.
A 5th-level enforcer reduces the armor check penalty by 2 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 2.
A 9th-level enforcer reduces the armor check penalty by 3 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 3. In addition, he can move at his normal speed when wearing heavy armor.
A 13th-level enforcer reduces the armor check penalty by 4 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 4.
Armor Mastery: Prerequisites: 19th-level enforcer. The enforcer gains DR 5/-- whenever he is wearing armor or using a shield.
Bravery: The enforcer gains a +1 bonus on Will saves against fear.
A 5th-level enforcer’s bonus on Will saves against fear increases to +2.
A 9th-level enforcer’s bonus on Will saves against fear increases to +3.
A 13th-level enforcer’s bonus on Will saves against fear increases to +4.
Damage Reduction: Prerequisites: 7th-level enforcer. The enforcer gains DR 1/--. Subtract 1 from the damage the enforcer takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.
The enforcer’s damage reduction improves by 1 point for every 4 levels the enforcer has attained above 7th (DR 2/-- at 11th, DR 3/-- at 15th, DR 4/-- at 19th).
Fast Movement: The enforcer’s land speed is faster than the norm for his genotype by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the enforcer’s speed because of any load carried or armor worn. This bonus stacks with any other bonus to the enforcer’s land speed.
Flurry of Blows: Prerequisites: unarmed strike. The enforcer can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the enforcer does not meet the prerequisites for the feat).
The enforcer applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. The enforcer may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. The enforcer cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. An enforcer with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
A 9th-level enforcer can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the enforcer does not meet the prerequisites for the feat).
A 15th-level enforcer can make three additional attacks when he uses flurry of blows, as if using Greater Two-Weapon Fighting (even if the enforcer does not meet the prerequisites for the feat).
Rage: The enforcer can call upon inner reserves of strength and ferocity, granting him additional combat prowess. The enforcer can rage for a number of rounds per day equal to 2 + his Constitution modifier, + 2 rounds per enforcer level (4 + Constitution modifier rounds at 1st level, 6 + Constitution modifier rounds at 2nd level, 8 + Constitution modifier rounds at 3rd level, et cetera). Temporary increases to Constitution, such as those gained from rage, do not increase the total number of rounds that an enforcer can rage per day. The enforcer can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a rage, an enforcer gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the enforcer 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in a rage, the enforcer cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
The enforcer can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. The enforcer cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the enforcer falls unconscious, his rage immediately ends, placing him in peril of death.
Rage Powers: Prerequisites: 5th-level enforcer, rage. The enforcer can use a rage power, selected from those described below. The enforcer gains the benefits of rage powers only while raging, and some of these powers require the enforcer to take an action first. Unless otherwise noted, an enforcer cannot select an individual rage power more than once.
Animal Fury: While raging, the enforcer gains a bite attack. If used as part of a full- attack action, the bite attack is made at the enforcer’s full base attack bonus -5. If the bite hits, it deals 1d4 points of damage (assuming the enforcer is Medium; 1d3 points of damage if Small) plus half the enforcer’s Strength modifier. The enforcer can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the enforcer against the target this round are at a +2 bonus.
Clear Mind: The enforcer may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The enforcer must take the second result, even if it is worse. An enforcer must be at least 9th level before selecting this rage power. This rage power can only be used once per rage.
Fearless Rage: While raging, the enforcer is immune to the shaken and frightened conditions. An enforcer must be at least 13th level before selecting this rage power.
Greater Rage: When the enforcer enters a rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus to his Will saves increases to +3. An enforcer must be at least 11th level before selecting this rage power.
Guarded Stance: The enforcer gains a +1 dodge bonus to his Armor Class against melee attacks for a number of rounds equal to the enforcer’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. Activating this rage power is a move action that does not provoke an attack of opportunity.
Internal Fortitude: While raging, the enforcer is immune to the sickened and nauseated conditions. An enforcer must be at least 9th level before selecting this rage power.
Intimidating Glare: The enforcer can make an Intimidate check against one adjacent foe.
If the enforcer successfully demoralizes his opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the enforcer’s check exceeds the DC.
Knockback: Once per round, the enforcer can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the enforcer’s Strength modifier and is moved back as normal. The enforcer does not need to move with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision: The enforcer’s eyesight sharpens and he gains low-light vision while raging.
Mighty Rage: When the enforcer enters a rage, the morale bonus to his Strength and Constitution increases to +8 and the morale bonus to his Will saves increases to +4. An enforcer must be at least 19th level before selecting this rage power.
Mighty Swing: The enforcer automatically confirms a critical hit. This rage power is used as an immediate action once a critical threat has been determined. An enforcer must be at least 13th level before selecting this rage power. This rage power can only be used once per rage.
Moment of Clarity: The enforcer does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against his total number of rounds of rage per day. This rage power can only be used once per rage.
Night Vision: The enforcer’s eyesight grows incredibly sharp while raging and he gains darkvision 60 feet. An enforcer must have low-light vision as a rage power or a genotype trait to select this rage power.
No Escape: The enforcer can move up to double his normal speed as an immediate action but he can only use this ability when an adjacent foe uses a withdraw action to move away from him. He must end his movement adjacent to the enemy that used the withdraw action. The enforcer provokes attacks of opportunity as normal during this movement. This rage power can only be used once per rage.
Powerful Blow: The enforcer gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. This rage power is used as a swift action before the roll to hit is made. This rage power can only be used once per rage.
Quick Reflexes: While raging, the enforcer can make one additional attack of opportunity per round.
Raging Climber: When raging, the enforcer adds his class level as an enhancement bonus on all Climb skill checks.
Raging Leaper: When raging, the enforcer adds his class level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the enforcer is always considered to have a running start.
Raging Swimmer: When raging, the enforcer adds his class level as an enhancement bonus on all Swim skill checks.
Renewed Vigor: As a standard action that does not provoke an attack of opportunity, the enforcer heals 1d8 points of damage + his Constitution modifier. For every 5 levels the enforcer has attained above 5th, this amount of damage healed increases by 1d8, to a maximum of 4d8 at 20th level. This rage power can only be used once per day, and only while raging.
Rolling Dodge: The enforcer gains a +1 dodge bonus to his Armor Class against ranged attacks for a number of rounds equal to the enforcer’s current Constitution modifier (minimum 1). This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. Activating this rage power is a move action that does not provoke an attack of opportunity.
Roused Anger: The enforcer may enter a rage even if fatigued. While raging after using this rage power, the enforcer is immune to the fatigued condition. Once this rage ends, the enforcer is exhausted for 10 minutes per round spent raging.
Scent: The enforcer gains the scent ability while raging and can use this ability to locate unseen foes (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability).
Strength Surge: The enforcer adds his enforcer level on one Strength check or combat maneuver check, or to his Combat Maneuver Armor Class when an opponent attempts a maneuver against him. This rage power is used as an immediate action. This rage power can only be used once per rage.
Surprise Accuracy: The enforcer gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 5 levels the enforcer has attained above 5th. This rage power is used as a swift action before the roll to hit is made. This rage power can only be used once per rage.
Swift Foot: The enforcer gains a 5-foot enhancement bonus to his speed. This increase is always active while the enforcer is raging. An enforcer can select this rage power up to three times. Its effects stack.
Terrifying Howl: The enforcer unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + ½ the enforcer’s level + the enforcer’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (whether successful or not), it is immune to this rage power for 24 hours. An enforcer must have the intimidating glare rage power to select this rage power. An enforcer must be at least 9th level before selecting this rage power.
Tireless Rage: The enforcer no longer becomes fatigued at the end of his rage. An enforcer must be at least 17th level before selecting this rage power.
Unexpected Strike: The enforcer can make an attack of opportunity against a foe that moves into any square threatened by the enforcer, regardless of whether or not that movement would normally provoke an attack of opportunity. An enforcer must be at least 9th level before selecting this rage power. This rage power can only be used once per rage.
Unarmed Strike: The enforcer gains Improved Unarmed Strike as a bonus feat. The enforcer’s attacks may be with fist, elbows, knees, and feet. This means that the enforcer may make unarmed strikes with his hands full. There is no such thing as an off-hand for the enforcer striking unarmed. The enforcer may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually the enforcer’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
The enforcer’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons.
The enforcer also deals more damage with his unarmed strikes than a normal person would, as shown on the following table:
TABLE: UNARMED STRIKE DAMAGE BY LEVEL AND SIZE
Enforcer Small Medium Large
Level Damage Damage Damage
1st-3rd 1d4 1d6 1d8
4th-7th 1d6 1d8 2d6
8th-11th 1d8 1d10 2d8
12th-15th 1d10 2d6 3d6
16th-19th 2d6 2d8 3d8
20th 2d8 2d10 4d8
Weapon Training: Prerequisites: 5th-level enforcer. An enforcer can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. An enforcer also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the enforcer’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
For every 4 levels the enforcer has attained above 5th (9th, 13th, and 17th), an enforcer becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when an enforcer reaches 9th level, he receives a +1 bonus on attack and damage rolls with a new weapon group and a +2 bonus on attack and damage rolls with the weapon group initially selected.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: battleaxe, greataxe, handaxe, heavy pick, light pick, and throwing axe.
Blades, Heavy: bastard sword, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite short bow, longbow, and short bow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spike shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.
Double: double flail, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, heavy hammer, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Weapon Mastery: Prerequisites: 19th-level enforcer. The enforcer chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
TABLE: THE ENFORCER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +0 Enforcer feature; Bonus feat
2 +2 +3 +0 +0 Bonus feat
3 +3 +3 +1 +1 Enforcer feature
4 +4 +4 +1 +1 Bonus feat
5 +5 +4 +1 +1 Enforcer feature
6 +6/+1 +5 +2 +2 Bonus feat
7 +7/+2 +5 +2 +2 Enforcer feature
8 +8/+3 +6 +2 +2 Bonus feat
9 +9/+4 +6 +3 +3 Enforcer feature
10 +10/+5 +7 +3 +3 Bonus feat
11 +11/+6/+1 +7 +3 +3 Enforcer feature
12 +12/+7/+2 +8 +4 +4 Bonus feat
13 +13/+8/+3 +8 +4 +4 Enforcer feature
14 +14/+9/+4 +9 +4 +4 Bonus feat
15 +15/+10/+5 +9 +5 +5 Enforcer feature
16 +16/+11/+6/+1 +10 +5 +5 Bonus feat
17 +17/+12/+7/+2 +10 +5 +5 Enforcer feature
18 +18/+13/+8/+3 +11 +6 +6 Bonus feat
19 +19/+14/+9/+4 +11 +6 +6 Enforcer feature
20 +20/+15/+10/+5 +12 +6 +6 Bonus feat


ESPER
Role: The esper wields psionic powers. With a considerable number of powers to choose from, the esper is very versatile, able to fulfill multiple roles. Some espers have powers that suit them to “crowd control”, others have powers of healing, and still others have powers that increase their deadliness in combat.
Hit Die: d6.
Class Skills
The esper’s class skills are Appraise (Int), Autohypnosis (Wis), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks Per Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: Espers are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Power Points/Day: An esper’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Esper. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table: Bonus Power Points).
Powers Known: An esper begins play knowing three esper powers of her choice. Each time she achieves a new level, she unlocks the knowledge of new powers.
An esper selects powers known from the esper power list. An esper can manifest any power that has a power point cost equal to or lower than her esper level.
The number of times an esper can manifest powers in a day is limited only by her daily power points.
An esper simply knows her powers; they are ingrained in her mind. She does not need to prepare them, though she must get a good night’s sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against esper powers is 10 + the power’s level + the esper’s Wisdom modifier.
Maximum Power Level Known: An esper begins play with the ability to learn 1st-level powers. As she attains higher levels, an esper may gain the ability to master more complex powers.
To learn or manifest a power, an esper must have a Wisdom score of at least 10 + the power’s level.
Esper Features: At 1st level, and at every odd level thereafter, an esper gains an esper feature.
These features are described below. Some features have prerequisites noted in their descriptions.
Armor Class Bonus: When unarmored and unencumbered, the esper adds her Wisdom bonus (if any) to her AC. In addition, the esper gains a +1 bonus to AC. This bonus increases by 1 for every five levels the esper has attained beyond 5th (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the esper is flat-footed.
She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Bladewind: Prerequisites: 9th-level esper, mind blade. The esper gains the ability to momentarily fragment her mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding her mind blade, the esper can give up her regular attacks and instead fragment her mind blade to make one melee attack at her full base attack bonus against each opponent within reach. Each fragment functions identically to the esper’s regular mind blade.
When using bladewind, the esper forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat).
The mind blade immediately reverts to its previous form after the bladewind attack.
Diamond Body: Prerequisite: 11th-level esper, purity of body. The esper gains immunity to poisons of all kinds.
Elude Touch: Prerequisites: 3rd-level esper. The esper’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.
Evasion: Prerequisites: 5th-level esper. The esper can avoid even area attacks an unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the esper is wearing light armor or no armor. A helpless esper does not gain the benefit of evasion.
Free Draw: Prerequisites: 5th-level esper, mind blade. The esper is able to materialize her mind blade as a free action instead of a move action. She can make only one attempt to materialize the mind blade per round, however.
Improved Evasion: Prerequisites: 13th-level esper, evasion. This works like evasion, except that while the esper still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless esper does not gain the benefit of improved evasion.
Improved Uncanny Dodge: Prerequisites: 11th-level esper, uncanny dodge. The esper can no longer be flanked. This Armor Class denies a scout the ability to sneak attack the
character by flanking her, unless the attacker has at least four more scout levels than the target has levels in a class with improved uncanny dodge.
If a character already has uncanny dodge (see uncanny dodge) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.
Knife to the Psyche: Prerequisites: 13th-level esper, mind blade, psychic strike. When the esper executes a psychic strike, she can choose to substitute Intelligence, Wisdom, or Charisma damage (her choice) for extra dice of damage. For each die of extra damage she gives up, she deals 1 point of damage to the ability score she chooses. An esper can combine extra dice of damage and ability damage in any combination.
The esper decides which ability score her psychic strike damages and the division of ability damage and extra dice of damage when she imbues her mind blade with the psychic strike energy.
Mind Blade: As a move action, the esper can create a semisolid blade composed of psychic energy distilled from her own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium esper materializes a Medium mind blade that she can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19–20/x2). Espers who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to her attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, an esper can simply create another on her next move action. The moment she relinquishes her grip on the mind blade, it dissipates (unless she has the throw mind blade feature and intends to throw it; see the throw mind blade feature). The esper can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Focus. Powers that upgrade weapons can be used on a mind blade.
A mind blade improves as the esper gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), the esper can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the esper maintains her mind blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the esper can attempt a new Will save to rematerialize her mind blade while she remains within the psionics negating effect.
Multiple Throw: Prerequisites: 17th-level esper, mind blade, throw mind blade. The esper can throw a number of mind blades per round equal to the number of melee attacks she could make.
Psychic Strike: Prerequisite: 3rd-level esper, mind blade. As a move action, the esper can imbue her mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target she successfully hits with a melee attack (or ranged attack, if she is using the throw mind blade feature). Creatures immune to mind- affecting effects are immune to psychic strike damage. (Unlike the scout’s sneak attack feature, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but the esper can imbue her mind blade with psychic energy again by taking another move action.
Once an esper has prepared her blade for a psychic strike, it holds the extra energy until it is used. Even if the esper drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the esper next materializes it.
The extra damage dealt by the esper’s psychic strike increases by 1d8 for every 4 levels the esper has attained above 3rd (2d8 at 7th, 3d8 at 11th, 4d8 at 15th, 5d8 at 19th).
Purity of Body: Prerequisite: 5th-level esper. The esper gains immunity to all diseases.
Shape Mind Blade: Prerequisites: 5th-level esper, mind blade. The esper gains the ability to change the form of her mind blade. As a full-round action, she can change her mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but she must wield it as a two-handed weapon unless she knows the Exotic Weapon Proficiency [bastard sword] feat). If an esper shapes her mind blade into the form of a bastard sword and wields it two-handed, she adds 1- 1/2 times her Strength bonus to her damage rolls, just like when using any other two-handed weapon.
Alternatively, the esper can split her mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the esper would otherwise create with a single mind blade.
Still Mind: The esper gains a +2 bonus on saving throws against psionic powers and mind-affecting effects.
Throw Mind Blade: Prerequisites: mind blade. The esper can throw her mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. An esper with the psychic strike feature can make a psychic strike (see the psychic strike feature) with a thrown mind blade and can use the blade in conjunction with other esper features (such as knife to the psyche; see below).
Tongue of the Sun and Moon: Prerequisite: 17th-level esper. The esper can speak with any living creature.
Uncanny Dodge: Prerequisites: 5th-level esper. The esper can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An esper with this feature can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG) against her.
Volatile Mind: Prerequisites: 5th-level esper. The esper’s powerful mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on the esper, the esper of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The esper’s volatile mind can force the esper of the telepathy power to exceed the normal power point limit of 1 point per esper level. If the extra cost raises the telepathy power’s cost to more points than the esper has remaining in his reserve, the power simply fails, and the esper exhausts the rest of his power points. At 9th level, the penalty assessed against telepathy powers manifested on the esper is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
As a standard action, an esper can choose to lower this effect for 1 round.
Wholeness of Body: Prerequisites: 7th-level esper. The esper can heal her own wounds. She can heal a number of hit points of damage equal to twice her current esper level each day, and she can spread this healing out among several uses.
TABLE: THE ESPER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +0 +2 Esper feature, Psionic powers
2 +1 +0 +0 +3 Psionic powers
3 +2 +1 +1 +3 Esper feature, Psionic powers
4 +3 +1 +1 +4 Psionic powers
5 +3 +1 +1 +4 Esper feature; Psionic powers
6 +4 +2 +2 +5 Psionic powers
7 +5 +2 +2 +5 Esper feature; Psionic powers
8 +6/+1 +2 +2 +6 Psionic powers
9 +6/+1 +3 +3 +6 Esper feature; Psionic powers
10 +7/+2 +3 +3 +7 Psionic powers
11 +8/+3 +3 +3 +7 Esper feature; Psionic powers
12 +9/+4 +4 +4 +8 Psionic powers
13 +9/+4 +4 +4 +8 Esper feature; Psionic powers
14 +10/+5 +4 +4 +9 Psionic powers
15 +11/+6/+1 +5 +5 +9 Esper feature; Psionic powers
16 +12/+7/+2 +5 +5 +10 Psionic powers
17 +12/+7/+2 +5 +5 +10 Esper feature; Psionic powers
18 +13/+8/+3 +6 +6 +11 Psionic powers
19 +14/+9/+4 +6 +6 +11 Esper feature; Psionic powers
20 +15/+10/+5 +6 +6 +12 Psionic powers
TABLE: THE ESPER’S POWER POINTS/DAY, POWERS KNOWN, AND MAXIMUM POWER LEVEL KNOWN
Power
Esper Points/ Powers Maximum Power
Level Day Known Level Known
1 2 3 1st
2 6 5 1st
3 11 7 2nd
4 17 9 2nd
5 25 11 3rd
6 35 13 3rd
7 46 15 4th
8 58 17 4th
9 72 19 5th
10 88 21 5th
11 106 22 6th
12 126 24 6th
13 147 25 7th
14 170 27 7th
15 195 28 8th
16 221 30 8th
17 250 31 9th
18 280 33 9th
19 311 34 9th
20 343 36 9th
How To Determine Bonus Power Points: An esper’s Wisdom score grants her additional power points equal to her Wisdom modifier x her esper level x1/2.


EXAMINER
Role:
Hit Die: d8.
Class Skills
The examiner’s class skills are Appraise (Int), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (the ancients) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (technology) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Repair (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use Artifact (Int).
Skill Ranks Per Level: 8 + Int modifier.
Class Features
Weapon and Armor Proficiency: Examiners are proficient with all simple weapons and personal firearms, and with all armor (heavy, light, medium, and powered) and shields (except tower shields).
Artifact Expert: The examiner adds 1/2 his level to all Use Artifacts checks (minimum +1).
Examiner Features: At 1st level, and at every odd level thereafter, an examiner gains an examiner feature. These features are described below. Some features have prerequisites noted in their descriptions.
Bonus Feat: An examiner may gain any feat that he qualifies for in place of an examiner
feature.
Crafty: The examiner adds 1/2 his level to all Craft checks (minimum +1).
Evasion: Prerequisites: 5th-level examiner. The examiner can avoid even area attacks and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the examiner is wearing light armor or no armor. A helpless examiner does not gain the benefit of evasion.
Handy: The examiner adds 1/2 his level to all Repair checks (minimum +1).
Identify Artifact: The examiner can determine what an artifact is without having heard of it before and without breaking it. Given ten minutes to examine an unknown artifact, the examiner can make a DC 20 Intelligence check, adding 1/2 his examiner level to the result. A successful check indicates the examiner has determined the basic type of device (weapon, sensor, tool, etc.) and at least one major function. Failure indicates the examiner has no clue what the artifact is or what it does, while a natural 1 indicates a dangerous misidentification has occurred. (GMs may wish to make this check in secret.)
Improved Evasion: Prerequisites: 13th-level examiner, evasion. This works like evasion, except that while the examiner still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless examiner does not gain the benefit of improved evasion.
Improved Uncanny Dodge: Prerequisites: 11th-level examiner, uncanny dodge. The examiner can no longer be flanked. This Armor Class denies a scout the ability to sneak attack
the character by flanking him, unless the attacker has at least four more scout levels than the target has levels in a class with improved uncanny dodge.
If a character already has uncanny dodge (see below) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.
Integrate Tech: Prerequisites: 5th-level examiner. The examiner can freely “mix and
match” parts from different Progress Levels, using a PL 6 power pack to power a PL 8 device, for example.
Jury Rig: The examiner gains a +2 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. See the Repair skill description for details on jury-rigging. This bonus stacks with the bonus granted by the handy feature.
At 7th level, this competence bonus increases to +4.
Quick Disable: It takes an examiner with this feature half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Robot Companion: The examiner has a robot companion that serves him with absolute loyalty. The robot companion is a Medium construct. Its frame determines its base ability scores, and can be armature, biomorph, or biodroid. Its method of locomotion can be legs (multiple or pair), thruster, or inductor. It has 2 manipulators, each of which can be a claw, jaws, pincer, or advanced hand; its manipulators are treated as natural weapons, and it can make an attack with each manipulator at its full base attack bonus as a full-attack action. It can have integrated alumisteel, duraplastic, or duralloy armor. It has a class IV sensor system. Its hit dice, base attack bonus, base saves, bonuses to natural armor and Strength/Dexterity, skill ranks, and feats are based on the examiner’s level (see Table: Robot Companion Base Statistics). It can have one PL 5 or PL 6 robot accessory for every two levels the examiner has attained.
Skill Mastery: Prerequisites: 9th-level examiner. The examiner becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this feature, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. An examiner may gain this feature multiple times, selecting additional skills for skill mastery to apply to each time.
Tinkering: Prerequisites: 3rd-level examiner. The examiner can get more out of a device
than was originally intended. By making a relevant Craft check, the examiner can temporarily improve a machine’s performance, at the risk of causing the machine to need repairs later. The Craft check’s DC depends upon the type of improvement beingmade, as shown on the table below.
Tinkering takes 1 hour, and the examiner cannot take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts a number of minutes equal to the examiner’s class level, beginning when the object is first used. The examiner selects a single improvement prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made, the result of which indicates whether the machine requires repairs before it can be used again.
Improvement Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01—25
+2 to damage 20 01—50
+3 to damage 25 01—75
+5 ft. to range increment 15 01—25
+10 ft. to range increment 25 01—50
Tools
+1 bonus on skill checks 15 01—25
+2 bonus on skill checks 20 01—50
+3 bonus on skill checks 25 01—75
Vehicles
+1 on initiative checks 20 01—25
+1 to maneuver 25 01—50
+2 to maneuver 30 01—75
Trap Spotter: Prerequisites: trapfinding. Whenever an examiner with this feature comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding: The examiner adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Uncanny Dodge: Prerequisites: 5th-level examiner. The examiner can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An examiner with this feature can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG Core Rulebook) against him.
Unique Creation: Prerequisites: 5th-level examiner, tinkering. The examiner may create a
new or highly modified weapon, tool, or vehicle which only he can use. This is simulated by using the tinkering ability, but with no chance of a later breakdown. Furthermore, only the creator can use the device properly; anyone else will suffer a -4 penalty on the appropriate skill checks or attack rolls. An examiner may have only one unique creation at a time, regardless of who is wielding it. Constructing a unique creation requires one week and the appropriate tools and resources.
Minor Artifact: The examiner begins play with a minor artifact, chosen from the list below. He gains another minor artifact at 2nd, 4th, 6th, and 8th level. The examiner cannot gain a specific kind of artifact more than once; he must choose a different kind each time he gains a new artifact. See Equipment for descriptions.
With the GM’s permission, an artifact of comparable price and power to those on the list can be substituted.
Weapons Armor Equipment
High frequency sword Flight suit and helmet Duracable and grappler tag
Laser pistol Land warrior armor Medkit, advanced
Laser rifle Light combat armor Medkit, fast use
Laser sniper rifle Medium combat armor Portable environment
generator
OICW assault rifle Scout armor Portable glow lamp
Stun rod Puritizer
TacMil sniper rifle Soother pulse
Medium Artifact: At 10th, 12th, 14th, and 16th level, the examiner gains a medium artifact, chosen from the list below. The examiner cannot gain a specific kind of artifact more than once; he must choose a different kind each time he gains a new artifact. See Equipment for descriptions.
With the GM’s permission, an artifact of comparable price and power to those on the list can be substituted.
Weapons Armor Equipment
Beam sword Silent suit Aquaconverter
Concussion rifle Space combat suit Fusion torch
Concussion rod Intellipicks
Gravity snare Jetpack
Plasma pistol Power backpack
Plasma rifle Projectile deflector
Tangler gun Regen wand
Major Artifact: At 18th and 20th level, the examiner gains a major artifact, chosen from the list below. The examiner cannot gain a specific kind of artifact more than once; he must choose a different kind each time he gains a new artifact. See Equipment for descriptions.
With the GM’s permission, an artifact of comparable price and power to those on the list can be substituted.
Weapons Armor Equipment
Cryonic rifle Boost armor Energy shield
Disintegrator Unisoldier combat armor Force field, personal (DR 5/--)
Lightning gun Hologuise
Pulse rifle Matter shield
Rail gun Photon shield
Sonic beam Polyvox
TABLE: THE EXAMINER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Artifact expert; Examiner feature; Minor artifact
2 +1 +0 +3 +3 Minor artifact
3 +2 +1 +3 +3 Examiner feature
4 +3 +1 +4 +4 Minor artifact
5 +3 +1 +4 +4 Examiner feature
6 +4 +2 +5 +5 Minor artifact
7 +5 +2 +5 +5 Examiner feature
8 +6/+1 +2 +6 +6 Minor artifact
9 +6/+1 +3 +6 +6 Examiner feature
10 +7/+2 +3 +7 +7 Medium artifact
11 +8/+3 +3 +7 +7 Examiner feature
12 +9/+4 +4 +8 +8 Medium artifact
13 +9/+4 +4 +8 +8 Examiner feature
14 +10/+5 +4 +9 +9 Medium artifact
15 +11/+6/+1 +5 +9 +9 Examiner feature
16 +12/+7/+2 +5 +10 +10 Medium artifact
17 +12/+7/+2 +5 +10 +10 Examiner feature
18 +13/+8/+3 +6 +11 +11 Major artifact
19 +14/+9/+4 +6 +11 +11 Examiner feature
20 +15/+10/+5 +6 +12 +12 Major artifact
TABLE: ROBOT COMPANION BASE STATISTICS
Natural
Examiner Armor Str/Dex
Level HD BAB Fort Ref Will Skills Feats Bonus Bonus Accessories
1st 2 +1 +3 +3 +0 2 1 +0 +0 0
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 1
4th 4 +3 +4 +4 +1 4 2 +2 +1 2
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 4
9th 8 +6 +6 +6 +2 8 4 +6 +3 4
10th 9 +6 +6 +6 +3 9 5 +6 +3 5
11th 9 +6 +6 +6 +3 9 5 +6 +3 5
12th 10 +7 +7 +7 +3 10 5 +8 +4 6
13th 11 +8 +7 +7 +3 11 6 +8 +4 6
14th 12 +9 +8 +8 +4 12 6 +8 +4 7
15th 12 +9 +8 +8 +4 12 6 +10 +5 7
16th 13 +9 +8 +8 +4 13 7 +10 +5 8
17th 14 +10 +9 +9 +4 14 7 +10 +5 8
18th 15 +11 +9 +9 +5 15 8 +12 +6 9
19th 15 +11 +9 +9 +5 15 8 +12 +6 9
20th 16 +12 +10 +10 +5 16 8 +12 +6 10


SCOUT
Role:
Hit Die: d8.
Class Skills
The scout’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Artifact (Int).
Skill Ranks Per Level: 8 + Int modifier.
Class Features
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons and martial weapons, and with all personal firearms. Scouts are proficient with light armor, but not with shields.
Sneak Attack: At 2nd level, if a scout can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The scout’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the scout flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every two scout levels thereafter. Should the scout score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a scout can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A scout can sneak attack only creatures with discernible anatomies – oozes and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Scout features marked with an asterisk add effects to a scout’s sneak attack. Only one of these features can be applied to an individual attack and the decision must be made before the attack roll is made.
Scout Features: At 1st level, and at every odd level thereafter, a scout gains a scout feature. These features are described below. Some features have prerequisites noted in their descriptions.
Bleeding Attack*: Prerequisite: sneak attack. A scout with this feature can cause living
opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the scout’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this feature does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Bonus Feat: A scout may gain any feat that she qualifies for in place of a scout feature.
Camouflage: Prerequisites: 13th-level scout. The scout can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn’t grant cover or concealment.
Crippling Strike*: Prerequisites: 11th-level scout. A scout with this feature can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Defensive Roll: Prerequisites: 11th-level scout. With this feature, the scout can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat from a weapon or other blow, the scout can attempt to roll with the damage. To use this ability, the scout must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage.
She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this feature. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion feature does not apply to the defensive roll.
Evasion: Prerequisites: 3rd-level scout. The scout can avoid even area attacks and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
Fast Movement: The scout’s land speed is faster than the norm for her genotype by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the scout’s speed because of any load carried or armor worn. This bonus stacks with any other bonus to the scout’s land speed.
Fast Stealth: This feature allows a scout to move at full speed using the Stealth skill without penalty.
Favored Enemy: The scout selects a creature type from the scout favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A scout may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the scout may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the scout chooses humanoids as a favored enemy, she must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from in the Pathfinder RPG Bestiary—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the scout’s bonuses do not stack; she simply uses whichever bonus is higher.
TABLE: SCOUT FAVORED ENEMIES
Type (Subtype)
Aberration
Animal
Construct
Humanoid (human)
Humanoid (mutated animal)
Monstrous humanoid
Ooze
Outsider (Chaotic)
Outsider (Evil)
Outsider (Good)
Outsider (Lawful)
Plant
Vermin
Favored Terrain: Prerequisites: 3rd-level scout. The scout may select a type of terrain from the Favored Terrains table. The scout gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A scout traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
The scout may select an additional favored terrain for every 5 levels the scout has attained above 3rd.
TABLE: FAVORED TERRAINS
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers, including ancient ruins)
Water (above and below the surface)
Hide in Plain Sight: Prerequisites: 17th-level scout. While in any of her favored terrains, the scout can use the Stealth skill even while being observed.
Improved Evasion: Prerequisites: 11th-level scout, evasion. This works like evasion, except that while the scout still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless scout does not gain the benefit of improved evasion.
Improved Quarry: 19th-level scout, quarry. The scout’s ability to hunt her quarry improves. She can now select a quarry as a free action, and can now take 20 while using Survival to track her quarry, while moving at normal speed without penalty. Her insight bonus to attack her quarry increases to +4. If her quarry is killed or dismissed, she can select a new one after 10 minutes have passed.
Improved Uncanny Dodge: Prerequisites: 9th-level scout, uncanny dodge. The scout can no longer be flanked. This defense denies another scout the ability to sneak attack the character by flanking her, unless the attacker has at least four more scout levels than the target has levels in a class with improved uncanny dodge.
If a character already has uncanny dodge (see below) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.
Ledge Walker: This feature allows a scout to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a scout with this feature is not flat-footed when using Acrobatics to move along narrow surfaces.
Master Strike: Prerequisites: 20th-level scout. The scout becomes incredibly deadly when dealing sneak attack damage. Each time the scout deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the scout’s level + the scout’s Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that scout’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this feature.
Opportunist: Prerequisites: 11th-level scout. Once per round, the scout can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a scout with the Combat Reflexes feat can’t use the opportunist feature more than once per round.
Quarry: Prerequisites: 11th-level scout, favored enemy. The scout can, as a standard
action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a scout can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A scout can have no more than one quarry at a time and the creature’s type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the scout sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour.
Quick Disable: It takes a scout with this feature half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency: Once per day, a scout with this feature can gain a number of temporary hit points equal to the scout’s level. Activating this feature is an immediate action that can only be performed when she is brought to below 0 hit points. This feature can be used to prevent her from dying. These temporary hit points last for 1 minute.
If the scout’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Scout Crawl: While prone, a scout with this feature can move at half speed. This movement provokes attacks of opportunity as normal. A scout with this feature can take a 5- foot step while crawling.
Skill Mastery: Prerequisites: 11th-level scout. The scout becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this feature, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A scout may gain this feature multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind: Prerequisites: 11th-level scout. This feature represents the scout’s ability to wriggle free from mind-affecting effects that would otherwise control or compel her. If a scout with slippery mind is affected by a mind-affecting effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Slow Reactions*: Opponents damaged by the scout’s sneak attack can’t make attacks of opportunity for 1 round.
Stand Up: A scout with this feature can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack: During the surprise round, opponents are always considered flat-footed to a scout with this feature, even if they have already acted.
Swift Tracker: Prerequisites: 9th-level scout. The scout can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Track: The scout adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks.
Trap Sense: Prerequisites: 3rd-level scout. The scout gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for every 3 levels the scout has attained above 3rd.
Trap sense bonuses gained from multiple classes stack.
Trap Spotter: Prerequisites: trapfinding. Whenever a scout with this feature comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding: The scout adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Uncanny Dodge: Prerequisites: 3rd-level scout. The scout can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A scout with this feature can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG Core Rulebook) against her.
Wild Empathy: The scout can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 in Pathfinder RPG Core Rulebook). The scout rolls 1d20 and adds her scout level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the scout and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Woodland Stride: Prerequisites: 7th-level scout. The scout may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This feature does not grant the scout any special protection against creatures of the plant type.
TABLE: THE SCOUT
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +0 Scout feature
2 +1 +0 +3 +0 Sneak attack +1d6
3 +2 +1 +3 +1 Scout feature
4 +3 +1 +4 +1 Sneak attack +2d6
5 +3 +1 +4 +1 Scout feature
6 +4 +2 +5 +2 Sneak attack +3d6
7 +5 +2 +5 +2 Scout feature
8 +6/+1 +2 +6 +2 Sneak attack +4d6
9 +6/+1 +3 +6 +3 Scout feature
10 +7/+2 +3 +7 +3 Sneak attack +5d6
11 +8/+3 +3 +7 +3 Scout feature
12 +9/+4 +4 +8 +4 Sneak attack +6d6
13 +9/+4 +4 +8 +4 Scout feature
14 +10/+5 +4 +9 +4 Sneak attack +7d6
15 +11/+6/+1 +5 +9 +5 Scout feature
16 +12/+7/+2 +5 +10 +5 Sneak attack +8d6
17 +12/+7/+2 +5 +10 +5 Scout feature
18 +13/+8/+3 +6 +11 +6 Sneak attack +9d6
19 +14/+9/+4 +6 +11 +6 Scout feature
20 +15/+10/+5 +6 +12 +6 Sneak attack +10d6

Dark Archive

posted to get my dot. I love Gamma World, and I will be following your work closely.


Could a convince you to put a space or two between each separate race/class? It's a tad hard to read as it is.


Davi The Eccentric wrote:
Could a convince you to put a space or two between each separate race/class? It's a tad hard to read as it is.

Sorry 'bout that. I copied/pasted from ms word, and lost formatting. Evidently, I'm past the time limit for editting, but I promise to format future posts for readability.


The following D20 Modern feats should be added to the feats described in PF RPG core rulebook:

FEATS

ADVANCED FIREARMS PROFICIENCY
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto¬fire setting).
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms set on auto¬fire.
AIRCRAFT OPERATION
Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft.
The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Prerequisite: Pilot 4 ranks.
Benefit: The character takes no penalty on Pilot checks or attack rolls made when operating an aircraft of the selected class.
Normal: Characters without this feat take a –4 penalty on Pilot checks made to operate an aircraft that falls in any of these classes, and on attacks made with aircraft weapons. There is no penalty when the character operates a general-purpose aircraft.
Special: The character can gain this feat multiple times. Each time the character takes the feat, the character selects a different class of aircraft.

BURST FIRE
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deals +2 dice of damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

DOUBLE TAP
Prerequisites: Dexterity 13, Point Blank Shot.
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

DRIVE-BY ATTACK
Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.
Normal: When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

EXOTIC FIREARMS PROFICIENCY
Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: The character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it takes a –4 penalty on attack rolls.
Special: A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

FORCE STOP
Prerequisites: Drive 4 ranks, Vehicle Expert.
Benefit: When the character at¬tempts a sideswipe stunt with a surface vehicle, the character can force the other vehicle to a stop by nudging it into a controlled side¬ways skid. In addition to the nor¬mal requirements for attempting a sideswipe stunt, the character must have sufficient movement re-maining to move a number of squares equal to the character’s turn number.
After succeeding on the check to attempt the sideswipe, the character makes a Drive check opposed by the other driver. If the character succeeds, turn the other vehicle 90 degrees across the front of the character’s, so that they form a tee. Move them forward a distance equal to the character’s turn number. The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage.
If the character fails the check, resolve the sideswipe normally.

PERSONAL FIREARMS PROFICIENCY
Benefit: The character can fire any personal firearm without penalty.
Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

QUICK RELOAD
Prerequisite: Base attack bonus +1.
Benefit: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Normal: Reloading a firearm with an already filled box magazine or speed loader is a move action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a full-round action.

SKIP SHOT
Prerequisites: Point Blank Shot, Precise Shot.
Benefit: If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 10 feet of that surface, the character may ignore cover between the character and the target. However, the character receives a –2 penalty on his or her attack roll, and the character’s attack deals –1 die of damage.
Special: The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

STRAFE
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
Benefit: When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area.

SURFACE VEHICLE OPERATION
Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.
The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction ve¬hicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.
Prerequisite: Drive 4 ranks.
Benefit: The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.
Normal: Characters without this feat take a –4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.
Special: A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.

SURGERY
Prerequisite: Heal 4 ranks.
Benefit: The character can use the Heal skill to perform surgery without penalty. See the Heal skill description.
Normal: Characters without this feat take a –4 penalty on Heal checks made to perform surgery.

VEHICLE DODGE
Prerequisites: Dexterity 13, Drive 6 ranks or Pilot 6 ranks, Vehicle Expert.
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to AC against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

VEHICLE EXPERT
Benefit: The character gets a +2 bonus on all Drive checks and Pilot checks.


Been following some of the Pathfinder-ization for d20 Modern stuff and it's nice to see that someone's taken the steps themselves by starting off with Gamma World. Keep it up!

Dark Archive

Yes Gamma World is a great setting for PFRPG. I wuld even drop a colony of orcs and half-orcs in thecity of New Ork.


Urizen wrote:
Been following some of the Pathfinder-ization for d20 Modern stuff and it's nice to see that someone's taken the steps themselves by starting off with Gamma World. Keep it up!

Will do, thanks!


David Fryer wrote:
Yes Gamma World is a great setting for PFRPG. I wuld even drop a colony of orcs and half-orcs in thecity of New Ork.

LOL! I'll post the campaign stuff I have so far. It's just bare-bones, but I think you might find it interesting!


David Fryer wrote:
Yes Gamma World is a great setting for PFRPG. I wuld even drop a colony of orcs and half-orcs in thecity of New Ork.

LOL Did that in my Gamma Word/ Apocalypse D20 mash up >Appalachee Jihad<


I edited and formatted d20 Future mutations to make them PF-ready.

MUTATIONS

While a mutation can assume many forms, it typically signifies an abnormal trait or ability not common to the species. Mutations can be pronounced or unnoticeable. They may grant extraordinary abilities or effect subtle to grotesque changes in a creature’s physiology.
Mutations may appear only at birth or manifest as consequences of radiation exposure or some horrible physical trauma.
Ordinarily, a GM should allow players to select appropriate mutations and drawbacks for their characters using the Mutation Point (MP) system presented below. However, for GM-controlled creatures and NPCs, the GM can determine mutations randomly. Whenever a creature or NPC gains a mutation, the GM may roll percentile dice and consult Table: Mutations below, then select an appropriate number of drawbacks with a total MP value equal to or greater than the MP cost of the randomly determined mutation.
All special qualities granted by mutations are considered extraordinary abilities. Using an extraordinary ability is a free action unless noted otherwise.

MUTATION POINTS
Mutation Points (MP) provide a simple method of selecting mutations while preserving game balance. All creatures (including player characters) begin play with 0 MP. A creature gains MP by selecting one or more drawbacks—physical deformities and disabilities that make the creature less effective in play. A creature can then “spend” the MP on one or more beneficial mutations. The total MP spent on beneficial mutations cannot exceed the total MP the creature gains from drawbacks. A creature may still have unspent MP after choosing beneficial mutations, however. These unspent MP can be spent on new mutations at a later time.

TABLE: MUTATIONS

d% Mutation (Type) MP Cost
01–02 Extra Digits (Cosmetic) 0
03–04 Fins (Cosmetic) 0
05–06 Forked Tongue (Cosmetic) 0
07–08 Horns (Cosmetic) 0
09–10 Scaly Skin (Cosmetic) 0
11–12 Thin Fur Coat (Cosmetic) 0
13–14 Unnatural Eyes (Cosmetic) 0
15–16 Unnatural Hair (Cosmetic) 0
17–18 Unnatural Skin (Cosmetic) 0
19–20 Unnatural Voice (Cosmetic) 0
21–22 Acidic Saliva (Minor) 1
23–24 Adrenaline Jolt (Minor) 3
25–26 Claws (Minor) 1
27–28 Darkvision (Minor) 3
29–30 Energy Diffusion (Minor) 2
31–32 Fangs (Minor) 1
33–34 Force Barrier (Minor) 3
35–36 Gills (Minor) 2
37–38 Great Horns (Minor) 1
39–40 Hypersensitivity (Minor) 3
41–42 Leaper (Minor) 1
43–44 Scaly Armor (Minor) 3
45–46 Scent (Minor) 2
47–48 Second Wind (Minor) 2
49–50 Smokescreen (Minor) 1
51–52 Tail (Minor) 1
53–54 Thick Fur Coat (Minor) 1
55–56 Ultra Immune System (Minor) 2
57–58 Wall Crawler (Minor) 2
59–60 Webbed Digits (Minor) 1
61–62 Echolocator (Major) 5
63–64 Elasticity (Major) 5
65–66 Energy Absorption (Major) 4
67–68 Enlarged Form (Major) 6
69–70 Exoskeleton (Major) 5
71–72 Extra Arms (Major) 6
73–74 Gazing Eye (Major) 4
75–76 Pheromone Attraction (Major) 6
77–78 Prehensile Tail (Major) 4
79–80 Prickly Pear (Major) 4
81–82 Radioactive (Major) 5
83–84 Skeletal Reinforcement (Major) 5
85–86 Stinger (Major) 4
87–88 Telekinetic Mind (Major) 5
89–90 Telepathy (Major) 5
91–92 Tentacle (Major) 6
93–94 Venomous Bite (Major) 4
95–96 Vexing Voice (Major) 4
97–98 Wings (Major) 6
99–100 X-Ray Vision (Major) 6

TABLE: DRAWBACK
d% Drawback MP Value
01–05 Ability Decay1 4
06–10 Blood Hunger 1
11–15 Brittle Bones 4
16–20 Combat Fear 4
21–25 Cybernetic Dependency 6
26–30 Festering Sores 2
31–35 Frailty 3
36–40 Heat/Cold Susceptibility 1
41–45 Lethargy 2
46–50 Light Sensitivity 1
51–55 Lost Arm 3
56–60 Mindslave 2
61–65 Neutrad Dependency 5
66–70 Pheromone Repulsion 1
71–75 Poisonous Blood 6
76–80 Rapid Aging 2
81–85 Reduced Speed1 3
86–90 Thin Skin 5
91–95 Ultraviolet Allergy 3
96–100 Weak Immune System 1
1 You may take this drawback multiple times. Its effects stack.

Hiding Physical Deformities
Many mutations come with physical deformities. Some mutations are easy to hide, while others are harder to conceal.
Any mutation that alters a creature’s physical appearance imposes a penalty on the creature’s Disguise checks. For creatures trying to conceal multiple physical deformities or alterations, the penalties stack. A cosmetic mutation imposes a –1 penalty on Disguise checks, while a minor or major mutation imposes a –2 penalty on Disguise checks. Drawbacks do not apply penalties to Disguise checks.
MUTATION DESCRIPTIONS
Cosmetic Mutations: The simplest and least mechanically complicated mutation is a cosmetic mutation. A cosmetic mutation has no game effect other than to change a creature’s appearance in some fashion. Cosmetic mutations cost 0 MP.
Minor Mutations: A minor mutation not only changes a creature’s appearance in some fashion but also grants it a beneficial (if minor) special ability or useful feature, such as darkvision or gills. A minor mutation costs 1–3 MP and can usually be offset by a single drawback.
Major Mutations: A major mutation fundamentally changes the genetics and physiology of a particular creature. Moreover, it grants the creature a beneficial special ability or feature it couldn’t otherwise possess, such as telekinesis or the ability to fly. A major mutation costs 4 or more MP and must be offset by one or more drawbacks.
Drawbacks: A creature with minor or major mutations also has drawbacks to offset them. Drawbacks are special disabilities or vulnerabilities that negatively affect a creature. Each drawback has an MP value, and a creature can spend these MP on minor and major mutations to offset the negative effects of the drawback.

ABILITY DECAY [DRAWBACK]
Your body or mind suffers from some marked deformity or deterioration.
MP Value: 4.
Drawback: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less.
Special: You may take this drawback multiple times. Its effects stack.

ACIDIC SALIVA [MINOR]
Your saliva can burn other creatures like acid.
MP Cost: 1.
Benefit: Your bite attack deals an extra 1d4 points of acid damage with each successful hit.
Special: You must have a natural bite attack to take this mutation. You cannot gain this mutation if you have the Venomous Bite mutation.

ADRENALINE JOLT [MINOR]
You can flood your bloodstream with extreme amounts of adrenaline to temporarily boost your Strength or Dexterity.
MP Cost: 3.
Benefit: Once per day, as a free action, you can temporarily increase either your Strength or your Dexterity by 1d4+1 points. The increase lasts for a number of rounds equal to 3 + your Constitution modifier.

BLOOD HUNGER [DRAWBACK]
You crave the taste of blood. Moreover, you need to drink blood to survive.
MP Cost: 1.
Drawback: You must drain a pint of blood from a living creature once every 24 hours. Doing so is an attack action, and you can only drain blood from a willing, helpless, or dying (but not dead) creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.
If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
Special: You must have a natural bite attack to take this drawback.

BRITTLE BONES [DRAWBACK]
Your bones weaken such that you can no longer withstand hard or sudden impacts.
MP Value: 4.
Drawbacks: You take an additional 50% damage from bludgeoning attacks. In addition, you take an additional 1d6 points of damage from a fall.
Special: You cannot take this drawback if you have the Skeletal Reinforcement mutation.

CLAWS [MINOR]
Your hands mutate into sharp claws.
MP Cost: 1.
Benefit: You gain a claw attack that deals slashing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your claws are treated as natural weapons and do not provoke attacks of opportunity. You can make a single claw attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple claw attacks. Your full Strength modifier applies to damage dealt with claw attacks made as your primary attack.
When using a full-attack action, you can make a claw attack as a secondary attack. A secondary claw attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Having claws does not adversely affect your manual dexterity.
Special: If you have the extra arms mutation, you must buy the claws mutation twice to have claws on all four hands.
If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

COMBAT FEAR [DRAWBACK]
Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.
MP Value: 4.
Drawback: After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.

CYBERNETIC DEPENDENCY [DRAWBACK]
Radiation exposure causes your body tissues to degenerate. You rely on a cybernetic implant to repair damage to your body.
MP Value: 6.
Drawback: You need a body repair weave (see Cybernetics) to heal naturally. For you, the body repair weave does not confer its usual benefit (improved natural healing). If the implant is destroyed, you cannot heal damage naturally until it is replaced or repaired.
Special: This drawback is available only in Progress Level 7 or higher campaigns.

DARKVISION [MINOR]
You gain darkvision.
MP Cost: 3.
Benefit: You can see in total darkness out to a range of 60 feet. Darkvision is black and white only but is otherwise like normal sight.

ECHOLOCATOR [MAJOR]
You develop the ability to absorb sound waves and translate them into mental images that accurately portray the surrounding environment. This ability is similar to a bat’s ability to operate and hunt in total darkness via echolocation.
MP Cost: 5.
Benefit: You gain the blindsight ability out to a range of 60 feet.

ELASTICITY [MAJOR]
You can bend and twist your body in unnatural ways and squeeze through very tight spaces.
MP Cost: 4.
Benefit: You gain a +10 mutation bonus on Escape Artist checks. Moreover, you can squeeze through an opening or passage one-tenth as wide and tall as your height, in inches. A creature using this mutation to move through a tight space moves at one-quarter normal speed.

ENERGY ABSORPTION [MAJOR]
You can absorb impressive amounts of harmful energy.
MP Cost: 4.
Benefit: You gain resistance 10 to two types of energy or resistance 20 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.

ENERGY DIFFUSION [MINOR]
Your body’s ability to withstand energy damage increases.
MP Cost: 2.
Benefit: You gain resistance 5 to two types of energy or resistance 10 to one type of energy, chosen from the following list: acid, cold, electricity, fire, or sonic/concussion.

ENLARGED FORM [MAJOR]
You grow, becoming a freakishly large specimen of your kind.
MP Cost: 6.
Benefits: You become as large as your size category allows (8 feet tall for Medium characters, 4 feet tall for Small characters). However, you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for attempting or defending against a combat maneuver (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger when it is advantageous to you. You are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty (for example, a Medium character with this mutation can wield a Large weapon without penalty).
This mutation does not change your face or reach.

EXOSKELETON [MAJOR]
A thick exoskeleton forms over your skin. The exoskeleton usually consists of interlocking plates of bone or chitin covering 90% or more of your body.
MP Cost: 5.
Benefit: You gain a +3 natural armor bonus to Armor Class, or your existing natural armor bonus improves by 3.
Special: A creature with fur, scales, or the Scaly Armor mutation cannot gain this mutation.

EXTRA ARMS [MAJOR]
You grow an additional pair of arms. The extra arms look and behave exactly like your other arms.
MP Cost: 6.
Benefit: As a creature with more than two arms, you gain a +4 mutation bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand).
Special: If you have three or more natural attacks (four claws, for example), you meet the prerequisites for the Multiattack feat. This mutation does not give you Multiattack as a bonus feat, however.

EXTRA DIGITS [COSMETIC]
You gain an extra digit on each hand and foot. The extra fingers or toes, although fully functional, do not confer any special benefit, nor do they hinder you in any way.
MP Cost: 0.
Benefit: None.

FANGS [MINOR]
Your teeth mutate into vicious fangs.
MP Cost: 1.
Benefit: You gain a vicious bite attack that deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your bite is treated as a natural weapon and does not provoke attacks of opportunity. You can make one bite attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple bite attacks. Your full Strength modifier applies to damage dealt with bite attacks made as your primary attack.
When using a full-attack action, you can make a bite attack as a secondary attack. A secondary bite attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: This mutation can be used in conjunction with the Acidic Saliva or Venomous Bite mutation.
If you have three or more natural attacks (for example, two claws and a bite), you meet the prerequisites for the Multiattack feat.

FESTERING SORES [DRAWBACK]
Your skin is covered with painful, festering sores.
MP Value: 2.
Drawback: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.

FINS [COSMETIC]
Your body sprouts fishlike fins. A fin might begin on the top of your head and go all the way down your spine. Others might appear on your forearms or calves, or they might sprout from your shoulders or ears. The fins confer no special abilities.
MP Cost: 0.
Benefit: None.

FORCE BARRIER [MINOR]
You can generate an electromagnetic force field around yourself to deflect or absorb incoming attacks.
MP Cost: 3.
Benefit: As a free action, you can generate an invisible electromagnetic barrier around yourself that provides a +3 deflection bonus to Armor Class. The barrier lasts a number of rounds equal to your current Constitution modifier (minimum 1 round). You can create the force field three times per day.
Special: Portable electronic devices such as cell phones, sensor comps, and headsets temporarily cease to function if held or worn by you while the electromagnetic force barrier is in effect.

FORKED TONGUE [COSMETIC]
You gain a forked tongue like that of a snake. Your new tongue might be a different color and longer than your old one.
MP Cost: 0.
Benefit: None.

FRAILTY [DRAWBACK]
Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.
MP Value: 3.
Drawback: You take a -2 penalty on all Fortitude saves, and a -2 penalty on Constitution checks made to stabilize at negative hit points. (The -2 penalty on Constitution checks made to stabilize stacks with the penalty for negative hit points; thus, if you are at -3 hit points, your total penalty is -5.)
Special: You cannot take this mutation if you have the Great Fortitude feat.

GAZING EYE [MAJOR]
You grow an extra eye in the middle of your forehead. In addition to improving your visual acuity, the “weird eye” gives you a special gaze attack that makes other creatures tremble.
MP Cost: 4.
Benefits: The extra eye grants a +2 mutation bonus on Perception checks.
As a free action, you can use the extra eye to make a special gaze attack against one creature within 20 feet. The creature must succeed on a Will save (DC 10 + one-half your level + your Charisma modifier) or be shaken for 2d6 rounds. This gaze attack is a mind-affecting compulsion, and any creature that successfully saves against your gaze attack cannot be affected again for 24 hours. The gazing eye has no effect on other creatures with gazing eyes.

GILLS [MINOR]
You grow a set of gills that can draw the oxygen out of water. The gills appear on your neck, chest, or back (near your windpipe or lungs).
MP Cost: 2.
Benefit: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.

GREAT HORNS [MINOR]
You sprout horns capable of damaging or goring a target. The horns may be curled like a ram’s or pointed like a bull’s. Conversely, you may grow a single horn in the middle of the forehead, like that of a rhinoceros, or a large rack of antlers, like that of a moose.
MP Cost: 1.
Benefit: You gain a single gore attack that deals bludgeoning damage (curled ram horns or moose antlers) or piercing damage (pointed bull horns or one great rhino horn). The amount of damage depends on your size: Small 1d4, Medium 1d6, Large 1d8. Your horns are treated as natural weapons and do not provoke attacks of opportunity. You can make one gore attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple gore attacks. Your full Strength modifier applies to damage dealt with gore attacks made as your primary attack.
When using a full-attack action, you can make a gore attack as a secondary attack. A secondary gore attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a gore), you meet the prerequisites for the Multiattack feat.

HEAT/COLD SUSCEPTIBILITY [DRAWBACK]
Your body does not react well to particularly hot or cold temperatures.
MP Value: 1.
Drawback: You take double damage from prolonged exposure to extreme heat or cold.

HORNS [COSMETIC]
Two or more tiny horns sprout from your head, shoulders, or arms. These blunt-tipped nubs are too small to serve any use in combat.
MP Cost: 0.
Benefit: None.

HYPERSENSITIVITY [MINOR]
You are particularly (some might say unnaturally) sensitive to your surroundings.
MP Cost: 3.
Benefit: You gain a +2 mutation bonus on Perception checks. You also gain Blind-Fight as a bonus feat.

LEAPER [MINOR]
You gain the ability to leap incredible distances.
MP Cost: 1.
Benefit: You gain a +10 mutation bonus on all Acrobatics checks made to jump.

LETHARGY [DRAWBACK]
Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.
MP Value: 2.
Drawback: You take a -2 penalty on all Reflex saves.
Special: You cannot take this mutation if you have the Lightning Reflexes feat.

LIGHT SENSITIVITY [DRAWBACK]
Your eyes cannot adjust to bright light.
MP Value: 1.
Drawbacks: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a –1 penalty on attack rolls and Perception checks as long as you remain in the affected area.

LOST ARM [DRAWBACK]
One of your arms withers or gets eaten away, leaving behind a stump.
MP Value: 3.
Drawback: You lose one arm of your choice. You cannot effectively wield weapons that require two hands. In addition, you take a –2 penalty on Climb checks, Swim checks, and grapple checks.
Special: You can replace your lost arm with a cybernetic replacement arm, assuming such technology is available and you can afford it.

MINDSLAVE [DRAWBACK]
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
MP Value: 2.
Drawback: You take a -2 penalty on all Will saves.
Special: You cannot take this mutation if you have the Iron Will feat.

NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
MP Value: 6.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when neutrad is available).

PHEROMONE ATTRACTION [MAJOR]
You can regulate the production of pheromones in your body and release them at will, altering the moods of other nearby creatures.
MP Cost: 6.
Benefits: You gain a +4 mutation bonus on all Bluff, Diplomacy, Handle Animal, and Intimidate checks made against creatures within 30 feet of you.
Special: You cannot take this mutation if you have the Pheromonal Repulsion drawback.

PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
MP Value: 1.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
Special: You cannot take this drawback if you have the Pheromone Attraction mutation.

POISONOUS BLOOD [DRAWBACK]
Your blood is poisonous to your own body. You must take regular doses of antitox to resist the poison’s effects.
MP Value: 6.
Drawback: If you go 24 hours without taking a dose of antitox you are poisoned by your own blood. In effect, your blood affects you as an ingested poison with a DC 15 Fortitude save, a frequency of 1/minute for 4 minutes, an effect of 1 Con damage, and a cure of 2 consecutive saving throws. Taking a dose of antitox cures the ability damage caused by antitox deprivation in 1d6 rounds. Ability damage caused by antitox deprivation cannot be restored through natural healing.
Special: This drawback can be taken only in Progress Level 6 or higher campaigns (when antitox is available).

PREHENSILE TAIL [MAJOR]
You grow a tail that can grasp and hold objects.
MP Cost: 4.
Benefits: A prehensile tail grants a +2 mutation bonus on Acrobatics checks made to balance. It can also grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.
Special: A creature that already has a tail cannot gain this mutation.

PRICKLY PEAR [MAJOR]
Bony spurs or chitinous spikes protrude from your joints, giving you a jagged profile and making you dangerous to grapple.
MP Cost: 4.
Benefits: You deal 1d4 points of piercing damage to any creature you are grappling or any creature that grapples you. Furthermore, you deal 1d4 points of piercing damage per round to any creature that swallows you using the swallow whole ability.

RADIOACTIVE [MAJOR]
You are immune to some radiation and can emit bursts of harmful radiation from your body.
MP Cost: 5.
Benefits: You are immune to mild, low, and moderate degrees of radiation exposure. In addition, your body acts as a radiation battery, storing the energy for later use. Once per day as a free action, you may release a 60-foot-radius burst of radiation centered on you. All creatures within the burst radius are exposed to a moderate degree of radiation (Fortitude DC 18, onset 3d6 hours, frequency 1/day, effect 1d6–1 Con, cure 2 consecutive saving throws).

RAPID AGING [DRAWBACK]
You age at an increased rate due to the strain your mutations place on your cells. You appear many years older than your actual age.
MP Value: 2.
Drawback: Double your actual age to get your effective age. Your effective age determines your ability score penalties. You do not gain any of the benefits of aging (increased mental ability scores).

REDUCED SPEED [DRAWBACK]
You are unable to move as quickly as normal due to various mutations and deformities.
MP Value: 3.
Drawback: Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.
Special: You may take this drawback multiple times. Its effects stack.

SCALY ARMOR [MINOR]
Thick, overlapping scales cover your body. The scales are hard but dry to the touch.
MP Cost: 3.
Benefit: You gain a +2 natural armor bonus to Armor Class, or your existing natural armor bonus improves by 2.
Special: A creature with fur, chitin, or the Exoskeleton mutation cannot gain this mutation.

SCALY SKIN [COSMETIC]
Your flesh becomes thicker and less porous, giving rise to a thin layer of scales covering your flesh. The scales are typically smooth and dry, like those of a snake, and can vary in color and pattern. The scales may not cover your entire body, instead appearing in patches on your face, neck, torso, and limbs.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

SCENT [MINOR]
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.
MP Cost: 2.
Benefit: You gain the scent special ability. (See Appendix 1 in Pathfinder RPG Core Rulebook for rules on the scent ability.)

SECOND WIND [MINOR]
You can shrug off minor wounds with ease.
MP Cost: 2.
Benefit: Once per day, as a free action, you can heal yourself of a number of points of damage equal to your Constitution modifier (minimum 1).

SKELETAL REINFORCEMENT [MAJOR]
Your bones become more resilient, allowing you to withstand greater amounts of punishment.
MP Cost: 5.
Benefits: You take only half damage from bludgeoning attacks. In addition, the damage you take from a fall is reduced by one die.
Special: You cannot take this mutation if you have the Brittle Bones drawback.

SMOKESCREEN [MINOR]
You expel chemicals through your pores to create an inky-black cloud of smoke, engulfing yourself and the surrounding area.
MP Cost: 1.
Benefit: Once per day, as a free action, you can produce a 20-foot-radius cloud of smoke centered on yourself. The cloud is stationary once created. The inky-black smoke obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has partial concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
This ability functions underwater. A moderate wind or current disperses the cloud in 4 rounds. A strong wind or current disperses the cloud in 1 round.

STINGER [MAJOR]
A poisonous stinger erupts from some part of your body – usually a needlelike barb protruding from an arm or leg joint, or a scorpionlike stinger on the end of a tail or similar appendage.
MP Cost: 4.
Benefit: Your sharp stinger deals piercing damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. You can make one sting attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can sting multiple times. Your full Strength modifier applies to damage dealt with sting attacks made as your primary attack.
When using a full-attack action, you can make a sting attack as a secondary attack. A secondary sting attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
In addition, the stinger injects poison into the target (DC 15 Fortitude save, frequency 1/round for 4 rounds, effect 1d2 Constitution damage, cure 2 consecutive saving throws).
Special: This mutation can be used in conjunction with the Tail mutation, but the tail cannot be used as a bludgeoning weapon during the same round the stinger is used.
If you have three or more natural attacks (for example, two claws and a stinger), you meet the prerequisites for the Multiattack feat.

TAIL [MINOR]
You grow a thick tail. The tail may be fur-covered, slender and whiplike like a rat’s, or scaly like a lizard’s. Although the tail improves your balance and can serve as a weapon, it cannot be used for gripping objects.
MP Cost: 1.
Benefits: The tail provides a +2 mutation bonus on all Acrobatics checks made to balance. In addition, you gain a single tail slam attack that deals bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. Your tail is treated as a natural weapon and does not provoke attacks of opportunity. You can make one tail slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tail slam attacks. Your full Strength modifier applies to damage dealt with tail slam attacks made as your primary attack.
When using a full-attack action, you can make a tail slam attack as a secondary attack. A secondary tail slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: A creature that already has a tail or the Prehensile Tail mutation cannot gain this mutation. This mutation can be used in conjunction with the Stinger mutation.
If you have three or more natural attacks (for example, two claws and a tail), you meet the prerequisites for the Multiattack feat.

TELEKINETIC MIND [MAJOR]
You can perform minor telekinetic feats.
MP Cost: 5.
Benefit: As a move action, you can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. You must be able to see the object you are affecting, however. You must concentrate on the object to move it telekinetically. If your concentration is broken while you are levitating the object (see concentration checks in Pathfinder RPG Core Rulebook) the object falls.
This ability can be used at will.

TELEPATHY [MAJOR]
You gain limited telepathic ability.
MP Cost: 5.
Benefit: As a free action, you can forge a telepathic link with another living creature within 100 feet of you. The creature with which you form the link must have an Intelligence score of 6 or higher, and it must be a willing participant in the link. You can communicate telepathically through the link even if you do not share a common language, but no special control or influence is established as a result of the link. If you and the linked creature move more than 100 feet apart, the telepathic link severs instantly. You can telepathically link with only one creature at a time during any given round, but the ability can be used at will.

TENTACLE [MAJOR]
A single tentacle grows from your side or back. The tentacle might resemble an octopus’s suckered tentacle or a simple, scaly pseudopod.
MP Cost: 6.
Benefits: The tentacle grants a +4 mutation bonus on combat maneuver checks made to grapple. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium creature can use the tentacle to grasp and manipulate a Medium or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium 1d6, Large 1d8. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity. You can make one tentacle slam attack per round at your full base attack bonus. If you get multiple attacks with a full-attack action, you can make multiple tentacle slam attacks. Your full Strength modifier applies to damage dealt with tentacle slam attacks made as your primary attack.
When using a full-attack action, you can make a tentacle slam attack as a secondary attack. A secondary tentacle slam attack is made at your full base attack bonus -5, and you apply half of your Strength modifier to damage dealt.
Special: If you have three or more natural attacks (for example, two claws and a tentacle), you meet the prerequisites for the Multiattack feat.

THICK FUR COAT [MINOR]
You grow a thick, protective layer of fur over your body.
MP Cost: 1.
Benefits: You gain a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

THIN FUR COAT [COSMETIC]
You grow a thin coat of brown or golden-brown fur, similar to that of a small mammal.
MP Cost: 0.
Benefit: None.
Special: A creature with fur, scales, or chitin cannot gain this mutation.

THIN SKIN [DRAWBACK]
You are more susceptible to harm.
MP Value: 5.
Drawback: You take 1 additional point of damage each time you are wounded.

ULTRA IMMUNE SYSTEM [MINOR]
You develop a powerful immune system capable of repelling many poisons, diseases, and radiation sickness.
MP Cost: 2.
Benefit: You gain Ultra Immune System as a bonus feat even if you don’t meet the feat’s prerequisite. The bonus you gain on Fortitude saves against poisons, diseases, and radiation is treated as a mutation bonus.

ULTRAVIOLET ALLERGY [DRAWBACK]
Ultraviolet light burns your flesh and causes it to ignite.
MP Value: 3.
Drawback: Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.

UNNATURAL EYES [COSMETIC]
The color of your eyes changes drastically. The color, whatever it may be, is unnatural and atypical of your species. Perhaps your eyes turn dead black, maybe they change color to suit your mood, or perhaps they glow faintly in the dark.
MP Cost: 0.
Benefit: None.

UNNATURAL HAIR [COSMETIC]
Your hair or fur color changes drastically to a shade that is uncommon for your species. You may have fur or hair that is multicolored, streaked, splotched, or slightly luminescent. Your hair or fur may also change color with your mood.
MP Cost: 0.
Benefit: None.

UNNATURAL SKIN [COSMETIC]
The color of your skin or exoskeleton changes drastically, assuming a hue or texture that is both unnatural and atypical of your species. Your skin might be a single color, splotched, or patterned in some freakishly unnatural way. Your skin might gain dynamic pigments that change color based on outside stimuli, such as exposure to ultraviolet light.
MP Cost: 0.
Benefit: None.

UNNATURAL VOICE [COSMETIC]
Your voice changes in some marked fashion. It might change pitch or become more lyrical, raspy, whispery, or guttural.
MP Cost: 0.
Benefit: None.

VENOMOUS BITE [MAJOR]
Your natural bite attack injects poison into your victim’s bloodstream.
MP Cost: 4.
Benefit: Any creature you successfully hit with your bite attack must make a successful Fortitude save (DC 10 + one-half your level + your Constitution modifier) to negate the effects (frequency 1/round for 4 rounds, effect 1d2 Constitution damage, cure 2 consecutive saving throws).
Special: You must have a natural bite attack to gain the benefit of this mutation. You cannot take this mutation if you have the Acidic Saliva mutation.

VEXING VOICE [MAJOR]
You can vex another creature using the peculiar resonance of your voice.
MP Cost: 4.
Benefit: Select any living creature within 30 feet of you as the target; the creature must be able to hear your voice to be affected. Upon hearing your voice, the creature must make a successful Will save (DC 10 + one-half your level + your Charisma modifier) or be dazed for 1 round. A successful save negates the effect. This ability is a mind-affecting compulsion usable three times per day. Using this ability is a free action.

WALL CRAWLER [MINOR]
You can walk walls and cling to ceilings like a spider. You have tiny barbs on your hands and feet to facilitate climbing, and your fingers and toes secrete a transparent adhesive that lets you cling to smooth surfaces.
MP Cost: 2.
Benefits: As long as your hands and feet are uncovered, you can climb perfectly smooth, flat, vertical surfaces. In addition, you gain a +4 mutation bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely.
You also gain a +4 mutation bonus on Acrobatics checks made to balance when moving across a slippery surface. Wearing any kind of footwear negates this bonus.

WEAK IMMUNE SYSTEM [DRAWBACK]
Your body has difficulty preventing infections from entering its system, and thus it is prone to sickness and disease.
MP Value: 1.
Drawback: You take a –2 penalty on all Fortitude saves against poison, disease, and radiation sickness.
Special: You cannot take this drawback if you have the Ultra Immune System feat.

WEBBED DIGITS [MINOR]
You grow webbing between your fingers or toes and can move more easily through liquids.
MP Cost: 1.
Benefit: You gain a +4 mutation bonus on all Swim checks. Having webbed digits does not interfere with your ability to grasp or manipulate objects.

WINGS [MAJOR]
You sprout a pair of birdlike or batlike wings.
MP Cost: 6.
Benefit: Your wings grant a natural fly speed of 60 feet (average maneuverability).

X-RAY VISION [MAJOR]
You can see into and through solid matter.
MP Cost: 6.
Benefit: X-ray vision allows you to see through 1 foot of brick or stone, 1 inch of metal or composite alloy, and up to 3 feet of wood, plaster, or dirt. Thicker substances or a thin sheet of lead blocks your vision. X-ray vision has a maximum range of 20 feet and allows you to see as if you were looking at something in normal light, even if there is no illumination.


Michael Johnson 66 wrote:
David Fryer wrote:
Yes Gamma World is a great setting for PFRPG. I wuld even drop a colony of orcs and half-orcs in thecity of New Ork.
LOL! I'll post the campaign stuff I have so far. It's just bare-bones, but I think you might find it interesting!

Nice work on the crunch Michael. Looks good! I'll be keeping track, keep it up!


Edited/formatted 3.5 Psionics to conform to PF mechanics. Espers can fill many roles, including healing (though to a lesser extent than a good cleric, of course).

PSIONICS

PSIONIC SKILLS

SKILL DESCRIPTIONS
The skills below relate to the use of psionics. In addition to three new skills (Autohypnosis, Psicraft, and Use Psionic Device), a new category is provided for the Knowledge skill, and new uses are given for concentration checks.
Table: Skill Synergies
5 or more ranks in. . . Gives a +2 bonus on. . .
Autohypnosis Knowledge (psionics) checks
Knowledge (psionics) Psicraft
Psicraft Use Psionic Device checks involving power stones
Use Psionic Device Psicraft checks to address power stones
AUTOHYPNOSIS (WIS; TRAINED ONLY)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
Check: The DC and the effect of a successful check depend on the task you attempt.
Task DC
Ignore caltrop wound 18
Memorize 15
Resist dying 20
Resist fear Fear effect DC
Tolerate poison Poison’s DC
Willpower 20
Ignore Caltrop Wound: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Autohypnosis check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don’t recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.
Resist Dying: You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your Constitution check to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.
Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the fear effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison’s effect.
Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.
Action: None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
Try Again: Yes, for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses.
Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.

KNOWLEDGE (PSIONICS) (INT)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. This entry specifically relates to the body of lore dealing with the phenomena of psionics in all its many manifestations.
Knowledge (psionics) covers ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and psionic genotypes. You can use this skill to identify psionic monsters and their special powers or vulnerabilities.
Synergy: If you have 5 or more ranks in Knowledge (psionics), you get a +2 bonus on Psicraft checks.
If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.
Untrained: An untrained Knowledge (psionics) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

PSICRAFT (INT; TRAINED ONLY)
Use this skill to identify powers as they are manifest or powers already in place.
Check: You can identify powers and psionic effects. The DCs for Psicraft checks relating to various tasks are summarized on the table below.

Psicraft DC Task
15 + power level Identify a power being manifested. (You must sense the power’s display, or see some visible effect, to identify a power.) No action required. No retry.
15 + power level When manifesting detect psionics, determine the discipline involved in the aura of a single item or creature you can see. (If the aura is not a power effect, the DC is 15 + 1/2 esper level.) No action required.
15 + power level Address a power stone to figure out what power or powers it contains.
20 + power level Identify a power that’s already in place and in effect. You must be able to see or detect the effects of the power. No action required. No retry.
20 + power level Identify materials created or shaped by psionics, such as noting that a particular object was created using a metacreativity power. No action required. No retry.
25 + power level After rolling a saving throw against a power targeted on you, determine what that power was. No action required. No retry.
25 Identify a psionic tattoo. Requires 1 minute. No retry.
20 Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned creature. Requires 10 minutes. No retry. The player does not see the result of this check.
30 or higher Understand a strange or unique psionic effect, such as the effects of an outcrop of psionically resonant crystal. Time required varies. No retry.

Additionally, certain powers allow you to gain information about psionic effects, provided that you make a successful Psicraft check as detailed in the power description.
Action: Varies, as noted above.
Try Again: See above.
Special: If you have the Psionic Affinity feat, you get a +2 bonus on Psicraft checks.
Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones.
If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones.

USE PSIONIC DEVICE (CHA; TRAINED ONLY)
Use this skill to activate psionic devices, including power stones (chunks of crystal that store specific powers) and dorjes (slender crystal wands charged with several uses of the same power), that otherwise you could not activate.
Check: You can use this skill to address a power stone (to learn what powers are encoded on it) or to activate a psionic item. This skill lets you use a psionic item as if you had the manifesting ability or class features of another class, as if you were a different genotype, or as if you were a different alignment.
You make Use Psionic Device checks each time you activate a device such as a dorje. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant emulation checks once per hour.
You must consciously choose what to emulate. That is, you must know what you are trying to emulate when you make an emulation check. The DCs for various tasks involving Use Psionic Device are summarized on the table below.

Use Psionic Device DC Task
25 Activate blindly
25 + power level Address a power stone
See text Emulate an ability score
30 Emulate an alignment
20 Emulate a class feature
25 Emulate a genotype
20 Use a dorje
20 + esper level Use a power stone

Activate Blindly: Some psionic items are activated by special specific thoughts or conceptions. You can activate such items as if you were using the activation method, even if you’re not and even if you don’t know it. You do have to use something equivalent. You have to wave the item around or otherwise attempt to get it to activate. You get a special +2 bonus if you’ve activated the item at least once before.
If you fail the check by 10 or more, you suffer brainburn. This brainburn affects you in the same way as brainburn that can occur when you attempt to manifest a power from a power stone, except that the damage is 1d4 points per power level instead of 1d6. Brainburn damage from activating blindly is in addition to brainburn damage from manifesting a power from a power stone.
Address a Power Stone: Successfully addressing a power stone allows you to find out what power or powers it contains. Doing this requires 1 minute of concentration.
Emulate an Ability Score: To manifest a power from a power stone, you need a high ability score in the appropriate ability. Your effective ability score (appropriate to the class you’re emulating when you try to manifest the power from the power stone) is your check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.
Emulate an Alignment: Some psionic items have positive or negative effects based on your alignment. Use Psionic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.
Emulate a Class Feature: Sometimes you need to use a class feature to activate a psionic item. Your effective level in the emulated class equals your check result minus 20. This skill does not let you use the class feature of another class. It just lets you activate items as if you had the class feature.
If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment as a separate check (see above).
Emulate a Genotype: Some psionic items work only for certain genotypes, or work better for those of certain genotypes. You can use such an item as if you were a genotype of your choice. You can emulate only one genotype at a time.
Use a Dorje: Normally, to use a dorje, you must have the dorje’s power on your class power list. This use of the skill allows you to use a dorje as if you had a particular power on your class power list. This use of the skill applies to other power trigger psionic items, if applicable.
Use a Power Stone: Normally, to manifest a power from a power stone, you must have the power stone’s power on your class power list. This use of the skill allows you to use a power stone as if you had a particular power on your class power list. The DC is equal to 20 + the esper level of the power you are trying to manifest from the power stone.
Note: Before you use a power stone, you must first have addressed it to determine what powers it contains. In addition, manifesting a power from a power stone requires a minimum score (10 + power level) in the appropriate ability. If you don’t have a high enough score, you must emulate the ability score with a separate check (see above). This use of the skill applies to other power completion
psionic items.
Action: None. The Use Psionic Device check is made as part of the action (if any) required to activate the psionic item.
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, you can’t try to activate it again for a day.
Special: You cannot take 10 with this skill.
You can’t aid another on Use Psionic Device checks. Only the user of the item can attempt such a check.
A character with the Psionic Affinity feat gets a +2 bonus on Use Psionic Device checks.
Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones.
If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones.

CONCENTRATION CHECK
The following are additional uses for the concentration check.
Check: You must make a concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include manifesting a power, concentrating on an active power, directing a power, or using a psi-like ability.
If the concentration check succeeds, you can continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power points are lost. If you were concentrating on an active power, the power ends as if you had ceased concentrating on it. If you were directing a power, the direction fails but the power remains active. If you were using a psi-like ability, that use of the ability is lost.
The table below summarizes various types of distractions that cause you to make a concentration check. If the distraction occurs while you are trying to manifest a power, you must add the level of the power you are trying to manifest to the appropriate concentration DC.

Concentration DC1 Distraction
10 + damage dealt Damaged during the action.2
10 + half of continuous damage last dealt Taking continuous damage during the action.3
15 + power level Attempting to manifest a power without its display.
15 Entangled.
Distracting power’s save DC Distracted by nondamaging power.4
20 Gain psionic focus.
20 Grappling or pinned. (You can manifest powers normally unless you fail your concentration check.)
Distracting power’s save DC Weather caused by power4
1 If you are trying to manifest, concentrate on, or direct a power when the distraction occurs, add the level of the power to the indicated DC.
2 Such as during the manifestation of a power with a manifesting time of 1 round or more. Also from an attack of opportunity or readied attack made in response to the power being manifested (for powers with a manifesting time of 1 action) or the action being taken (for activities requiring no more than a full-round action).
3 Such as from standing in natural fire or lava.
4 If the power allows no save, use the save DC it would have if it did allow a save.

Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the concentration check.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single concentration check you make thereafter. When you expend your focus in this manner, your concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep, or until your power point reserve drops to 0.
Action: Usually none. In most cases, making a concentration check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Meditating to gain psionic focus is a full-round action.
Try Again: Yes, though a success doesn’t cancel the effects of a previous failure, such as the loss of the power points for a power being manifested or the disruption of a power being concentrated on.
Special: You can use concentration to manifest a power or use a psi-like ability defensively, so as to avoid attacks of opportunity altogether. The DC of the check is 15 + the power’s level. If the concentration check succeeds, you can manifest normally without provoking any attacks of opportunity. If the concentration check fails, the power also automatically fails and the power points are wasted, just as if your concentration had been disrupted by a distraction.
A character with the Combat Manifestation feat gets a +4 bonus on concentration checks made to manifest a power or use a psi-like ability while on the defensive or while grappling or pinned.

PSIONIC FEATS

Psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.)
Psionic feats cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Psionic feats are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics is suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used.
Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it.

PSIONIC ITEM CREATION FEATS

Espers can use their personal power to create lasting psionic items. Doing so, however, is draining. An esper must put a little of himself or herself into every psionic item he or she creates.
A psionic item creation feat lets an esper create a psionic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.
XP Cost: Power and energy that the esper would normally keep is expended when making a psionic item. The experience point cost of using a psionic item creation feat equals 1/25 the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: Creating a psionic item requires costly components, most of which are consumed in the process. The cost of these materials equals 1/2 the cost of the item.
Using a psionic item creation feat also requires access to a laboratory or psionic workshop, special tools, and other equipment. A character generally has access to what he or she needs unless unusual circumstances apply (such as if he’s traveling far from home).
Time: The time to create a psionic item depends on the feat and the cost of the item. The minimum time is one day.
Item Cost: Craft Dorje, Imprint Stone, and Scribe Tattoo create items that directly reproduce the effects of powers, and the strength of these items depends on their esper level—that is, a power from such an item has the strength it would have if manifested by an esper of that level. Often, that is the minimum esper level necessary to manifest the power. (Randomly discovered items usually follow this rule.) However, when making such an item, the item’s strength can be set higher than the minimum. Any time a character creates an item using a power augmented by spending additional power points, the character’s effective esper level for the purpose of calculating the item’s cost increases by 1 for each 1 additional power point spent. (Augmentation is a feature of many powers that allows the power to be amplified in various ways if additional power points are spent.) All other level-dependent parameters of the power forged into the item are set according to the effective esper level.
The price of psionic items (and thus the XP cost and the cost of the raw materials) depends on the level of the power and a character’s esper level. The character’s esper level must be high enough that the item creator can manifest the power at the chosen level. To find the final price in each case, multiply the character’s esper level by the power level, then multiply the result by a constant, as shown below.
Power Stones: Base price = power level x esper level x 25 domars
Psionic Tattoos: Base price = power level x esper level x 50 domars
Dorjes: Base price = power level x esper level x 750 domars
Extra Costs: Any dorje, power stone, or psionic tattoo that stores a power with an XP cost also carries a commensurate cost.
For psionic tattoos and power stones, the creator must pay the XP cost when creating the item. For a dorje, the creator must pay fifty times the XP cost.
Some psionic items similarly incur extra costs in XP, as noted in their descriptions.

METAPSIONIC FEATS

As an esper’s knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally.
Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise.
Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus (see the Concentration skill description) and pay an increased power point cost as given in the feat description.
Limits on Use: As with all powers, you cannot spend more power points on a power than your esper level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule.
Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. An esper can’t use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device.
Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity.
Some metapsionic feats apply only to certain powers, as described in each specific feat entry.
Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level.
A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item.

FEAT DESCRIPTIONS

These feat descriptions follow the standard format.

ALIGNED ATTACK [PSIONIC]
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
Prerequisite: Base attack bonus +6.
Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

AUTONOMOUS [GENERAL]
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.

BODY FUEL [PSIONIC]
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

BOOST CONSTRUCT [PSIONIC]
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.

BURROWING POWER [METAPSIONIC]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your esper level.

CHAIN POWER [METAPSIONIC]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your esper level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your esper level.

CHAOTIC MIND [GENERAL]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Chaotic alignment, Cha 15.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

CLOAK DANCE [GENERAL]
You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisites: Stealth 10 ranks, Perform (dance) 2 ranks.
Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

CLOSED MIND [GENERAL]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

COMBAT MANIFESTATION [PSIONIC]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.

CRAFT COGNIZANCE CRYSTAL [ITEM CREATION]
You can create psionic cognizance crystals that store power points.
Prerequisite: Esper level 3rd.
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 domars in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 domars. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.

CRAFT DORJE [ITEM CREATION]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Esper level 5th.
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 domars in its base price. The base price of a dorje is its esper level x the power level x 750 domars. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.

CRAFT PSICROWN [ITEM CREATION]
You can create psicrowns, which have multiple psionic effects.
Prerequisite: Esper level 12th.
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 domars in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown’s base price.

CRAFT PSIONIC ARMS AND ARMOR [ITEM CREATION]
You can create psionic weapons, armor, and shields.
Prerequisite: Esper level 5th.
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 domars in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.

CRAFT PSIONIC CONSTRUCT [ITEM CREATION]
You can create golems and other psionic automatons that obey your orders.
Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item.
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 domars in its base price. To create a construct, you must spend 1/25 of the construct’s base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.

CRAFT UNIVERSAL ITEM [ITEM CREATION]
You can create universal psionic items.
Prerequisite: Esper level 3rd.
Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 domars in its base price. To craft a universal psionic item, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of this price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

DEADLY PRECISION [GENERAL]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5.
Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack’s extra damage dice. You must keep the result of the reroll, even if it is another 1.

DEEP IMPACT [PSIONIC]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

DELAY POWER [METAPSIONIC]
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn’t activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your esper level.

EMPOWER POWER [METAPSIONIC]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus.
You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your esper level.

ENLARGE POWER [METAPSIONIC]
You can manifest powers farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.
Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.
Using this feat does not increase the power point cost of the power.

EXPANDED KNOWLEDGE [PSIONIC]
You learn another power.
Prerequisites: Esper level 3rd.
Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest.
Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

EXTEND POWER [METAPSIONIC]
You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic focus.
You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your esper level.

FELL SHOT [PSIONIC]
You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

FOCUSED SUNDER [PSIONIC]
You can sense the stress points on others’ weapons.
Prerequisite: Str 13, Power Attack, Improved Sunder.
Benefit: To use this feat, you must expend your psionic focus.
When you strike at an opponent’s weapon, you ignore half of the weapon’s total hardness (round down). Total hardness includes any enhancements possessed by the weapon that increase its hardness.
Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (round down) when attacking that object.

FORCE OF WILL [GENERAL]
You are able to resist psionic attacks with extreme force of will.
Prerequisite: Iron Will.
Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

GHOST ATTACK [PSIONIC]
Your deadly strikes against incorporeal foes always find their mark.
Prerequisite: Base attack bonus +3.
Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.

GREATER MANYSHOT [GENERAL]
You are skilled at firing many arrows at once, even at different opponents.
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
Special: A enforcer may select this feat as one of his enforcer bonus feats.

GREATER POWER PENETRATION [PSIONIC]
Your powers are especially potent at breaking through power resistance.
Prerequisite: Power Penetration.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on esper level checks to overcome a creature’s power resistance. This bonus stacks with the bonus from Power Penetration.

GREATER POWER SPECIALIZATION [PSIONIC]
You deal more damage with your powers.
Prerequisites: Power Specialization, Weapon Focus (ray), esper level 12th.
Benefit: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet.

GREATER PSIONIC ENDOWMENT [PSIONIC]
You can use meditation to focus your powers.
Prerequisite: Psionic Endowment.
Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.

GREATER PSIONIC FIST [PSIONIC]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

GREATER PSIONIC SHOT [PSIONIC]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5.
Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.

GREATER PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.
Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

HOSTILE MIND [GENERAL]
Your mind recoils violently against those who use psionics against you.
Prerequisite: Cha 15.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the esper must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.
The benefit of this feat applies only to psionic powers and psi-like abilities.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

IMPRINT STONE [ITEM CREATION]
You can create power stones to store psionic powers.
Prerequisite: Esper level 1st.
Benefit: You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 domars in its base price. The base price of a power stone is the level of the stored power x its esper level x 25 domars. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.

IMPROVED PSICRYSTAL [PSIONIC]
You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.
Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your esper level as one higher than your normal esper level.
Special: You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal’s abilities.

INQUISITOR [PSIONIC]
You know when others lie.
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.

MAXIMIZE POWER [METAPSIONIC]
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic focus.
You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.
Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power.
An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your esper level.

MENTAL LEAP [PSIONIC]
You can make amazing jumps.
Prerequisite: Str 13, Acrobatics 5 ranks.
Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on an Acrobatics check made to jump.

MENTAL RESISTANCE [GENERAL]
Your mind is armored against mental intrusion.
Prerequisite: Base Will save bonus +2.
Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/–. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.
The benefit of this feat applies only to psionic powers and psi-like abilities.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

MIND OVER BODY [GENERAL]
Your ability damage heals more rapidly.
Prerequisite: Con 13.
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.

NARROW MIND [PSIONIC]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Prerequisite: Wis 13.
Benefit: You gain a +4 bonus on concentration checks you make to become psionically focused.

OPEN MINDED [GENERAL]
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

OPPORTUNITY POWER [METAPSIONIC]
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your esper level.
Normal: Attacks of opportunity can be made only with melee weapons.

OVERCHANNEL [PSIONIC]
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective esper level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective esper level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective esper level by three, but you take 5d8 points of damage.
The effective increase in esper level increases the number of power points you can expend on a single power manifestation, as well as increasing all esper level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your esper level is equal to your total levels in classes that manifest powers.

POWER PENETRATION [PSIONIC]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on esper level checks made to overcome a creature’s power resistance.

POWER SPECIALIZATION [PSIONIC]
You deal more damage with your powers.
Prerequisites: Weapon Focus (ray), esper level 4th.
Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2).

PSICRYSTAL AFFINITY [PSIONIC]
You have created a psicrystal.
Prerequisites: Esper level 1st.
Benefit: This feat allows you to gain a psicrystal.

PSICRYSTAL CONTAINMENT [PSIONIC]
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Prerequisites: Psicrystal Affinity, esper level 3rd.
Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself—only the owner can spend the time to focus the crystal.

PSIONIC AFFINITY [GENERAL]
You have a knack for psionic endeavors.
Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks.

PSIONIC BODY [PSIONIC]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

PSIONIC CHARGE [PSIONIC]
You can charge in a crooked line.
Prerequisite: Dex 13, Speed of Thought.
Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

PSIONIC DODGE [PSIONIC]
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.
Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).

PSIONIC ENDOWMENT [PSIONIC]
You can endow your manifestations with more concentrated focus.
Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest.

PSIONIC FIST [PSIONIC]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

PSIONIC HOLE [GENERAL]
You are anathema to psionic creatures and characters.
Prerequisite: Con 15.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the esper of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points an esper can spend on a single power.
Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

PSIONIC MEDITATION [PSIONIC]
You can focus your mind faster than normal, even under duress.
Prerequisite: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to become psionically focused.
Normal: A character without this feat must take a full-round action to become psionically focused.

PSIONIC SHOT [PSIONIC]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot.
Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

PSIONIC TALENT [PSIONIC]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

PSIONIC WEAPON [PSIONIC]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.
Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

QUICKEN POWER [METAPSIONIC]
You can manifest a power with a moment’s thought.
Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your esper level.
Manifesting a quickened power does not provoke attacks of opportunity.

RAPID METABOLISM [GENERAL]
Your wounds heal rapidly.
Prerequisite: Con 13.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.

RECKLESS OFFENSE [GENERAL]
You can shift your focus from defense to offense.
Prerequisite: Base attack bonus +1.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

RETURN SHOT [PSIONIC]
You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisite: Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3.
Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.
Special: If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus.

SCRIBE TATTOO [ITEM CREATION]
You can create psionic tattoos, which store powers within their designs.
Prerequisite: Esper level 3rd.
Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the esper level. The esper level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its esper level x 50 domars. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.
When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power.
When its wearer physically activates the tattoo, the wearer is the target of the power.
Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.

SIDESTEP CHARGE [PSIONIC]
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisite: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

SPEED OF THOUGHT [PSIONIC]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

SPLIT PSIONIC RAY [METAPSIONIC]
You can affect two targets with a single ray.
Prerequisite: Any other metapsionic feat.
Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.
Using this feat increases the power point cost of the power by 2.

STAND STILL [GENERAL]
You can prevent foes from fleeing or closing.
Prerequisite: Str 13.
Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).
Normal: Attacks of opportunity cannot halt your foes in their tracks.

TALENTED [PSIONIC]
You can overchannel powers with less cost to yourself.
Prerequisite: Overchannel.
Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

TWIN POWER [METAPSIONIC]
You can manifest a power simultaneously with another power just like it.
Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your esper level.

UNAVOIDABLE STRIKE [PSIONIC]
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

UNCONDITIONAL POWER [METAPSIONIC]
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, shaken, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your esper level.

UP THE WALLS [PSIONIC]
You can run on walls for brief distances.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

WIDEN POWER [METAPSIONIC]
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%.
Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your esper level.

WILD TALENT [GENERAL]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

WOUNDING ATTACK [PSIONIC]
Your vicious attacks wound your foe.
Prerequisite: Base attack bonus +8.
Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


Psionics rules pt. 2 . . . .

PSIONIC POWERS OVERVIEW

Psionic powers spring from sentient minds. Even a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind ability are an exception to this rule.
A psionic power is a one-time psionic effect. Psionic characters and creatures need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a power or they do not.
A power is manifested when a psionic character pays its power point cost. Some psionic creatures automatically manifest powers, called psi-like abilities, without paying a power point cost. Other creatures pay power points to manifest their powers, just as characters do.
Each power has a specific effect. A power known to a psionic character can be used whenever he or she has power points to pay for it.

MANIFESTING POWERS
Psionic characters and creatures manifest powers. Whether they cost power points when manifest by a psionic character, or are manifested as psi-like abilities, powers’ effects remain the same. The process of manifesting a power is akin to casting a spell, but with significant differences.

CHOOSING A POWER
First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher. To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it.

CONCENTRATION
To manifest a power, you must concentrate. If something threatens to interrupt your concentration while you’re manifesting a power, you must succeed on a concentration check or lose the power points without manifesting the power. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC. (Higher-level powers require more mental effort.)
Injury: Getting hurt or being affected by hostile psionics while trying to manifest a power can break your concentration and ruin a power. If you take damage while trying to manifest a power, you must make a concentration check (DC 10 + points of damage taken + the level of the power you’re manifesting). The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power (for a power with a manifesting time of 1 round or longer) or if it comes in response to your manifesting the power (such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action).
If you are taking continuous damage half the damage is considered to take place while you are manifesting a power. You must make a concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the power you’re manifesting).
If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.
Repeated damage does not count as continuous damage.
Power: If you are affected by a power while attempting to manifest a power of your own, you must make a concentration check or lose the power you are manifesting. If the power affecting you deals damage, the concentration DC is 10 + points of damage + the level of the power you’re manifesting. If the power interferes with you or distracts you in some other way, the concentration DC is the power’s save DC + the level of the power you’re manifesting. For a power with no saving throw, it’s the DC that the power’s saving throw would have if a save were allowed.
Grappling or Pinned: To manifest a power while grappling or pinned, you must make a concentration check (DC 20 + the level of the power you’re manifesting) or lose the power.
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the power you’re manifesting) or lose the power.
Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the power you’re manifesting) or lose the power.
Violent Weather: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the power you’re manifesting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the power you’re manifesting. In either case, you lose the power if you fail the concentration check. If the weather is caused by a power, use the rules in the Power subsection above.
Manifesting Powers on the Defensive: If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a concentration check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail.
Entangled: If you want to manifest a power while entangled in a net or while affected by a power with similar effects you must make a DC 15 concentration check to manifest the power. You lose the power if you fail.

ESPER LEVEL
The variables of a power’s effect often depend on its esper level, which is equal to your psionic class level. A power that can be augmented for additional effect is also limited by your esper level (you can’t spend more power points on a power than your esper level). See Augment under Descriptive Text, below.
You can manifest a power at a lower esper level than normal, but the esper level must be high enough for you to manifest the power in question, and all level-dependent features must be based on the same esper level.
In the event that a class feature or other special ability provides an adjustment to your esper level, this adjustment applies not only to all effects based on esper level (such as range, duration, and augmentation potential) but also to your esper level check to overcome your target’s power resistance and to the esper level used in dispel checks (both the dispel check and the DC of the check).

POWER FAILURE
If you try to manifest a power in conditions where the characteristics of the power (range, area, and so on) cannot be made to conform, the manifestation fails and the power points are wasted.
Powers also fail if your concentration is broken (see Concentration, above).

THE POWER’S RESULT
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a power entails.

SPECIAL POWER EFFECTS
Certain special features apply to all powers.
Attacks: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents, such as disarm and bull rush, are considered attacks. All powers that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks. Astral construct and similar powers are not considered attacks because the powers themselves don’t harm anyone.
Bonus Types: Many powers give creatures bonuses to ability scores, Armor Class, attacks, and other attributes. Each bonus has a type that indicates how the power grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and genotype bonuses, only the better bonus works. The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.

POWERS AND POWER POINTS
Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation. A psionic character’s level limits the number of power points available to manifest powers. A psionic character’s relevant high score might allow him to gain extra power points. He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To do so, a psionic character must have a key ability score of at least 10 + the power’s level.
Daily Power Point Acquisition: To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points.
Recent Manifesting Limit/Rest Interruptions: If a psionic character has manifested powers recently, the drain on his resources reduces his capacity to regain power points. When he regains power points for the coming day, all power points he has used within the last 8 hours count against his daily limit.
Peaceful Environment: To regain power points, a psionic character must have enough peace, quiet, and comfort to allow for proper concentration. The psionic character’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points.
Regaining Power Points: Once the character has rested in a suitable environment, it takes only an act of concentration spanning 1 full round to regain all power points of the psionic character’s daily limit.

ADDING POWERS
Psionic characters can learn new powers when they attain a new level. An esper can learn any power on the power list.
Powers Gained at a New Level: Espers perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time an esper attains a new level, he or she learns additional powers according to his class description. Espers learn new powers of their choice in this fashion. These powers represent abilities unlocked from latency. The powers must be of levels the characters can manifest.

USING STORED POWER POINTS
A variety of psionic items exist to store power points for later use, in particular a storage device called a cognizance crystal. Regardless of what sort of item stores the power points, all psionic characters must follow strict rules when tapping stored power points.
A Single Source: When using power points from a storage item to manifest a power, a psionic character may not pay the power’s cost with power points from more than one source. He must either use an item, his own power point reserve, or some other discrete power point source to pay the manifestation cost.
Recharging: Most power point storage devices allow psionic characters to “recharge” the item with their own power points. Doing this depletes the character’s power point reserve on a 1-for-1 basis as if he had manifested a power; however, those power points remain indefinitely stored. The opposite is not true—psionic characters may not use power points stored in a storage item to replenish their own power point reserves.

SPECIAL ABILITIES
Psionic creatures can create psionic effects without having levels in a psionic class (although they can take a psionic class to further enhance their abilities); such creatures have the psionic subtype.
Characters using dorjes, cognizance crystals, and other psionic items can also create psionic effects. Some creatures have psi-like abilities. (Psionic creatures may also have extraordinary and natural abilities.)
Psi-Like Abilities (Ps): The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class (creatures with the psionic subtype, also simply called psionic creatures). Usually, a psionic creature’s psi-like ability works just like the power of that name. A few psi-like abilities are unique; these are explained in the text where they are described.
Psi-like abilities have no verbal, somatic, or material components, nor do they require a focus or have an XP cost (even if the equivalent power has an XP cost). The user activates them mentally. Armor never affects a psi-like ability’s use. A psi-like ability has a manifesting time of 1 standard action unless noted otherwise in the ability description. In all other ways, a psi-like ability functions just like a power. However, a psionic creature does not have to pay a psi-like ability’s power point cost.
Psi-like abilities are subject to power resistance and to being dispelled by dispel psionics. They do not function in areas where psionics is suppressed or negated.

PSIONIC MALADIES
Ability Burn: This is a special form of ability damage that cannot be psionically healed. It is caused by the use of certain psionic feats and powers. It returns only through natural healing.
Disease, Cascade Flu: Spread by brain moles and other vermin; injury; DC 13; incubation one day; damage psionic cascade.
A psionic cascade is a loss of control over psionic abilities. Using power points becomes dangerous for a character infected by cascade flu, once the incubation period has run its course. Every time an afflicted character manifests a power, she must make a DC 16 Concentration check. On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers she knows manifest randomly, and their power cost is deducted from the character’s reserve. During the next round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. Powers with a range of personal or touch always affect the diseased character. For other powers that affect targets, roll d%: On a 01–50 result, the power affects the diseased character, and 51–00 indicates that the power targets other creatures in the vicinity. Psionic creatures (those that manifest their powers without paying points) cascade until all the powers they know have manifested at least twice.
As with any disease, a psionic character who is injured or attacked by a creature carrying a disease or parasite, or who otherwise has contact with contaminated material, must make an immediate Fortitude save. On a success, the disease fails to gain a foothold. On a failure, the character takes damage (or incurs the specified effect) after the incubation period. Once per day afterward, the afflicted character must make a successful Fortitude save to avoid repeating the damage. Two successful saving throws in a row indicate she has fought off the disease.
Disease, Cerebral Parasites: Spread by contact with infected psionic creatures; contact; DC 15; incubation 1d4 days; damage 1d8 power points.
Cerebral parasites are tiny organisms, undetectable to normal sight. An afflicted character may not even know he carries the parasites—until he discovers he has fewer power points for the day than expected. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely manifesting them). See the note about diseases under Cascade Flu, above.
Negative Levels: Psionic characters can gain negative levels just like members of other character classes. A psionic character loses access to one power per negative level from the highest level of power he can manifest; he also loses a number of power points equal to the cost of that power. If two or more powers fit these criteria, the esper decides which one becomes inaccessible. The lost power becomes available again as soon the negative level is removed, providing the esper is capable of using it at that time. Lost power points also return.

POWER DESCRIPTIONS
The description of each power is presented in a standard format. Each category of information is explained and defined below.

NAME
The first line of every power description gives the name by which the power is generally known. A power might be known by other names in some locales, and specific espers might have names of their own for their powers.

DISCIPLINE (SUBDISCIPLINE)
Beneath the power name is a line giving the discipline (and the subdiscipline in parentheses, if appropriate) that the power belongs to.
Every power is associated with one of six disciplines. A discipline is a group of related powers that work in similar ways. Each of the disciplines is discussed below.

Clairsentience
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
Many clairsentience powers have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the power.
Scrying: A power of the scrying subdiscipline creates an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This includes any powers or effects that target you, but not powers or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment. Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active power. Lead sheeting or psionic protection blocks scrying powers, and you sense that the power is so blocked.

Metacreativity
Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands.
A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their originally diaphanous substance. Psionic creatures created with metacreativity powers are considered constructs, not outsiders.
A creature or object brought into being cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the power’s range, but it does not have to remain within the range.
Creation: A power of the creation subdiscipline creates an object or creature in the place the esper designates (subject to the limits noted above). If the power has a duration other than instantaneous, psionic energy holds the creation together, and when the power ends, the created creature or object vanishes without a tgenotype, except for a thin film of glistening ectoplasm that quickly evaporates. If the power has an instantaneous duration, the created object or creature is merely assembled through psionics. It lasts indefinitely and does not depend on psionics for its existence.

Psychokinesis
Psychokinesis powers manipulate energy or tap the power of the mind to produce a desired end. Many of these powers produce spectacular effects above and beyond the power’s standard display (see Display, below), such as moving, melting, transforming, or blasting a target. Psychokinesis powers can deal large amounts of damage.
Psychometabolism
Psychometabolism powers change the physical properties of some creature, thing, or condition.
Healing: Psychometabolism powers of the healing subdiscipline can remove damage from creatures. However, psionic healing usually falls short of divine magical healing, in direct comparisons.

Psychoportation
Psychoportation powers move the esper, an object, or another creature through space and time.
Teleportation: A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can cross planar boundaries. Usually the transportation is one-way (unless otherwise noted) and not dispellable. Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Telepathy
Telepathy powers can spy on and affect the minds of others, influencing or controlling their behavior.
Most telepathy powers are mind-affecting.
Charm: A power of the charm subdiscipline changes the way the subject views you, typically making it see you as a good friend.
Compulsion: A power of the compulsion subdiscipline forces the subject to act in some manner or changes the way her mind works. Some compulsion powers determine the subject’s actions or the effects on the subject, some allow you to determine the subject’s actions when you manifest them, and others give you ongoing control over the subject.

[DESCRIPTOR]
Appearing on the same line as the discipline and subdiscipline (when applicable) is a descriptor that further categorizes the power in some way. Some powers have more than one descriptor.
The descriptors that apply to powers are acid, cold, death, electricity, evil, fire, force, good, language-dependent, light, mind-affecting, and sonic.
Most of these descriptors have no game effect by themselves, but they govern how the power interacts with other powers, with special abilities, with unusual creatures, with alignment, and so on.
A language-dependent power uses intelligible language as a medium.
A mind-affecting power works only against creatures with an Intelligence score of 1 or higher.

LEVEL
The next line of the power description gives a power’s level, a number between 1 and 9 that defines the power’s relative strength.

DISPLAY
When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play.
Dispense with Displays: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), an esper must make a concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display.
Even if a esper manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances. (Of course, another concentration check can be made as normal to either manifest defensively or maintain the power if attacked.)
Auditory: A bass-pitched hum issues from the esper’s vicinity or in the vicinity of the power’s subject (esper’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the esper’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Perception check. Some powers describe unique auditory displays.
Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert.
Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the esper or the subject (at the esper’s option). At the esper’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays.
Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the esper and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the esper’s option).
Visual: The esper’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the esper to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power.

MANIFESTING TIME
Most powers have a manifesing time of 1 standard action. Others take 1 round or more, while a few require only a free action.
A power that takes 1 round to manifest requires a full-round action. It comes into effect just before the beginning of your turn in the round after you began manifesting the power. You then act normally after the power is completed.
A power that takes 1 minute to manifest comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are manifesting a power as a full-round action, as noted above for 1-round manifesting times). These actions must be consecutive and uninterrupted, or the power points are lost and the power fails.
When you use a power that takes 1 round or longer to manifest, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the manifesting time is complete, the power points are lost and the power fails.
You make all pertinent decisions about a power (range, target, area, effect, version, and so forth) when the power comes into effect.

RANGE
A power’s range indicates how far from you it can reach, as defined in the Range entry of the power description. A power’s range is the maximum distance from you that the power’s effect can occur, as well as the maximum distance at which you can designate the power’s point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following.
Personal: The power affects only you.
Touch: You must touch a creature or object to affect it. A touch power that deals damage can score a critical hit just as a weapon can. A touch power threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch powers allow you to touch multiple targets. You can touch as many willing targets as you can reach, but all targets of the spell must be touched in the same round that you manifest the power.
Close: The power reaches as far as 25 feet away from you. The maximum range increases 5 feet for every two esper levels you have.
Medium: The power reaches as far as 100 feet + 10 feet per esper level.
Long: The power reaches as far as 400 feet + 40 feet per esper level.
Range Expressed in Feet: Some powers have no standard range category, just a range expressed in feet.

AIMING A POWER
You must make some choice about whom the power is to affect or where the power’s effect is to originate, depending on the type of power. The next entry in a power description defines the power’s target (or targets), its effect, or its area, as appropriate.
Target or Targets: Some powers have a target or targets. You manifest these powers on creatures or objects, as defined by the power itself. You must be able to see or touch the target, and you must specifically choose that target. However, you do not have to select your target until you finish manifesting the power.
If you manifest a targeted power on the wrong type of target the power has no effect. If the target of a power is yourself (the power description has a line that reads “Target: You”), you do not receive a saving throw and power resistance does not apply. The Saving Throw and Power Resistance lines are omitted from such powers.
Some powers can be manifested only on willing targets. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. The Saving Throw and Power Resistance lines are usually omitted from such powers, since only willing subjects can be targeted.
Effect: Some powers, such as most metacreativity powers, create things rather than affect things that are already present. Unless otherwise noted in the power description, you must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, it can move regardless of the power’s range once created.
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted power. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at.
If a ray power has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.
If a ray power deals damage, you can score a critical hit just as if it were a weapon. A ray power threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
Spread: Some effects spread out from a point of origin (which may be a grid intersection, or may be the esper) to a distance described in the power. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the effect may take. When determining distance for spread effects, count around walls, not through them. As with movement, do not tgenotype diagonals across corners. You must designate the point of origin for such an effect (unless the effect is centered on you), but you need not have line of effect (see below) to all portions of the effect.
(S) Shapeable: If an Effect line ends with “(S)” you can shape the power. A shaped effect can have no dimension smaller than 10 feet.
Area: Some powers affect an area. Sometimes a power description specifies a specially defined area, but usually an area falls into one of the categories defined below.
Regardless of the shape of the area, you select the point where the power originates, but otherwise you usually don’t control which creatures or objects the power affects. The point of origin of a power that affects an area is always a grid intersection. When determining whether a given creature is within the area of a power, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
You can count diagonally across a square, but every second diagonal counts as 2 squares of distance. If the far edge of a square is within the power’s area, anything within that square is within the power’s area. If the power’s area touches only the near edge of a square, however, anything within that square is unaffected by the power.
Burst, Emanation, or Spread: Most powers that affect an area function as a burst, an emanation, or a spread. In each case, you select the power’s point of origin and measure its effect from that point. A burst power affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst powers are specifically described as cone-shaped.
A burst’s area defines how far from the point of origin the power’s effect extends.
An emanation power functions like a burst power, except that the effect continues to radiate from the point of origin for the duration of the power.
A spread power spreads out like a burst but can turn corners. You select the point of origin, and the power spreads out a given distance in all directions. Figure the area the power effect fills by taking into account any turns the effect takes.
Cone, Line, or Sphere: Most powers that affect an area have a particular shape, such as a cone, line, or sphere. A cone-shaped power shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners.
A line-shaped power shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped power affects all creatures in squares that the line passes through or touches.
A sphere-shaped power expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.
Other: A power can have a unique area, as defined in its description.
Line of Effect: A line of effect is a straight, unblocked path that indicates what a power can affect. A solid barrier cancels a line of effect, but it is not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you manifest a power on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any power you manifest.
A burst, cone, or emanation power affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, or an emanation’s point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a power’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for the purpose of determining a power’s line of effect.

DURATION
A power’s Duration line tells you how long the psionic energy of the power lasts.
Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the psionic energy sustaining the effect fades, and the power ends. If a power’s duration is variable it is rolled secretly.
Instantaneous: The psionic energy comes and goes the instant the power is manifested, though the consequences might be long-lasting.
Permanent: The energy remains as long as the effect does. This means the power is vulnerable to dispel psionics.
Concentration: The power lasts as long as you concentrate on it. Concentrating to maintain a power is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when manifesting a power can also break your concentration while you’re maintaining one, causing the power to end. You can’t manifest a power while concentrating on another one. Some powers may last for a short time after you cease concentrating. In such a case, the power keeps going for the given length of time after you stop concentrating, but no longer. Otherwise, you must concentrate to maintain the power, but you can’t maintain it for more than a stated duration in any event. If a target moves out of range, the power reacts as if your concentration had been broken.
Subjects, Effects, and Areas: If the power affects creatures directly the result travels with the subjects for the power’s duration. If the power creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the power affects an area then the power stays with that area for its duration. Creatures become subject to the power when they enter the area and are no longer subject to it when they leave.
Touch Powers and Holding the Charge: In most cases, if you don’t discharge a touch power on the round you manifest it, you can hold the charge (postpone the discharge of the power) indefinitely. You can make touch attacks round after round. If you touch anything with your hand while holding a charge, the power discharges. If you manifest another power, the touch power dissipates.
Some touch powers allow you to touch multiple targets as part of the power. You can’t hold the charge of such a power; you must touch all the targets of the power in the same round that you finish manifesting the power. You can touch one friend (or yourself) as a standard action or as many as six friends as a full round action.
Discharge: Occasionally a power lasts for a set duration or until triggered or discharged.
(D) Dismissible: If the Duration line ends with “(D),” you can dismiss the power at will. You must be within range of the power’s effect and must mentally will the dismissal, which causes the same display as when you first manifested the power. Dismissing a power is a standard action that does not provoke attacks of opportunity. A power that depends on concentration is dismissible by its very nature, and dismissing it does not take an action or cause a display, since all you have to do to end the power is to stop concentrating on your turn.

SAVING THROW
Usually a harmful power allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw line in a power description defines which type of saving throw the power allows and describes how saving throws against the power work.
Negates: The power has no effect on a subject that makes a successful saving throw.
Partial: The power causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).
Half: The power deals damage, and a successful saving throw halves the damage taken (round down).
None: No saving throw is allowed.
(object): The power can be manifested on objects, which receive saving throws only if they are psionic or if they are attended (held, worn, grasped, or the like) by a creature resisting the power, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a power can be manifested only on objects. Some powers of this sort can be manifested on creatures or objects.) A psionic item’s saving throw bonuses are each equal to 2 + one-half the item’s esper level.
(harmless): The power is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.
Saving Throw Difficulty Class: A saving throw against your power has a DC 10 + the level of the power + your Wisdom modifier.
Succeeding on a Saving Throw: A creature that successfully saves against a power that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted power you sense that the power has failed. You do not sense when creatures succeed on saves against effect and area powers.
Failing a Saving Throw against Mind-Affecting Powers: If you fail your save, you are unaware that you have been affected by a power.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the power may deal damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a power’s result. Even a character with a special resistance to psionics can suppress this quality.
Items Surviving after a Saving Throw: Unless the descriptive text for the power specifies otherwise, all items carried or worn by a creature are assumed to survive a psionic attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Psionic Attacks.
Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form or take whatever damage the attack deals.
Table: Items Affected by Psionic Attacks
Order1 Item
1st Shield
2nd Armor
3rd Psionic helmet, or psicrown
4th Item in hand (including weapon, dorje, or the like)
5th Psionic cloak
6th Stowed or sheathed weapon
7th Psionic bracers
8th Psionic clothing
9th Psionic jewelry (including rings)
10th Anything else
1 In order of most likely to least likely to be affected.

POWER RESISTANCE
Power resistance is a special defensive ability. If your power is being resisted by a creature with power resistance, you must make an esper level check (d20 + esper level) at least equal to the creature’s power resistance for the power to affect that creature. The defender’s power resistance functions like an Armor Class against psionic attacks. Include any adjustments to your esper level on this esper level check.
The Power Resistance line and the descriptive text of a power description tell you whether power resistance protects creatures from the power. In many cases, power resistance applies only when a resistant creature is targeted by the power, not when a resistant creature encounters a power that is already in place.
The terms “object” and “harmless” mean the same thing for power resistance as they do for saving throws. A creature with power resistance must voluntarily lower the resistance (a standard action) to be affected by a power noted as harm less. In such a case, you do not need to make the esper level check described above.

POWER POINTS
All powers have a Power Points line, indicating the power’s cost.
The esper character class tables show how many power points an esper has access to each day, depending on level.
A power’s cost is determined by its level, as shown below. Every power’s cost is noted in its description for ease of reference.

Table: Power Points by Power Level
Power Level 1 2 3 4 5 6 7 8 9
Power Point Cost 1 3 5 7 9 11 13 15 17

Power Point Limit: Some powers allow you to spend more than their base cost to achieve an improved effect, or augment the power. The maximum number of points you can spend on a power (for any reason) is equal to your esper level.
XP Cost (XP): On the same line that the power point cost of a power is indicated, the power’s experience point cost, if any, is noted. Particularly powerful effects entail an experience point cost to you. No power can restore XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot manifest a power with an XP cost unless you have enough XP to spare. However, you can, on gaining enough XP to attain a new level, use those XP for manifesting a power rather than keeping them and advancing a level. The XP are expended when you manifest the power, whether or not the manifestation succeeds.

DESCRIPTIVE TEXT
This portion of a power description details what the power does and how it works. If one of the previous lines in the description included “see text,” this is where the explanation is found. If the power you’re reading about is based on another power you might have to refer to a different power for the “see text” information. If a power is the equivalent of a Pathfinder RPG spell an entry of “see spell text” directs you to the appropriate spell description.
Augment: Many powers have variable effects based on the number of power points you spend when you manifest them. The more points spent, the more powerful the manifestation. How this extra expenditure affects a power is specific to the power. Some augmentations allow you to increase the number of damage dice, while others extend a power’s duration or modify a power in unique ways. Each power that can be augmented includes an entry giving how many power points it costs to augment and the effects of doing so. However, you can spend only a total number of points on a power equal to your esper level.
Augmenting a power takes place as part of another action (manifesting a power). Unless otherwise noted in the Augment section of an individual power description, you can augment a power only at the time you manifest it.

POWER LIST

An A appearing at the end of a power’s name in the power lists denotes an augmentable power. An X denotes a power with an XP component paid by the esper.
Power Chains: Some powers reference other powers that they are based upon. Only information in a power later in the power chain that is different from the base power is covered in the power being described. Header entries and other information that are the same as the base power are not repeated. The same holds true for powers that are the equivalents of Pathfinder RPG spells, only the way the power varies from the spell is noted, such as power point cost.
Order of Presentation: In the power lists and the power descriptions that follow them, the powers are presented in alphabetical order by name—except for those belonging to certain power chains and those that are psionic equivalents of Pathfinder RPG spells. When a power’s name begins with “lesser,” “greater,” “mass,” or a similar kind of qualifier, the power description is alphabetized under the second word of the power description instead. When the effect of a power is essentially the same as that of a Pathfinder RPG spell, the power’s name is simply “Psionic” followed by the name of the spell, and it is alphabetized according to the spell name.
Esper Level: A power’s effect often depends on the esper level, which is the esper’s class level. A creature with no classes has an esper level equal to its Hit Dice unless otherwise specified. The word “level” in the power lists always refers to esper level.
Creatures and Characters: “Creatures” and “characters” are used synonymously in the power descriptions.
Augment: Many powers vary in strength depending on how many power points you put into them. The more power points you spend, the more powerful the manifestation. However, you can spend only a total number of points on a power equal to your esper level, unless you have an ability that increases your effective esper level.
Many powers can be augmented in more than one way. When the Augment section contains numbered paragraphs, you need to spend power points separately for each of the numbered options. When a paragraph in the Augment section begins with “In addition,” you gain the indicated benefit according to how many power points you have already decided to spend on manifesting the power.

PSIONIC POWERS

1ST-LEVEL PSIONIC POWERS
Astral ConstructA: Creates astral construct to fight for you.
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
AttractionA: Subject has an attraction you specify.
Bite of the Wolf: Gain bite attack for 1d8 damage.
BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.
Burst: Gain +10 ft. to speed this round.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
Call WeaponryA: Create temporary weapon.
CatfallA: Instantly save yourself from a fall.
Charm, PsionicA: Makes one person your friend.
Claws of the BeastA: Your hands become deadly claws.
CompressionA: You grow smaller.
Conceal Thoughts: You conceal your motives.
Control FlamesA: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Control Object: Telekinetically animate a small object.
Create Sound: Create the sound you desire.
Crystal ShardA: Ranged touch attack for 1d6 points of piercing damage.
Daze, PsionicA: Humanoid creature of 4 HD or less loses next action.
DecelerationA: Target’s speed is halved.
Déjà VuA: Your target repeats his last action.
DemoralizeA: Enemies become shaken.
Destiny Dissonance: Your dissonant touch sickens a foe.
Detect Psionics: You detect the presence of psionics.
Detect TeleportationA: Know when teleportation powers are used in close range.
DisableA: Subjects incorrectly believe they are disabled.
Dissipating TouchA: Touch deals 1d6 damage.
Distract: Target gets –4 penalty on Perception and Sense Motive checks.
Ecto ProtectionA: An astral construct gains bonus against dismiss ectoplasm.
EmpathyA: You know the subject’s surface emotions.
Empty MindA: You gain +2 on Will saves until your next action.
Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
Entangling Ectoplasm: You entangle a foe in sticky goo.
ExpansionA: Become one size category larger.
Far HandA: Move small objects at a limited distance.
FloatA: You buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
Grease, Psionic: Makes 10-ft. square or one object slippery.
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.
Know Direction and Location: You discover where you are and what direction you face.
Matter Agitation: You heat a creature or object.
Metaphysical ClawA: Your natural attack gains a +1 enhancement bonus.
Metaphysical WeaponA: Your melee weapon or ammunition gains a +1 enhancement bonus.
MindlinkA: You forge a limited mental bond with another creature.
Mind ThrustA: Deal 1d10 damage.
Minor Creation, Psionic: Creates one cloth or wood object.
MissiveA: Send a one-way telepathic message to subject.
My LightA: Your eyes emit 20-ft. cone of light.
Precognition: Gain +2 insight bonus to one roll.
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.
Sense LinkA: You sense what the subject senses (single sense).
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.
Telempathic Projection: Alter the subject’s mood.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
VigorA: Gain 5 temporary hit points.
2ND-LEVEL PSIONIC POWERS
Animal AffinityA: Gain +4 enhancement to one ability.
AversionA: Subject has aversion you specify.
Bestow PowerA: Subject receives 2 power points.
BiofeedbackA: Gain damage reduction 2/–.
Body Equilibrium: You can walk on nonsolid surfaces.
Brain LockA: Subject cannot move or take any mental actions.
Chameleon: Gain +10 enhancement bonus on Stealth checks.
Clairvoyant Sense: See and hear a distant location.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concussion BlastA: Deal 1d6 force damage to target.
Control AirA: You have control over wind speed and direction.
Control Sound: Create very specific sounds.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and ally or two allies switch positions.
Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Empathic TransferA: Transfer another’s wounds to yourself.
Energy Adaptation, SpecifiedA: Gain resistance 10 against one energy type.
Energy MissileA: Deal 3d6 energy damage to up to five subjects.
Energy PushA: Deal 2d6 damage and knock subject back.
Energy StunA: Deal 1d6 damage and stun target if it fails both saves.
Feat LeechA: Borrow another’s psionic or metapsionic feats.
Id InsinuationA: Swift tendrils of thought disrupt and confuse your target.
Identify, Psionic: Learn the properties of a psionic item.
Inflict PainA: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save.
Knock, Psionic: Opens locked or psionically sealed door.
Levitate, Psionic: You move up and down, forward and back via mental support.
Mental DisruptionA: Daze creatures within 10 feet for 1 round.
Missive, MassA: You send a one-way telepathic message to an area.
Object ReadingA: Learn details about an object’s previous owner.
Psionic Lock: Secure a door, chest, or portal.
Psionic Repair Damage: Repairs construct of 3d8 hit points +1 hp/level.
Read Thoughts: Detect surface thoughts of creatures in range.
Recall AgonyA: Foe takes 2d6 damage.
Sense Link, Forced: Sense what subject senses.
Sensitivity to Psychic Impressions: You can find out about an area’s past.
Share Pain: Willing subject takes some of your damage.
Suggestion, Psionic: Compels subject to follow stated course of action.
Sustenance: Go without food and water for one day.
Swarm of CrystalsA: Crystal shards are sprayed forth doing 3d4 slashing damage.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
3RD-LEVEL PSIONIC POWERS
Astral CaravanA: You lead astral traveler-enabled group to a planar destination.
Body AdjustmentA: You heal 1d12 damage.
Body PurificationA: You restore 2 points of ability damage.
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Crisis of BreathA: Disrupt subject’s breathing.
Danger SenseA: You gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dissolving TouchA: Your touch deals 4d6 acid damage.
Dissolving WeaponA: Your weapon deals 4d6 acid damage.
Dispel PsionicsA: Cancels psionic powers and effects.
Ectoplasmic CocoonA: You encapsulate a foe so it can’t move.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic Transfer, HostileA: Your touch transfers your hurt to another.
Energy BoltA: Deal 5d6 energy damage in 120-ft. line.
Energy BurstA: Deal 5d6 energy damage in 40-ft. burst.
Energy ConeA: Deal 5d6 energy damage in 60-ft. cone.
Energy RetortA: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
Energy Wall: Create wall of your chosen energy type.
Eradicate InvisibilityA: Negate invisibility in 50-ft. burst.
Escape Detection: You become difficult to detect with clairsentience powers.
False Sensory InputA: Subject sees what isn’t there.
Fate LinkA: You link the fates of two targets.
Hustle: Instantly gain a move action.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power.
Painful StrikeA: Your natural weapons deal an extra 1d6 nonlethal damage.
Prowess: Instantly gain another attack of opportunity.
Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
Psionic Lion’s ChargeA: You can make full attack in same round you charge.
Psionic Scent: Gain the scent ability.
Share Pain, ForcedA: Unwilling subject takes some of your damage.
Solicit PsicrystalA: Your psicrystal takes over your concentration power.
Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.
Telekinetic ForceA: Move an object with the sustained force of your mind.
Telekinetic ThrustA: Hurl objects with the force of your mind.
Time HopA: Subject hops forward in time 1 round/level.
TouchsightA: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.
Wall Walker: Grants ability to walk on walls and ceilings.
4TH-LEVEL PSIONIC POWERS
Anchored NavigationA: Establish a mishap-free teleport beacon.
Aura SightA: Reveals creatures, objects, or powers of selected alignment axis.
Claw of Energy: Your claws deal additional energy damage.
Claws of the Vampire: Heal half of your claw’s base damage.
Control BodyA: Take rudimentary control of your foe’s limbs.
Correspond: Hold mental conversation with another creature at any distance.
Death UrgeA: Implant a self-destructive compulsion.
Detect Remote Viewing: You know when others spy on you remotely.
Dimension Door, Psionic: Teleports you short distance.
Dimension SlideA: Teleports you very short distance.
Dimensional Anchor, Psionic: Bars extra dimensional movement.
Dismissal, Psionic: Forces a creature to return to its native plane.
Divination, Psionic: Provides useful advice for specific proposed action.
Dominate, PsionicA: Control target telepathically.
Duodimensional Claw: Increases your natural weapon’s threat range.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Energy AdaptationA: Your body converts energy to harmless light.
Energy BallA: Deal 7d6 energy damage in 20-ft. radius.
Fabricate, Psionic: Transforms raw goods to finished items.
Fly, Psionic: You fly at a speed of 60 ft.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Inertial Barrier: Gain DR 5/–.
Intellect FortressA: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Metamorphosis: Assume shape of creature or object.
Mindlink, ThievingA: Borrow knowledge of a subject’s power.
MindwipeA: Subject’s recent experiences wiped away, bestowing negative levels.
Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
Personality Parasite: Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic ReformationX: Subject can choose skills, feats, and powers anew for previous levels.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Quintessence: You collapse a bit of time into a physical substance.
Remote ViewingX: See, hear, and potentially interact with subjects at a distance.
Schism: Your partitioned mind can manifest lower level powers.
Telekinetic ManeuverA: Telekinetically bull rush, disarm, grapple, or trip your targe.
Trace TeleportA: Learn destination of subject’s teleport.
Vampiric Blade: You heal half of your base weapon damage.
Wall of Ectoplasm: You create a protective barrier.
5TH-LEVEL PSIONIC POWERS
Adapt Body: Your body automatically adapts to hostile environments.
Baleful TeleportA: Destructive teleport deals 9d6 damage.
CatapsiA: Psychic static inhibits power manifestation.
Clairtangent HandA: Emulate far hand at a distance.
Ectoplasmic Shambler: Foglike predator deals 1 point of damage/two levels each round to an area.
Energy CurrentA: Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
Exhalation of the Black DragonA: Your acid breath deals 3d6 damage to a close target.
Fiery DiscorporationA: Cheat death by discorporating into nearby fire for one day.
Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
Immovability: You are almost impossible to move and gain DR 15/–.
IncarnateX: Make some powers permanent.
Leech FieldA: Leech power points each time you make a saving throw.
Major Creation, Psionic: As psionic minor creation, plus stone and metal.
MetaconcertA: Mental concert of two or more increases the total power of the participants.
Mind Probe: You discover the subject’s secret thoughts.
Plane Shift, Psionic: Travel to other planes.
Power Resistance: Grant PR equal to 12 + level.
Psionic RevivifyA X. Return the dead to life before the psyche leaves the corpse.
Psychic CrushA: Brutally crush subject’s mental essence, reducing subject to –1 hit points.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Satter Mind Blank: Cancels target’s mind blank effect.
Second ChanceX: Gain a reroll.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Teleport Trigger: Predetermined event triggers teleport.
Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, PsionicA: See all things as they really are.
Truevenom: Your natural weapons are covered in horrible poison.
Truevenom Weapon: Your weapon is horribly poisonous.
Weapon of Energy: Weapon deals additional energy damage.
6TH-LEVEL PSIONIC POWERS
Aura AlterationA: Repairs psyche or makes subject seem to be something it is not.
Banishment, PsionicA: Banishes extraplanar creatures.
Breath of the Black DragonA: Breathe acid for 11d6 damage.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, PsionicX: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe’s concentration power.
Crystallize: Turn subject permanently to crystal.
Disintegrate, PsionicA: Turn one creature or object to dust.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
Form of DoomA: You transform into a frightening tentacled beast.
Fuse FleshA: Fuse subject’s flesh, creating a helpless mass.
Mind SwitchA, X: You switch minds with another.
Null Psionics Field: Create a field where psionic power does not function.
Overland Flight, Psionic: You fly at a speed of 40 ft. and can hustle over long distances.
Precognition, Greater: Gain +4 insight bonus to one roll.
Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance.
Restoration, Psionic: Restores level and ability score drains.
RetrieveA: Teleport to your hand an item you can see.
Suspend Life: Put yourself in a state akin to suspended animation.
Temporal AccelerationA: Your time frame accelerates for 1 round.
7TH-LEVEL PSIONIC POWERS
Crisis of LifeA: Stop subject’s heart.
Decerebrate: Remove portion of subject’s brain stem.
Divert Teleport: Choose destination for another’s teleport.
Dream TravelA: Travel to other places through dreams.
Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
Energy Conversion: Offensively channel energy you’ve absorbed.
Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Fate of One: Reroll any roll you just failed.
Fission: You briefly duplicate yourself.
InsanityA: Subject is permanently confused.
Mind Blank, Personal: You are immune to scrying and mental effects.
Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save.
Oak BodyA: Your body becomes as hard as oak.
Phase Door, Psionic: Invisible passage through wood or stone.
Reddopsi: Powers targeting you rebound on esper.
Sequester, PsionicX: Subject invisible to sight and remote viewing; renders subject comatose.
UltrablastA: Deal 13d6 damage in 15-ft. radius.
8TH-LEVEL PSIONIC POWERS
Astral Seed: You plant the seed of your rebirth from the Astral Plane.
Bend Real


Psionic powers, A-G

PSIONIC POWER DESCRIPTIONS

Adapt Body
Psychometabolism
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

Affinity Field
Psychometabolism
Level: Esper 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates (potentially harmless)
Power Resistance: Yes
Power Points: 17
You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends.
Creatures in range are also subject to psionic effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.

Anchored Navigation
Clairsentience
Level: Esper 4
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 7
You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. The “anchored” starting point is your exact location when you manifest the power. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so.
You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.
Anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. The use of anchored navigation is confined to the plane of existence where you manifest it.
Augment: If you spend 6 additional power points, the effect of this power extends across all planar boundaries.

Animal Affinity
Psychometabolism
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 3
You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power.
Augment: For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability.

Apopsi
Telepathy [Mind-Affecting]
Level: Esper 9
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living psionic creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 17, XP
By using this power, you delete 1d4 powers permanently from the subject’s mind. You specify the level of each power, and the GM randomly determines which of the subject’s powers is actually deleted. Psychic chirurgery or reality revision can be used to restore the lost powers, but it must be performed within 1 week of losing the powers.
XP Cost: 50 XP per level of the deleted powers.

Assimilate
Psychometabolism
Level: Esper 9
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous and 1 hour; see text
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 17
Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is unaffected.
A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour.
A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour. You gain some semblance of a creature you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time.

Astral Caravan
Psychoportation
Level: Esper 3
Display: None
Manifesting Time: 1 hour
Range: Personal
Targets: You and touched willing creatures
Duration: See text
Power Points: 5
You lead a caravan into the Astral Plane, leaving the Material Plane behind. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you wish, but only if you know your way (see below).
You can bring other willing creatures with you, provided that these subjects have each manifested astral traveler and are linked hand to hand with you at the time of the astral caravan’s manifestation. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break hand-to-hand contact, your companions are stranded wherever you leave them. Because the planes are a dangerous place, those who lead astral caravans usually choose to manifest this power only if they have a large party of travelers assembled. Sometimes groups of lower-level adventurers may hire you to lead forays beyond the Material Plane.
The astral caravan power lasts while you and your fellow travelers maintain your original formation, until (1) you reach your intended destination plane, (2) you desire to end the power while still traversing the Astral Plane, (3) you or anyone traveling with you breaks the hand-to-hand chain connecting the travelers for 2 consecutive rounds, or (4) the power is terminated by some outside means, such as dispel psionics. When the power ends, you and your fellow travelers halt in whatever portion of the Astral Plane you happen to be traversing (the Astral Plane is in many ways subjective in location; in any event, one place on the Astral looks much like any other).
While you are traveling through the Astral Plane, those natives who happen to glimpse you and your fellow travelers perceive you to be moving at a speed of 30 feet (you can’t run), with you flying in the lead and your fellow travelers strung out behind you, each linked to the next by one hand.
Depending on your knowledge of the planes, your journey through the subjective space that is the Astral Plane may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (the planes) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for an astral caravan journey should be set at 20. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the tables below.

Destination Knowledge (the planes)
Knowledge Check Modifier
None* n/a
Secondhand (you have heard of the destination) –10
Firsthand (you have visited before) +0
Familiar (you have visited three or more times) +5
*If you have no direct knowledge of your destination, you must have some connection to it in order to travel there; see below.

Knowledge (the planes)
Connection Check Modifier
Likeness or picture of destination +2
Object from destination +4
Planar Cartographer’s map of destination +10

Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on six checks within a span of 12 days. (If you fail to make six successful checks within the first 12 days, you can continue to make one check per day until you get the requisite six successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear on your chosen plane within 10–1,000 (1d% x 10) miles of your intended destination on that plane.
Augment: If you spend 2 additional power points, this power weaves a quasi-real filmy membrane around yourself and all those adjacent to each other in the caravan (being linked by hand is not required if this membrane is used). You remain visible within the translucent, amorphous enclosure. You can pick up or drop willing passengers, easily reaching through the film. Anything you hold is enveloped by the film. Any attacks made through the enclosure in either direction have a 25% miss chance due to the rippling membrane.
When you manifest this power in its augmented form, your apparent speed to those observing on the Astral Plane is 40 feet, and you can make a Knowledge (the planes) check once every 12 hours to attempt to make it to your destination (six successful checks within 12 consecutive days still sees you to your desired goal).

Astral Construct
Metacreativity (Creation)
Level: Esper 1
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created astral construct
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.
Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.
Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.

Astral Seed
Metacreativity
Level: Esper 8
Display: Material; see text
Manifesting Time: 10 minutes
Range: 0 ft.
Effect: One storage crystal
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 15
This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 and 1 hit point). You can have only one astral seed in existence at any one time. Until such time as you perish, the astral seed (also called the storage crystal) is utterly inert. If you are slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow.
Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional.
Once your body’s physical demise activates the storage crystal, you have the abilities of a psicrystal of the appropriate level, plus all the powers you knew and the maximum power points you possessed when astral seed was manifested—but you also have a negative level that cannot be healed and that does not convert to real level loss in your current crystalline form. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn’t entered a new body.
To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body’s constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks down and becomes a part of the new organic body). When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when astral seed was manifested, at one level lower, but you have none of your equipment.
If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and your soul passes on.
Conceivably, you could manifest mind switch to utilize a temporary body, but only an evil creature would smash his own temporarily empty storage crystal to permanently usurp a subject’s organic body (unless the subject is itself irredeemably evil).

Astral Traveler
Psychoportation
Level: Esper 1
Display: None
Manifesting Time: 1 hour
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1
This power allows you or a creature you touch to participate in an astral caravan created through use of the astral caravan power. While participating in a journey allowed by the astral caravan power, you must hold the hand of both your fellow passenger ahead of you (or the caravan leader) and your fellow passenger behind you (unless you happen to be the last in the hand-linked line). If you or any one of your fellow passengers breaks the hand-to-hand link for 2 consecutive rounds, the impetus through the Astral Plane provided by astral caravan fails. See the astral caravan power for more information.
All those who are part of the caravan who are capable of performing purely mental actions, such as manifesting a power, may do so while maintaining hand-to-hand contact with their fellow travelers. When astral travelers begin their journey, each one is connected to the Material Plane by an insubstantial silvery cord. Very few weapons exist that can damage a silvery cord.
The last creature in the line of those making up the caravan is sometimes referred to as the rear guard, because he or she has one hand free and can use it to wield a weapon without relinquishing his or her grip on the next traveler in line. The weightless, subjective environment of the Astral Plane allows the caravan to flex and bend as necessary to bring the rear guard’s weapon to bear.

Attraction
Telepathy (Charm) [Mind-Affecting]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive).
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the bonus on interaction checks increases by 1.

Aura Alteration
Telepathy [Mind-Affecting]
Level: Esper 6
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One willing creature
Duration: 10 min./level or instantaneous; see text
Power Points: 11
You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a compulsion or charm effect from the subject.
Disguise: If you use this power to disguise the subject’s alignment and level, the power has a duration of 10 minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s apparent level up or down by a number equal to one-half your own level (rounded down) or less.
Remove Compulsion: If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling effect, the duration is instantaneous. This power can negate any charm and compulsion powers of 6th level or lower, such as crisis of breath or death urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but with a +2 bonus.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, the duration of the disguise aura increases by 10 minutes.
2. If you spend 2 additional power points, the subject’s alignment shifts an additional step; if you spend 4 additional power points, the subject’s alignment changes to its opposite.

Aura Sight
Clairsentience
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: 7
You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence of good and evil auras in the area. You can’t pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. (This power can detect lawful and chaotic auras as well, but doing so requires a separate manifestation that focuses only on that alignment axis.)
2nd Round: Number of auras (creatures, objects, or powers) in the area. You know how many auras are in the area, even though each aura doesn’t resolve to its actual location quite yet.
3rd Round: The owner of each aura is revealed, unless the individual is outside your line of sight. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends.
Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet.

Aversion
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so.
If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls, ability checks, or skill checks involved.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and the duration increases by 1 hour.

Baleful Teleport
Psychoportation (Teleportation)
Level: Esper 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude half
Power Resistance: Yes
Power Points: 9
You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1 and your esper level increases by 1 for the purpose of overcoming power resistance.

Banishment, Psionic
Psychoportation
Level: Esper 6
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 11
As the banishment spell, except as noted here.
Psions gain no benefit from presenting objects or substances that the target hates, fears, or otherwise opposes.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and your esper level increases by 1 for the purpose of overcoming power resistance.

Bend Reality
Clairsentience
Level: Esper 8
Display: Visual
Manifesting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 15, XP
Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following:
• Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you.
• Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you.
• Duplicate any psion power of 5th level or lower, even if it’s of a prohibited discipline.
• Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline.
• Undo the harmful effects of many powers, such as psionic dominate, geas/quest, or insanity.
• Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –8 penalty on its next saving throw.
A duplicated power allows saving throws and power resistance as normal (but the save DC is for an 8th-level power).
When bend reality duplicates a power that has an XP cost, you must pay that cost or 300 XP, whichever is more. When bend reality duplicates a spell with a material component, you must pay additional XP equal to the value of the material component divided by 5.
XP Cost: 300 XP or more (see above).

Bestow Power
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: 20 ft.
Target: One psionic creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has esper levels.
Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points generated by a psionic creature in the moment can be shared using bestow power.
Augment: For every 3 additional power points you spend, the subject gains 2 additional power points.

Biofeedback
Psychometabolism
Level: Esper 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 3
You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–.
Augment: For every 3 additional power points you spend, your damage reduction increases by 1.

Bite of the Wolf
Psychometabolism
Level: Esper 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1
Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits.
Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard –4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack.
If you are not a Medium creature, your bite attack’s base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6.
Based on your esper level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points.

Body Adjustment
Psychometabolism (Healing)
Level: Esper 3
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5
You take control of your body’s healing process, curing yourself of 1d12 points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage.

Body Equilibrium
Psychometabolism
Level: Esper 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 3
You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.
If you fall from any height while using this power, damage from the impact is halved.

Body Purification
Psychometabolism (Healing)
Level: Esper 3
Display: Auditory and material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 5
You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain.
Augment: For every additional power point you spend, this power heals 1 additional point of damage to the same ability score.

Bolt
Metacreativity (Creation)
Level: Esper 1
Display: Material
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: A normal bolt, arrow, or sling bullet
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 1
You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls.
Augment: For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on attack rolls and damage rolls by 1.

Brain Lock
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One humanoid
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
The subject’s higher mind is locked away. He stands dazed, unable to take any psionic actions (including manifesting powers or using psionic feats that require a decision to be used) nor any mental actions at all.
A brain locked subject is not stunned, so attackers get no special advantage against him.
A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration or outsider in addition to the creature types mentioned above.

Breath of the Black Dragon
Psychometabolism [Acid]
Level: Esper 6
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone-shaped burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: Yes
Power Points: 11
Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

Burst
Psychoportation
Level: Esper 1
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
This power increases your land speed by 10 feet. (This adjustment counts as an enhancement bonus to speed.)
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you move. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Call to Mind
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.
On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Call Weaponry
Psychoportation (Teleportation)
Level: Esper 1
Display: Material
Manifesting Time: 1 round
Range: 0 ft.
Effect: One weapon; see text
Duration: 1 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome.
Augment: For every 4 additional power points you spend, this power improves the weapon’s enhancement bonus on attack rolls and damage rolls by 1.

Catapsi
Telepathy [Mind-Affecting]
Level: Esper 5
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 9
By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or use psi-like abilities (you are not affected by your own catapsi manifestation). All psionic activity within the area requires 4 more power points to manifest than normal, unless a character makes a Will save each time he attempts to manifest a power. Using a psi-like ability becomes a full-round action, instead of a standard action, in a catapsi field. If two or more fields of catapsi overlap, the effects are not cumulative.
The limit on the number of power points a subject can spend on a power remains in effect; thus, a subject may not be able to manifest its highest-level powers. If manifesting a power would cause the esper to exceed his available power points or his spending limits, the manifestation fails automatically, but no power points are expended.
Augment: For every 4 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Catfall
Psychoportation
Level: Esper 1
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Until landing or 1 round/ level
Power Points: 1
You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually is. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power even when it isn’t your turn.
Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter.

Chameleon
Psychometabolism
Level: Esper 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 1
Your skin and equipment take on the color and texture of nearby objects, including floors and walls. You receive a +10 enhancement bonus on Stealth checks.

Charm, Psionic
Telepathy (Charm) [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: 1 hour/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
As the charm person spell, except as noted here.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
3. If you spend 4 additional power points, this power’s duration increases to one day per level.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Clairtangent Hand
Clairsentience (Scrying)
Level: Esper 5
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: See text
Area: See text
Duration: Up to 1 min./level; see text (D)
Saving Throw: None
Power Resistance: No
Power Points: 9
You can emulate a far hand effect at any distance while simultaneously emulating clairvoyant sense to target your far hand; see the appropriate power descriptions. Clairtangent hand’s duration is up to 1 minute per level when used with a far hand effect.
Augment: If you spend 8 additional power points, you can emulate clairvoyant sense in conjunction with either telekinetic force, telekinetic maneuver, or telekinetic thrust, but this power’s duration expires as soon as any of the noted telekinetic powers deals damage.

Clairvoyant Sense
Clairsentience (Scrying)
Level: Esper 2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: See text
Effect: Psionic sensor
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow psionically or supernaturally enhanced senses to work through it.
If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power does not work across planes.

Claw of Energy
Psychokinesis [see text]
Level: Psychic warrior 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 7
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d6 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. On a critical hit, it deals an extra 1d10 points of energy damage. If the claw’s critical multiplier is x3, add 2d10 points of energy damage instead; if the multiplier is x4, add 3d10 points of energy damage.
This power can be manifested on a claw attack that already deals energy damage, but if the claw already deals the same type of damage as the power, the effects stack. If this power is manifested on a claw attack already benefiting from the effect of the power, the newer manifestation supersedes the older manifestation, even if both manifestations are of different energy types.
This power’s subtype is the same as the type of energy infused in the natural weapon.

Claws of the Beast
Psychometabolism
Level: Esper 1
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: see text
You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You gain two natural attacks with your claws, each dealing 1d4 points of damage (1d6 if you are Large, or 1d3 if you are Small) plus your Strength bonus.
Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard –4 penalty on your attack roll.
Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a manufactured weapon or another natural attack, you can’t make any claw attacks in that round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands.
Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below.
Power Points Claw Damage
Small Medium Large
1 1d3 1d4 1d6
3 1d4 1d6 1d8
5 1d6 1d8 2d6
7 1d8 2d6 3d6
11 2d6 3d6 4d6
15 3d6 4d6 5d6
19 4d6 5d6 6d6

Claws of the Vampire
Psychometabolism
Level: Esper 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 5
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to change the nature of that weapon. When this power is manifested, your claws take on an ominous glimmer. Each time you make a successful claw attack against a living creature of Small or larger size, you are healed of some amount of damage.
You heal a number of hit points equal to half the base damage dealt by your claws of the vampire, rounded down (additional damage dealt because of a high Strength score or other enhancements does not count toward the amount you heal). You heal as many hit points as can be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you.
You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing.

Cloud Mind
Telepathy [Mind-Affecting]
Level: Esper 2
Display: None
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Cloud Mind, Mass
Telepathy [Mind-Affecting]
Level: Esper 6
Target: One creature/level
Power Points: 11
As cloud mind, except as noted above. Each creature is affected individually.

Compression
Psychometabolism
Level: Esper 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 1
This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. You take a -1 size penalty to your Combat Maneuverability Bonus and Combat Maneuverability Defense. If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This power doesn’t change your speed.
All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile weapons deal less damage. Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further reduce yourself.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level.

Conceal Thoughts
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 1
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).

Concealing Amorpha
Metacreativity (Creation)
Level: Esper 2
Display: Material; see text
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3
Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

Concealing Amorpha, Greater
Metacreativity (Creation)
Level: Shaper 3, psychic warrior 3
Duration: 1 round/level (D)
Power Points: 5
As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time.

Concussion Blast
Psychokinesis [Force]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 3
A subject you select is pummeled with telekinetic force for 1d6 points of force damage. You can choose to have the power deal an equal amount of nonlethal damage instead. Concussion blast always affects a subject within range that you can see, even if the subject is in melee or has cover or concealment (you cannot use this power against creatures with total cover or total concealment).
Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s damage increases by 1d6 points.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Contingency, Psionic
Clairsentience
Level: Esper 6
Display: Olfactory
Manifesting Time: 10 minutes or longer; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged
Power Points: 11, XP
You can place another power upon your person so that it comes into effect under some condition you dictate when manifesting psionic contingency. The psionic contingency power and the companion power are manifest at the same time. The 10-minute manifesting time is the minimum total for both manifestations; if the companion power has a manifesting time longer than 10 minutes, use that instead. The power to be brought into effect by the psionic contingency must be one that affects your person and be of a power level no higher than one-third your esper level (rounded down, maximum 6th level).
The conditions needed to bring the power into effect must be clear, although they can be general. In all cases, the psionic contingency immediately brings into effect the companion power, the latter being “manifested” instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (psionic contingency and the companion power) may fail when called on.
You can use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed.
XP Cost: 15 XP.

Control Air
Psychokinesis
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: Concentration, up to 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 3
You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.
You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour.
This power also gives you the ability to alter the direction of the wind by as much as 90 degrees.
Powerful enough winds can cause creatures to be blown away, knocked down, or checked.
Augment: See above.

Control Body
Psychokinesis
Level: Esper 4
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature with humanoid physiology
Duration: Concentration, up to 1 min./level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn’t require mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends.
If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus.
Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Control Flames
Psychokinesis [Fire]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One nonmagical fire source; see text
Duration: Concentration, up to 1 min./level
Saving Throw: See text
Power Resistance: No
Power Points: 1
You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your esper level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25.
This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses.
An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames (in the fire’s space); see the accompanying table).
At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify f lames that are already burning (thus denying the foe Ref lex saves after the first).

Control Flames
Esper Level Fire Size Example Maximum Damage per Round Space
1st–2nd Fine Tindertwig 1 1 foot square
3rd–4th Diminutive Torch 1d3 1 foot square
5th–6th Tiny Small campfire 1d6 1 foot square
7th–8th Small Large campfire 2d6 1 foot square
9th–10th Medium Forge 3d6 1 foot square
11th–12th Large Bonfire 4d6 2-by-2-foot square
13th–14th Huge Burning shack 5d6 3-by-3-foot square
15th–16th Gargantuan Burning tavern 6d6 4-by-4-foot square
17th or higher Colossal Burning inn 7d6 5-by-5-foot square

Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your esper level.
2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it.

Control Light
Psychokinesis [Light]
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Nine 10-ft. cubes + three 10-ft. cubes/level
Duration: Concentration, up to 1 min./level, or 1 round; see text
Saving Throw: None
Power Resistance: No
Power Points: 1
By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration.
Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly.If you decrease the ambient light in an area by 100%, even those with lowlight vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Stealth checks (to a maximum of +4 when all the light is gone).
Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.
You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration is only 1 round.

Control Object
Psychokinesis
Level: Esper 1
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One unattended object weighing up to 100 lb.
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 1
You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already animated objects or undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it.
A controlled object can attack an opponent if you direct it to do so. It has one slam attack, at a base attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points.
You can use this power on a lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check.

Control Sound
Psychokinesis [Sonic]
Level: Esper 2
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One sound or mixture of related sounds
Duration: Concentration, up to 1 min./level; see text
Saving Throw: None
Power Resistance: No
Power Points: 3
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a monstrous roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and Perception checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

Co-Opt Concentration
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 6
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 negates
Power Resistance: Yes
Power Points: 11
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have
several options.
• Allow the power to function as normal.
• Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.
• Retarget the power on yourself (if a personal power).
• Choose not to concentrate on the co-opted power in the next round, ending the power at that point.
When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

Correspond
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Mental
Manifesting Time: 10 minutes
Range: See text
Target: One creature with an Intelligence score of 3 or higher
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 7
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.

Create Sound
Metacreativity (Creation) [Sonic]
Level: Esper 1
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sounds; see text
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per esper level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the


Psionic powers, H-N

Hail of Crystals
Metacreativity (Creation)
Level: Esper 5
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Power Resistance: No
Power Points: 9
A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection).
If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage.
Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth.
Augment: For every additional power point you spend, this power’s damage from the explosion of the crystal increases by 1d4 points.

Hammer
Psychometabolism
Level: Esper 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This damage is not increased or decreased by your Strength modifier.
Augment: For every additional power point you spend, this power’s duration increases by 1 round.

Hustle
Psychometabolism
Level: Esper 3
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Effect: 1 extra move action
Power Points: 5
You gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this power to move away from your foe does provoke attacks of opportunity.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power before you move. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.

Hypercognition
Clairsentience
Level: Esper 8
Display: Mental
Manifesting Time: 1 standard action or 1 immediate action; see text
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15
You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane).
The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at.
An Intelligence check may be required to obtain the desired information. If so, you can manifest hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so.

Id Insinuation
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As the confusion spell, except as noted here.
Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the esper remains concentrating fully on this power, the subject is confused, making it unable to independently determine it will do. Roll on the following table at the beginning of each of the subject’s turns to see what the subject does in that round.
d% Behavior
01–10 Attack esper with melee or ranged weapons (or move toward esper if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee from esper at top possible speed.
71–100 Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self).
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Identify, Psionic
Clairsentience
Level: Esper 2
Display: Material and mental
Manifesting Time: One day
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
As the identify spell, except as noted here.
This power is used to identify the abilities of psionic items.

Immovability
Psychometabolism
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration
Power Points: 7
You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check. You can’t voluntarily move to a new location unless you stop concentrating, which ends the power.
You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/–.
You cannot make physical attacks or perform any other large-scale movements (you can make smallscale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on you automatically fail.
Augment: If you spend 8 additional power points, you can manifest this power as an immediate action.

Incarnate
Metacreativity
Level: Esper 5
Display: Material
Manifesting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent; see text
Saving Throw: None
Power Resistance: No
Power Points: 9, XP
This power makes certain other powers permanent. Depending on the power to be affected, you must be of a minimum esper level and must expend a number of XP.
You can make the following powers permanent only in regard to yourself.
Power Minimum Esper Level XP Cost
Aura sight 15th 2,000 XP
Conceal thoughts 9th 500 XP
Danger sense 13th 1,500 XP
Detect psionics 9th 500 XP
Detect remote viewing 15th 2,000 XP
Detect teleportation 9th 500 XP
Elfsight 11th 1,000 XP
Know direction and location 9th 500 XP
My light 9th 500 XP
Psionic darkvision 13th 1,500 XP
Psionic tongues 11th 1,000 XP
Ubiquitous vision 13th 1,500 XP
You manifest the desired power and then follow it with the incarnate manifestation.

Inertial Armor
Psychokinesis
Level: Esper 1
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 1; see text
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.
Your inertial armor can be invisible or can appear as a colored glow, at your option.
The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.
Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

Inertial Barrier
Psychokinesis
Level: Esper 4
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7
You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs half the damage you take from any fall.

Inflict Pain
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 3
You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Insanity
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 7
Display: Mental
Manifesting Time: 1 standardaction
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
As the confusion spell, except as noted here.
Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject’s turn each round to see what the subject does in that round.
d% Behavior
01–10 Attack esper with melee or ranged weapons (or move toward esper if attack is not possible).
11–20 Act normally.
21–50 Do nothing but babble incoherently.
51–70 Flee from esper at top possible speed.
71–100 Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self).
Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject’s sanity.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Intellect Fortress
Psychokinesis
Level: Esper 4
Display: Auditory
Manifesting Time: 1 immediate action
Range: 20 ft.
Area: 20-ft.-radius spread centered on you
Duration: 1 round
Saving Throw: None
Power Resistance: Yes
Power Points: 7
You encase yourself and your allies in a shimmering fortress of telekinetic force. All damage from powers and psi-like abilities taken by subjects inside the area of the intellect fortress, including ability damage, is halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion.
Powers that are not subject to power resistance are not affected by an intellect fortress.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
Augment: For every additional power point you spend, this power’s duration increases by 1 round.

Iron Body, Psionic
Metacreativity (Creation)
Level: Esper 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 15
As the iron body spell, except as noted here.

Keen Edge, Psionic
Metacreativity
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of manifestation
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 5
As the keen edge spell, except as noted here.

Knock, Psionic
Psychoportation
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see spell text
Saving Throw: None
Power Resistance: No
Power Points: 3
As the knock spell, except as noted here.

Know Direction and Location
Clairsentience
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1
You generally know where you are. This power is useful to characters who end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing.
Using this power prior to making a Knowledge (the planes) check with astral caravan grants a +2 bonus on the check.

Leech Field
Psychometabolism
Level: Esper 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min.
Power Points: 9
You raise a field of potentiality that drains the vitality from powers that you successfully save against. When you succeed on a saving throw to negate the effect of a foe’s power on you, and the power is one that leech field is effective against (see below), your body erupts in a brief flash of crackling dark energy. You gain 1 power point for every 2 power points your foe spent to manifest the power you just saved against (to a maximum number of points equal to your esper level). You cannot gain power points that would cause you to exceed your normal daily maximum.
This power is effective against any power that targets a single creature and allows the target a saving throw to negate it, except those that are delivered by a touch attack or a ranged touch attack (including a ray).
Augment: For every 2 additional power points you spend, this power’s duration increases by 1 minute.

Levitate, Psionic
Psychoportation
Level: Esper 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels)
Target: You or one willing creature or one object (total weight up to 100 lb./level)
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 3
As the levitate spell, except as noted here.

Major Creation, Psionic
Metacreativity (Creation)
Level: Esper 5
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See spell text
Power Points: 9
As the major creation spell, except as noted here.

Matter Agitation
Psychokinesis
Level: Esper 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 2 sq. ft. of surface area of an object or creature
Duration: Concentration, up to 1 min./level
Saving Throw: None
Power Resistance: Yes
Power Points: 1
You can excite the structure of a nonpsionic object, heating it to the point of combustion over time. The agitation grows more intense in the second and third rounds after you manifest the power, as described below.
1st Round: Readily flammable material (paper, dry grass, tinder, torches) ignites. Skin reddens (1 point of damage).
2nd Round: Wood smolders and smokes, metal becomes hot to the touch, skin blisters (1d4 points of damage), hair smolders, paint shrivels, water boils.
3rd and Subsequent Rounds: Wood ignites, metal scorches (1d4 points of damage for those holding metallic objects). Skin burns and hair ignites (1d6 points of damage), lead melts.

Matter Manipulation
Metacreativity
Level: Esper 8
Display: Auditory and mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 1 cu. ft./level of inanimate material
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 15, XP
You can weaken or strengthen the substance of an object or structure. You can affect both mundane and psionic inanimate material. Weakening an object’s substance decreases its hardness and hit points, and strengthening it increases its hardness and hit points. You can increase or decrease an object’s hardness by up to 5 from its original hardness. When hardness increases, the object (or portion of an object) gains 3 hit points per inch of thickness for every point of increased hardness. When hardness decreases, the object (or portion of an object) loses 2 hit points per inch of thickness for every point of decreased hardness (to a minimum of 1 hit point per inch of thickness).
You can’t decrease the hardness of an object that already has hardness 0.
Working Manipulated Metals: An object or portion thereof whose hardness is decreased or increased is permanently changed. Even hardening adamantine to 25 is possible. You can also harden or weaken a preforged weapon, a suit of armor, or some other finished item.
XP Cost: 250 XP for each point by which the object’s hardness is altered.

Mental Barrier
Clairsentience
Level: Esper 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 5
You project a field of improbability around yourself, creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency.
Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll in order to gain this power’s benefit against that attack.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, the deflection bonus to Armor Class increases by 1.
2. For every additional power point you spend, this power’s duration increases by 1 round.

Mental Disruption
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
You generate a mental wave of confusion that instantly sweeps out from your location. All creatures you designate in the affected area (you can choose certain creatures to be unaffected) must make a Will save or become dazed for 1 round.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet.

Metaconcert
Telepathy [Mind-Affecting]
Level: Esper 5
Display: Visual; see text
Manifesting Time: 1 minute
Range: 20 ft.
Target: You and up to nine other willing psionic creatures in range
Duration: 1 min./level (D)
Power Points: 9
You link your psychic might with other psionic creatures, creating an entity more powerful than the sum of its parts.
When you manifest this power, a number of power points you designate flows from each participant into a collective pool. One individual is chosen as the metaconcert conductor by mutual consent of the other participants (this is usually the manifesting esper, but doesn’t have to be). Until the power ends, this conductor directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in a complex and shifting pattern.
All the powers of each participant are known to the mental entity ccreated with metaconcert (which is under the conductor’s command). This entity can’t take any more actions than a normal individual, but it manifests all its powers more effectively. Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply when manifesting a power or using a psi-like ability. Likewise, each individual provides a cumulative +1 bonus when the entity makes its own saving throws in response to powers or psi-like abilities.
If the psionic entity takes ability damage from a psionic attack the total is divided among all the members as determined by the conductor.
If the entity manifests a power that has an XP cost, all the participants pay an equal share (the conductor pays the remainder if the cost can’t be divided evenly).
Once linked, the participants must remain within a 20-foot-radius area, and as a group can move at a speed of 10 feet. If a participant moves outside the 20-foot-radius area occupied by the others (whether willingly or involuntarily), that individual drops out of the group, and the power point pool of the metaconcert is instantly recalculated.
All participants who leave before a metaconcert ends or is dismissed reclaim a number of power points equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.
When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can’t be divided evenly).
Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

Metafaculty
Clairsentience
Level: Esper 9
Display: Mental, olfactory, and visual
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Instantaneous and 1 min./level (D); see text
Power Points: 17, XP
You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing.
This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature.
• Its name, genotype, alignment, and character class.
• A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).
• Its location (including place of residence, town, country, world, and plane of existence).
• Significant items currently in its possession.
• Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or genotypes of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items).
• A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level.
Metafaculty is defeated by epic powers and epic special abilities that obscure clairsentience powers.
XP Cost: 1,000.

Metamorphosis
Psychometabolism
Level: Esper 4
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D) for a creature; 1 hour/level (D) for an object
Power Points: 7
You assume the form of a creature of the same type as your normal form, or any other type except construct, elemental, outsider, and undead. The assumed form can have as many Hit Dice as your esper level, to a maximum of 15.
You can’t assume a form smaller than Fine, nor can you assume an incorporeal, ectoplasmic, or gaseous form. You cannot take the form of any creature that has a template. Your type and subtype (if applicable) change to match the new form.
Upon changing, you regain lost hit points as if you had rested for a night (though this healing does not restore ability damage and provide other benefits of resting; and changing back does not heal you further). If you are slain while under the effect of this power, you revert to your original form, though you remain dead. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary special attacks possessed by the form (such as constrict, improved grab, and poison) but do not gain the extraordinary special qualities possessed by the new form (such as blindsense, fast healing, regeneration, and scent) or any psionic abilities.
You keep all extraordinary special attacks and special qualities derived from class levels, but you lose any benefits of the genotype traits of your normal form. If you have a template, special abilities it provides are likewise not retained. If the assumed form is capable of speech, you can communicate normally. You retain any manifesting ability you had in your original form.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws or a bite), genotype bonuses on skill checks, genotype bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s species. You are effectively disguised as an average member of the new form’s genotype. If you use this power to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When you revert to your normal form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.
You can also use this power to assume the form of an inanimate object. You gain the object’s hardness and retain your own hit points. You can take the shape of almost any simple object you can think of. If you attempt to take the form of a complex object, you must make an appropriate skill check.. If you fail the check, your manifestation of the power does not succeed. Likewise, you cannot take the form of a complex mechanical mechanism unless you have some sort of skill associated with the object. You cannot use this power to assume the form of a psionic item or any object with a hardness of 15 or higher. You also cannot take the form of a psionically animated mechanism or any object formed of ectoplasm.
As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power if you make a Concentration check (DC 20 + power level); however, doing so ends the duration of this power. If you take damage while in the form of an object, your actual body also takes damage (but the object’s hardness, if any, protects you).

Metamorphosis, Greater
Psychometabolism
Level: Esper 9
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D) for a creature; 1 hour/level (D) for an object
Power Points: 17, XP
As metamorphosis, except that this power enables you to assume the form of any single nonunique object or creature (of any type) from Fine to Colossal size. The assumed form cannot have more Hit Dice than twice your esper level (to a maximum of 50 HD). Unlike metamorphosis, this power allows incorporeal, ectoplasmic, or gaseous forms to be assumed.
You gain all extraordinary abilities (both special attacks and special qualities) of the assumed form. You also gain the type of the new form (for example, animal or monstrous humanoid) in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original form.
You can become just about anything you are familiar with. You can change form once each round as a swift action.
The change takes place either immediately before your regular action or immediately after it, but not during the action.
If you use this power to create a disguise, you get a +10 bonus on your Disguise check.
As an inanimate object, you lose all mobility; however, you retain your ability to manifest powers normally.
XP Cost: 200 XP.
Metaphysical Claw
Psychometabolism
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf ), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls.
Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the natural weapon’s enhancement bonus on attack rolls and damage rolls by 1.

Metaphysical Weapon
Metacreativity
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 1
Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.)
You can’t manifest this power on most natural weapons, including a psychic warrior’s claw strike. This power does work on a weapon brought into being by the graft weapon power.
Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour per level.
In addition, for every 4 additional power points you spend, this power improves the weapon’s enhancement bonus on attack rolls and damage rolls by 1.

Microcosm
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 9
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature; or one or more creatures within a 15-ft.-radius sphere
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 17
This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power’s area.
Single Target: If microcosm targets a single creature, that creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death.
Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.)
Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects can undo the mental crosswiring that this power brings about.
Augment: For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10.

Mind Blank, Personal
Telepathy [Mind-Affecting]
Level: Esper 7
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: One day
Power Points: 13
As psionic mind blank (see below), except as noted here.

Mind Blank, Psionic
Telepathy [Mind-Affecting]
Level: Esper 8
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: One day
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 15
The subject is protected from all devices, powers, and mutations that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality and reality revision 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 psionic mind blank). 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.

Mind Probe
Telepathy (Charm) [Mind-Affecting]
Level: Esper 5
Display: Auditory, material, and visual
Manifesting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9
All the subject’s memories and knowledge are accessible to you, from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question; however, making a save does not end the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists.
You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and thereafter can resist answering by making Will saves as described above.
Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

Mind Seed
Telepathy (Compulsion) [Evil, Mind-Affecting]
Level: Esper 8
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: One touched Medium or smaller humanoid
Duration: Instantaneous; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 15, XP
You impress the totality of your psyche into a subject’s subconscious. If successfully implanted, the seed of your mind “germinates” over the period of one week. During this time, the subject begins to unconsciously take on your mannerisms.
When integration is complete (after one week), the subject becomes you in mind as you were when you manifested the power, but the subject’s level is eight lower than your own. (In effect, the subject has received eight negative levels—but these are negative levels that can’t be removed.) The subject does not have any of your physical ability scores or equipment, but does have the Intelligence, Wisdom, and Charisma scores you had when you were eight levels lower. The subject also knows the powers you knew when you were eight levels lower.
While the subject is initially your mental duplicate, the two personalities diverge over time. Although the subject starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the subject is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.
A germinating seed can be removed (prior to germination) only by psychic chirurgery, reality revision, or similarly high-level effects. Manifesting mind seed again during the germination period also cleanses the subject’s mind.
XP Cost: 3,000 XP.

Mind Switch
Telepathy [Mind-Affecting]
Level: Esper 6
Display: Visual
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one other creature
Duration: 10 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 11, XP
You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind into your body. You can target any creature whose Hit Dice are equal to or less than your esper level.
You possess the target’s body and force the creature’s mind into your body unless it succeeds on a Will save. You can move your mind back into your own body whenever you desire, which returns the subject’s mind to its own body and ends the power. If the manifestation succeeds, your life force occupies the host body, and the host’s life force takes over yours.
You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The mind switch brings about the following changes.
• You gain the type of your assumed body.
• You gain the Strength, Dexterity, and Constitution scores of your assumed body.
• You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your assumed body.
• You gain the extraordinary special attacks and qualities of your assumed body.
• You gain the possessions and equipment of your assumed body.
• You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, powers, and skills and feats (although skill checks use your new ability scores, and you may be temporarily unable to use feats whose requirements you do not meet in your new body).
If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant’s body becomes incapacitated in any way, the other participant will be incapacitated in that way when the power ends.
A targeted dispel psionics successfully manifested on either participant causes both minds to return to their original bodies.
XP Cost: 100 XP.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Mind Switch, True
Telepathy [Mind-Affecting]
Level: Esper 9
Manifesting Time: 1 minute
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 17, XP
As mind switch, except as noted here.
You permanently exchange bodies with the subject. Since this power’s duration is instantaneous, you cannot be forced to return to your natural body by means of dispel psionics or a similar effect. If the subject’s body dies while you are in it, you are dead. The subject immediately loses one level, but otherwise survives the experience in your natural body. If your natural body dies while the subject is in it, you immediately lose one level, but you likewise survive the experience in your new body.
Your “natural” body is always considered to be the last one you switched out of. If you exchange bodies with a chain of multiple subjects, you need worry only about the welfare of the last body you switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body you switched with, not to your original body. Similarly, if your original body dies but you have since switched minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediately prior to your current body is killed.
XP Cost: 10,000 XP.

Mind Thrust
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it.
Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

Mind Trap
Telepathy [Mind-Affecting]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 5
You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it is not your turn.
Augment: For every additional power point you spend, this power’s duration increases by 1 round.

Mindlink
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels); see text
Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher
Duration: 10 min./level
Saving Throw: None; see text
Power Resistance: Yes (harmless)
Power Points: 1
You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
Augment: You can augment this power in one or both of the following ways.
1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Mindlink, Thieving
Telepathy [Mind-Affecting]
Level: Esper 4
Duration: 10 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As mindlink, except that if the target is a psionic character or creature that knows powers, you can temporarily borrow a power of your choice (you are aware of what powers the subject knows, up to the highest level of power you can manifest).
Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Mindwipe
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Auditory, mental, and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses knowledge of one power from its highest available level, and a number of power points from its maximum power point total sufficient to manifest that power. The effects of multiple negative levels stack.
If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.)
Augment: You can manifest this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject.

Minor Creation, Psionic
Metacreativity (Creation)
Level: Esper 1
Display: Material
Manifesting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonpsionic object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
As the minor creation spell, except as noted here.

Missive
Telepathy [Mind-Affecting, Language-Dependent]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Effect: Mental message delivered to subject
Saving Throw: None
Power Resistance: Yes
Power Points: 1
You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables.
Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.

Missive, Mass
Telepathy [Mind-Affecting, Language-Dependent]
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: All creatures in a 400 ft. + 40 ft./level radius centered on you; see text
Effect: Mental message delivered to subjects
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3
You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables.
Augment: For every 2 additional power points you spend, this power’s range increases by 40 feet and its save DC increases by 1.

Modify Memory, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 4
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As the modify memory spell, except as noted here.

Moment of Prescience, Psionic
Clairsentience
Level: Esper 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Power Points: 13
As the moment of prescience spell, except as noted here.

My Light
Psychokinesis [Light]
Level: Esper 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Effect: 20-ft. cone of light emanating from you
Duration: 10 min./level (D)
Power Points: 1
Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area filled with psionic darkness, my light goes dark while you stay within that area.
If my light is used in conjunction with elfsight, the cone of light extends out to 40 feet instead of 20 feet.
Augment: If you spend 2 additional power points, you can manifest this power as a swift action.

Null Psionics Field
Psychokinesis
Level: Esper 6
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: See text
Power Points: 11
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers and psi-like abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field suppresses any power or psionic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a null psionics field counts against a suppressed effect’s duration.
Astral constructs and summoned creatures wink out if they enter a null psionics field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the power that is maintaining the construct or summoned creature.
Creation powers with instantaneous durations and calling powers are not affected by a null psionics field because the power itself is no longer in effect, only its result.
A normal creature (a normally encountered construct rather than a created one, for instance) can enter the area, as can normal missiles. Furthermore, while a psionic sword does not function psionically within the area, it is still a sword (and a masterwork sword at that). Outsiders are unaffected unless summoned. These creatures’ psionic powers and psi-like abilities, however, are temporarily nullified by the field.
Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). Should a creature’s space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field.


Psionic powers, O-W

Oak Body
Psychometabolism
Level: Esper 7
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 13
This power transforms your body into living oak, which grants you several advantages.
You gain damage reduction 10/ slashing and a +5 bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have. You are immune to ability damage, blindness, deafness, disease, drowning, poison, stunning, and all powers or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect.
You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire.
You gain a +4 enhancement bonus to Strength, but you take a –2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use potions) or play wind instruments. You have an armor check penalty of –4.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters), and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage.
Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

Object Reading
Clairsentience
Level: Esper 2
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 3
You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.
1st Minute: Last owner’s genotype.
2nd Minute: Last owner’s gender.
3rd Minute: Last owner’s age.
4th Minute: Last owner’s alignment.
5th Minute: How last owner gained and lost the object.
6th+ Minute: Next-to-last owner’s genotype, and so on.
The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).
There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.
This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)
An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.
Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes.

Overland Flight, Psionic
Psychoportation
Level: Esper 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 11
As the overland flight spell, except as noted here.

Painful Strike
Psychometabolism
Level: Esper 3
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 3
Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d6 points of nonlethal damage to the target.
Augment: If you spend 6 additional power points, you can manifest this power as a swift action.

Personality Parasite
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller humanoid
Duration: 1 round/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You attempt to briefly partition the mind of your foe, calving off a minor personality that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one standard action each round that is purely mental, such as manifesting a power, in the same turn that the subject takes its normal actions.
The parasitic personality manifests powers using the subject’s power point reserve and known powers, but can only manifest powers three or more levels lower than the highest level of power the subject can normally manifest.
The parasitic personality actively attempts to manifest powers that negatively impact the subject, using the highest-level powers possible (so as to deplete the subject’s power point reserve), and the most deadly to the subject. You do not have control over what the parasitic personality does, though it always works against the interest of the subject.
Both minds communicate with each other telepathically. If a creature is targeted by a compulsion or charm effect while under the effect of this power, it can make a second saving throw if the first one fails. If both saving throws fail, then this power ends and the creature is affected by the charm or compulsion effect.
The parasitic personality does not gain any advantages if the main personality is subjected to a haste or schism effect.

Phase Door, Psionic
Psychoportation
Level: Esper 7
Display: Visual
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Ethereal 5-ft. by 8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration: One usage per two levels
Saving Throw: None
Power Resistance: No
Power Points: 13
As the phase door spell, except as noted here. This power is subject to dispel psionics.

Plane Shift, Psionic
Psychoportation
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Power Points: 9
As the plane shift spell, except as noted here.

Power Leech
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any psionic creature
Duration: Concentration, up to 1 round/level; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum).
The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends.
Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action.

Power Resistance
Clairsentience
Level: Esper 5
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
The creature gains power resistance equal to 12 + your esper level.

Precognition
Clairsentience
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 1
Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power.
In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge.
You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

Precognition, Defensive
Clairsentience
Level: Esper 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows.
You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Greater
Clairsentience
Level: Esper 6
Display: Auditory and visual
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 11
As precognition, except as noted here.
You gain a +4 insight bonus instead of a +2 bonus.

Precognition, Offensive
Clairsentience
Level: Esper 1
Display: Material and visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive
Clairsentience
Level: Esper 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prevenom
Psychometabolism (Creation)
Level: Esper 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level or until discharged
Power Points: 1
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your esper level + your key ability modifier) to negate the damage.
Augment: For every 6 additional power points you spend, this power’s Constitution damage increases by 2 points.

Prevenom Weapon
Psychometabolism (Creation)
Level: Esper 1
Range: Touch
Target: Weapon touched
Power Points: 1
As prevenom, except your weapon gains the poison coating as long as it remains in your grip.

Prowess
Clairsentience
Level: Esper 3
Display: Mental
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
If an enemy provokes an attack of opportunity from you, you can make the attack even if you’ve already taken your allotted number of attacks of opportunity this round (usually one).
You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

Psionic Blast
Telepathy [Mind-Affecting]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft. cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. Psionic blast stuns all affected creatures for 1 round.
Augment: For every 2 additional power points you spend, the duration of the stun effect increases by 1 round.

Psionic Lion’s Charge
Psychometabolism
Level: Esper 2
Display: Mental
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
You gain the powerful charging ability of a lion. When you charge, you can make a full attack in the same round.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power as you charge. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
Augment: For every additional power point you spend, each of your attacks after a charge in the current round gains a circumstance bonus on damage equal to the number of additional points spent.

Psionic Lock
Psychoportation
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: Touch
Target: Door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Power Resistance: No
Power Points: 3
A psionic lock manifested upon a door, chest, or portal psionically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with psionic lock can be opened only by breaking in or by a successful dispel psionics effect. Add +10 to the normal DC to break open a door or portal affected by this power.

Psionic Repair Damage
Metacreativity
Level: Esper 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 3
When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per esper level. Constructs that are immune to psionics cannot be repaired in this fashion.
Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.

Psionic Revivify
Psychometabolism (Healing) [Good]
Level: Esper 5
Manifesting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 9, XP
Psionic revivify lets an esper reconnect a corpse’s psyche with its body, restoring life to a recently deceased creature. The power must be manifested within 1 round of the victim’s death. Before the psyche of the deceased has completely left the body, this power halts its journey while repairing somewhat the damage to the body.
This power functions like the raise dead spell, except that the affected creature receives no level loss, no Constitution loss, and no loss of powers.
The creature has –1 hit points (but is stable) after being restored to life.
XP Cost: 200 XP.
Augment: For every 100 additional experience points that both you and the subject pay, the manifestation of this power can be delayed by 1 additional round.

Psionic Scent
Psychometabolism
Level: Esper 3
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 3
You gain an enhanced sense of smell, equivalent to the scent ability of some monsters. This ability allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. With the scent ability, you can identify familiar odors just as humanoids do familiar sights.
You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source’s location.
If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor visibility.

Psychic Chirurgery
Telepathy [Mind-Affecting]
Level: Esper 9
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 17, XP; see text
You can repair psychic damage or grant another creature knowledge of powers you know, depending on the version of this power you manifest.
Repair Psychic Damage: You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw.
You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your esper level.
You can also remove all psionic effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on, but it does not restore levels or Constitution points lost due to death.
Transfer Knowledge: If desired, you can use this power to directly transfer knowledge of a power you know to another psionic character. You can give a character knowledge of a power of any level that she can manifest, even if the power is not normally on the character’s power list. Knowledge of powers gained through psychic chirurgery does not count toward the maximum number of powers a character can know per level.
XP Cost: Each time you use psychic chirurgery to implant knowledge of a power in another creature, you pay an XP cost equal to 1,000 x the level of the power implanted. If you and the subject are both willing to do so, you can split this cost evenly.

Psychic Crush
Telepathy [Mind-Affecting]
Level: Esper 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will partial; see text
Power Resistance: Yes
Power Points: 9
Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 3d6 points of damage.
Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

Psychic Reformation
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Auditory, mental, and visual
Manifesting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7, XP; see text
When this power is manifested, the subject can choose to spend its most recently gained skill points differently (picking new skills and abandoning old ones if it chooses) and to choose a different feat from the one it selected when advancing from its previous level to its current level.
The subject can also choose to forget powers it acquired when advancing to its current level, replacing them with new ones.
The subject can undo decisions of these sorts that were made at lower levels, if both the subject and the esper agree to pay the necessary XP before this power is manifested (see below). The subject must abide by the standard rules for selecting skills and feats, and so it cannot take feats for which it doesn’t qualify or take crossclass skills as class skills.
XP Cost: This power costs 50 XP to manifest to reformat choices made when the character reached her current level. For each additional previous level into which the revision reaches, the power costs an additional 50 XP. The esper and subject split all XP costs evenly.

Psychic Vampire
Psychometabolism
Level: Esper 4
Display: Mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 7
This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power.
If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every esper level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack.
If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit.
Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice).

Psychofeedback
Psychometabolism
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 9
You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed—it goes away only through natural healing.
You can boost your Strength, Dexterity or Constitution score by an amount equal to your esper level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent.
When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally.

Quintessence
Metacreativity (Creation)
Level: Esper 4
Display: Material; see text
Manifesting Time: 1 round
Range: 0 ft.
Effect: 1-inch-diameter dollop of quintessence; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object.
Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the esper is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs.
Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use.
Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: Powers require twice as many power points to manifest, unless the esper makes a successful Will save each time he or she attempts to manifest a power. Also in these circumstances, manifesting a psi-like ability that is usable at will is a full-round action rather than a standard action.

Read Thoughts
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Mental
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 3
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.
Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.
Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Reality Revision
Clairsentience
Level: Esper 9
Saving Throw: See text
Power Resistance: See text
Power Points: 17, XP
As bend reality, but with more farreaching effects. A reality revision can produce any one of the following effects.
• Duplicate any psionic power of 8th level or lower.
• Undo the harmful effects of many other powers, such as microcosm, geas/quest, or insanity.
• Create a nonpsionic item of up to 25,000 domars in value.
• Create a psionic item, or add to the powers of an existing psionic item (see XP cost below).
• Grant a creature a +1 inherent bonus to an ability score. Two to five reality revisions manifested in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score. Inherent bonuses are instantaneous, so they cannot be negated or dispelled. An inherent bonus cannot exceed +5 for a single ability score. Inherent bonuses to a particular ability score do not stack; only the best one applies.
• Remove injuries and afflictions. A single reality revision can aid one creature per esper level, and all subjects are cured of the same kind of affliction.
Reality revision can not restore the experience point loss from manifesting a power or the level or Constitution loss from being returned to life by those effects that reduce level or Constitution.
• Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character who is brought back to life from losing a level.
• Transport travelers. This power can lift one creature per esper level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.
• Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies.
You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.
Duplicated powers allow saves and power resistance as normal (but save DCs are calculated as though the power is 9th level).
XP Cost: The minimum XP cost for manifesting reality revision is 5,000
XP. When a manifestation duplicates a power that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a manifestation creates or improves a psionic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

Recall Agony
Clairsentience [Mind-Affecting]
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 3
The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.

Recall Death
Clairsentience [Death, Mind-Affecting]
Level: Esper 8
Saving Throw: Will partial; see text
Power Points: 15
As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save. it dies. If the save succeeds, the target instead takes 5d6 points of damage.

Reddopsi
Psychokinesis
Level: Esper 7
Display: Auditory, mental, and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Until discharged or 10 min./level
Power Points: 13
When you manifest reddopsi, powers targeted against you rebound to affect the original esper. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch.
Should you rebound a power back against an esper who also is protected by reddopsi, the power rebounds once more upon you.

Remote View Trap
Clairsentience [Electricity]
Level: Esper 6
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours + 1 hour/level
Saving Throw: Will half; see text
Power Resistance: No
Power Points: 11
When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the would-be observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is possible that you might recognize the quasireal viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power).

Remote Viewing
Clairsentience (Scrying; see text)
Level: Esper 4
Display: Mental
Manifesting Time: 1 hour
Range: See text
Effect: Quasi-real viewpoint
Duration: 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7, XP
You send your mind across space and dimensions, forming it into a quasireal viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can’t attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –5
*You must have some sort of connection to a creature you have no knowledge of.

Connection Will Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10
Subject on another plane +5
If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up 30 feet in all directions away from the subject).
While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).
You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Stealth check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to dispel psionics, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.
You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing.
Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can’t exceed the power point limit set by your esper level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasireal viewpoint are drained from your real body.
XP Cost: 20 XP.

Restoration, Psionic
Psychometabolism (Healing)
Level: Esper 6
Display: Material
Manifesting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 11
This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death.
Restoration can remove negative levels. It can also restore one level to a creature who has had a level drained, if the number of days since the creature lost the level is equal to or less than your esper level. In such a case, restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly.

Restore Extremity
Psychometabolism (Healing)
Level: Esper 5
Display: Auditory
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity, and can be considered so much dead tissue.

Retrieve
Psychoportation (Teleportation)
Level: Esper 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One object you can hold or carry in one hand, weighing up to 10 lb./level
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 11
You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save.
Augment: For every additional power point you spend, the weight limit of the target increases by 10 pounds.

Schism
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 7
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.
Your second mind can manifest powers using your power point reserve, but only as if your esper level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.
Your second mind takes its first action on your turn in the round after schism is manifested.
Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.
Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.

Second Chance
Clairsentience
Level: Esper 5
Display: Mental
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until discharged
Power Points: 9
You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the reroll, even if it’s worse than the original roll. You do not have to make another roll if satisfied with your original roll.

Sense Link
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing creature
Duration: Concentration, up to 1min./level
Power Points: 1
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation.
You make any skill checks involving senses, such as Perception, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses.
Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power.
The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts.
Augment: You can augment this power in one or both of the following ways.
1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around.
2. If you spend 4 additional power points, you can link to a second sense of the same subject.

Sense Link, Forced
Telepathy [Mind-Affecting]
Level: Esper 2
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As sense link, except you can use this power on any creature (willing or unwilling), and this power can’t be augmented.

Sensitivity to Psychic Impressions
Clairsentience
Level: Esper 2
Display: Auditory and material
Manifesting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Duration: Concentration, up to 10 min./level
Saving Throw: None
Power Resistance: No
Power Points: 3
You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.
The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a esper to detect.
The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your esper level.

Sequester, Psionic
Clairsentience
Level: Esper 7
Display: None
Manifesting Time: 1 standard action
Range: Touch
Target: One willing creature or one object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Power Resistance: No or Yes (object)
Power Points: 13, XP
As the sequester spell, except as noted here.
XP Cost: 75 XP.

Shadow Body
Psychometabolism
Level: Esper 8
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 15
Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light.
You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall.
Your space does not change, so you cannot move into locations you would not normally be able to move into.
While in your shadow body, you gain damage reduction 10/psionic and darkvision out to 60 feet. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds.
While affected by this power, you can be detected by powers that read thoughts, life, or presences, or if you make suspicious movements in lighted areas.
You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Stealth check to remain unnoticed.

Share Pain
Psychometabolism
Level: Esper 2
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
Targets: You and one willing creature, or two willing creatures; see text
Duration: 1 hour/level (D)
Power Points: 3
This power creates a psychometabolic connection between you and a willing subject so that some of your wounds are transferred to the subject. You take half damage from all attacks that deal hit point damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by the subject. If your hit points are reduced by a lowered Constitution score, that reduction is not shared with the subject because it is not a form of hit point damage. When this power ends, subsequent damage is no longer divided between the subject and you, but damage already shared is not reassigned.
If you and the subject move farther away from each other than close range, the power ends.
You can manifest this power on two willing subjects, one of which you designate to share its damage with the other.

Share Pain, Forced
Psychometabolism
Level: Esper 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 5
As share pain, except as noted here.
You attempt to force the sharing of your wounds with an unwilling creature, and for less time. If you are immune to the type of damage dealt, or if you convert lethal damage into nonlethal damage, the target takes no damage.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Shatter Mind Blank
Telepathy
Level: Esper 5
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9
This power can negate a psionic mind blank or a personal mind blank affecting the target. If the target fails its save and does not overcome your attempt with its power resistance, you can shatter the mind blank by making a successful check (1d20 + your esper level, maximum +20) against a DC equal to 11 + the esper level of the creator of the mind blank effect. If you succeed, the psionic mind blank or personal mind blank ends, allowing you to affect the target thereafter with mind-affecting powers.

Skate
Psychoportation
Level: Esper 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal or touch; see text
Target: You or one willing creature or one unattended object (total weight up to 100 lb./level); see text
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 1
You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance.
The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)
If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground.

Solicit Psicrystal
Telepathy
Level: Esper 3
Display: Auditory
Manifesting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Your psicrystal
Duration: 1 round/level (D)
Saving Throw: No
Power Resistance: No
Power Points: 5
Your psicrystal takes over the responsibility of maintaining concentration on any single power you
have manifested and are concentrating on. While maintaining this concentration, the psicrystal is limited to move actions in each round, as normal. When the duration of solicit psicrystal expires, the power you transferred to the psicrystal ends (even if this would mean that the power ends earlier than normal). If necessary, the psicrystal makes concentration checks using your concentration modifier.
You can manifest this power (and transfer the responsibility) with an instant thought, quickly enough to gain the benefit of the power before you take any other actions in a round. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
Augment: For every additional power point you spend, this power’s maximum duration increases by 1 round.

Steadfast Perception
Clairsentience
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 7
Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Perception checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception.

Stomp
Psychokinesis
Level: Esper 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 1
Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.
Augment: For every additional power point you spend, this power’s nonlethal damage increases by 1d4 points.

Strength of My Enemy
Psychometabolism
Level: Esper 3
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 3
You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +8), and you gain only the highest total.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Suggestion, Psionic
Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3
As the suggestion spell, except as noted here.
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Suspend Life
Psychometabolism
Level: Esper 6
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Permanent unless ended or dismissed; see text
Power Points: 11
You can place yourself into a trance so deep that you are almost in suspended animation. Even powers that detect life or thought are incapable of determining that you are alive.
While you are suspended, you are aware of your surroundings. You feel the passage of one day for every year that actually passes. Though on a slower schedule, you grow hungry after a “day” without food (though a year passes in actuality) and begin to suffer the effects of thirst and starvation as appropriate.
If you take any damage, you come out of your trance 4 rounds later. The trance can also be ended by a successful use of dispel psionics. If you choose to dismiss the power, your trance ends 10 rounds later.

Sustenance
Psychometabolism
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 3
You can go without food and water for one day. Each time you manifest this power, your body manufactures sufficient solid and liquid nourishment to satisfy your needs for that time.

Swarm of Crystals
Metacreativity (Creation)
Level: Esper 2
Display: Material
Manifesting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
Thousands of tiny crystal shards spray forth in an arc from your hand. These razorlike crystals slice everything in their path. Anyone caught in the cone takes 3d4 points of slashing damage.
Augment: For every additional power point you spend, this power’s damage increases by 1d4 points.

Synesthete
Psychometabolism
Level: Esper 1
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 1
You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason.
Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver.
If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Perception checks. While feeling light, you are immune to gaze attacks.
If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Perception checks.
Psionic displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses.
You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded).

Telekinetic Force
Psychokinesis [Force]
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One object at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates (object); see text
Power Resistance: Yes (object)
Power Points: 5
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.
Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Telekinetic Maneuver
Psychokinesis [Force]
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 7
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your esper level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your combat maneuver checks involving bull rush, disarm, grapple, or trip attempts.

Telekinetic Sphere, Psionic
Psychokinesis [Force]
Level: Esper 8
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 min./level (D)
Saving Throw: Reflex negates (object)
Power Resistance: Yes (object)
Power Points: 15
As the telekinetic sphere spell, except as noted here.

Telekinetic Thrust
Psychokinesis
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less
Duration: Instantaneous
Saving Throw: Will negates or Will negates (object); see text
Power Resistance: Yes or Yes (object); see text
Power Points: 5
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per esper level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Telempathic Projection
Telepathy (Charm) [Mind-Affecting]
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

Teleport, Psionic
Psychoportation (Teleportation)
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and touch
Target or Targets: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Power Resistance: No or Yes (object)
Power Points: 9
As the teleport spell, except as noted here.

Teleport, Psionic Greater
Psychoportation (Teleportation)
Level: Esper 8
Power Points: 15
As the greater teleport spell, except as noted here.

Teleportation Circle, Psionic
Psychoportation (Teleportation)
Level: Esper 9
Display: Mental
Manifesting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 17
As the teleportation circle spell, except as noted here.

Teleport Trigger
Psychoportation (Teleportation)
Level: Esper 5
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
You specify a situation that triggers your automatic manifestation of a psionic teleport, taking you to a predetermined location. You must know the psionic teleport power and have sufficient power points to manifest it when the specified situation occurs.
The teleport trigger goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms.

Temporal Acceleration
Psychoportation
Level: Esper 6
Display: None
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round (in apparent time); see text
Power Points: 11
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, move, or perform other types of actions, subject to the restrictions outlined below.
While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.
You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.
While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power that neutralizes high-level powers. Normal and psionic fire, cold, acid, and the like can still harm you.
When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.
Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are


Here's Psionic powers, T-W

Telekinetic Force
Psychokinesis [Force]
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One object at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates (object); see text
Power Resistance: Yes (object)
Power Points: 5
You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops.
You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand.
If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier.
Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds.

Telekinetic Maneuver
Psychokinesis [Force]
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Concentration, up to 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 7
You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your esper level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally.
Augment: For every 2 additional power points you spend, this power grants a +1 bonus on your combat maneuver checks involving bull rush, disarm, grapple, or trip attempts.

Telekinetic Sphere, Psionic
Psychokinesis [Force]
Level: Esper 8
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 min./level (D)
Saving Throw: Reflex negates (object)
Power Resistance: Yes (object)
Power Points: 15
As the telekinetic sphere spell, except as noted here.

Telekinetic Thrust
Psychokinesis
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target or Targets: One or more objects or creatures with a total weight of 250 lb. or less
Duration: Instantaneous
Saving Throw: Will negates or Will negates (object); see text
Power Resistance: Yes or Yes (object); see text
Power Points: 5
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per esper level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.
You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).
Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.
If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Telempathic Projection
Telepathy (Charm) [Mind-Affecting]
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

Teleport, Psionic
Psychoportation (Teleportation)
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and touch
Target or Targets: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Power Resistance: No or Yes (object)
Power Points: 9
As the teleport spell, except as noted here.

Teleport, Psionic Greater
Psychoportation (Teleportation)
Level: Esper 8
Power Points: 15
As the greater teleport spell, except as noted here.

Teleportation Circle, Psionic
Psychoportation (Teleportation)
Level: Esper 9
Display: Mental
Manifesting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: Yes
Power Points: 17
As the teleportation circle spell, except as noted here.

Teleport Trigger
Psychoportation (Teleportation)
Level: Esper 5
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 9
You specify a situation that triggers your automatic manifestation of a psionic teleport, taking you to a predetermined location. You must know the psionic teleport power and have sufficient power points to manifest it when the specified situation occurs.
The teleport trigger goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms.

Temporal Acceleration
Psychoportation
Level: Esper 6
Display: None
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round (in apparent time); see text
Power Points: 11
You enter another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, move, or perform other types of actions, subject to the restrictions outlined below.
While your temporal acceleration is in effect, other creatures are invulnerable to your attacks and powers. This means you cannot target a creature with any attack or power. However, a power you manifest that affects an area and has a duration longer than the remaining duration of your temporal acceleration has its normal effect on creatures in the area once this power ends.
You can affect an unattended object but not an object held, carried, or worn by another creature. You are undetectable by any means while your temporal acceleration lasts.
While under the effect of this power, you cannot enter an area protected by a null psionics field or by a power that neutralizes high-level powers. Normal and psionic fire, cold, acid, and the like can still harm you.
When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. You are shaken for 1 round upon your return to the standard time frame.
Splintered or partitioned minds within your own mind, such as might be in effect through the use of powers such as schism, are not temporally speeded up, even if your second mind manifested this power (your primary mind gains the benefit, while your second mind remains stuck in the standard time frame).
Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn.
Augment: For every 4 additional power points you spend, this power’s duration (in apparent time) increases by 1 round.

Thicken Skin
Psychometabolism
Level: Esper 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 1
Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your Armor Class.
Augment: You can augment this power in one or both of the following ways.
1. For every 3 additional power points you spend, the enhancement bonus increases by 1.
2. If you spend 6 additional power points, you can manifest this power as a swift action.

Thought Shield
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3
You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it’s not your turn.
Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Time Hop
Psychoportation
Level: Esper 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller creature, or one object weighing 300 lb. or less
Duration: 1 round/level; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The subject of the power hops forward in time 1 round for every esper level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.
In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Time Hop, Mass
Psychoportation
Level: Esper 8
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: All willing creatures in range
Duration: Up to 1 hour/level; see text
Power Points: 15
As time hop, except you can affect any number of willing subjects in range, including yourself. You can choose which creatures are affected by the power. The subjects hop forward in time a number of hours equal to your esper level, or some shorter number of hours; you decide how many hours the mass time hop lasts when you manifest the power.
Augment: If you spend 6 additional power points, you can manifest this power as an immediate action.

Time Regression
Psychoportation
Level: Esper 9
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 17, XP
You can regress apparent time 1 round into the past. In effect, you “replay” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. In all likelihood, you’ll probably not choose to manifest time regression during your second pass through the time stream, instead taking completely new actions, but you pay the XP cost all the same.
XP Cost: 1,000 XP.

Timeless Body
Psychoportation
Level: Esper 9
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Power Points: 17
Your body ignores all harmful (and helpful) effects, beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is in effect, you are invulnerable to all attacks and powers.
This power cannot be quickened.

Tongues, Psionic
Telepathy [Mind-Affecting]
Level: Esper 2
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 3
As the tongues spell, except as noted here.
This power does not enable you to speak with creatures immune to mind-affecting powers.

Tornado Blast
Psychokinesis
Level: Esper 9
Display: Auditory and visual; see text
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 17
You induce the formation of a slender vortex of fiercely swirling air. When you manifest it, a vortex of air visibly and audibly snakes out from your outstretched hand.
If you want to aim the vortex at a specific creature, you can make a ranged touch attack to strike the creature. If you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save).
Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area (including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6 points of damage to each one. Creatures that make a successful Reflex save take half damage.
After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away from its original space in a random direction. Walls and other barriers can restrict this relocation; in such a case, the creature ends up adjacent to the barrier.
Augment: For every additional power point you spend, this power’s area damage (not the damage from direct contact dealt to a specific creature) increases by 1d6 points (to a maximum of 24d6 points). For each extra 2d6 points of damage, this power’s save DC increases by 1.

Touchsight
Psychometabolism
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Power Points: 5
You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.
Augment: For every 2 additional power points you spend, the radius of your touchsight field increases by 10 feet.

Tower of Iron Will
Telepathy [Mind-Affecting]
Level: Esper 5
Display: Auditory
Manifesting Time: 1 immediate action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 1 round
Saving Throw: None (harmless)
Power Resistance: Yes (harmless)
Power Points: 9
You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area gain power resistance 19 against all mindaffecting powers.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.
You can use this power even when it is not your turn.
Augment: For every additional power point you spend, this power’s duration increases by 1 round and the power resistance it provides increases by 1 point.

Trace Teleport
Clairsentience
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
As detect teleportation, except you can trace the destination of any teleportation made by others within this power’s area within the last minute.
You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if you know the psionic teleport power), as if you had “seen casually” the location. This power does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location.
Augment: If you spend 2 additional power points, this power’s range increases to Medium (100 ft. + 10 ft./level).

True Creation
Metacreativity (Creation)
Level: Esper 9
Duration: Instantaneous
Power Points: 17, XP
As psionic major creation, except items created are enduring and cannot be negated by negating powers. For all intents and purposes, these items are completely real.
XP Cost: 1/5 of the item’s gold piece value, or a minimum of 1 XP.

True Metabolism
Psychometabolism
Level: Esper 8
Display: Material
Manifesting Time: 1 round
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 15
You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per round.
This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hit point damage (for example, most poisons) ignore true metabolism. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose. You must have a Constitution score to gain any of this power’s benefits.

True Seeing, Psionic
Clairsentience
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 9
As the true seeing power, except as noted here.

Truevenom
Psychometabolism
Level: Esper 4
Display: Material; see text
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 min./level or until discharged
Saving Throw: None and Fortitude negates; see text
Power Points: 7
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a horrible poison that coats one of your claws. On your next successful melee attack with the claw during the power’s duration, the target is poisoned (frequency 1/round for 6 rounds, effect 1d3 Constitution damage, cure 1 save). The target of your attack can negate the poison with a Fortitude save.

Truevenom Weapon
Psychometabolism (Creation)
Level: Esper 5
Range: Touch
Target: Weapon touched
Power Points: 7
As truevenom, except your weapon gains the poison coating as long as it remains in your grip, until the effect is discharged, or until the duration expires, whichever occurs first.

Ubiquitous Vision
Clairsentience
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 5
You have metaphoric “eyes in the back of your head,” and on the sides and top as well, granting you benefits in specific situations. In effect, you have a 360-degree sphere of sight, allowing you a perfect view of creatures that might otherwise flank you. Thus, flanking opponents gain no bonus on their attack rolls, and scouts are denied their sneak attack ability because you do not lose your Dexterity bonus (but they may still sneak attack you if you are caught flat-footed). Your Perception checks gain a +4 enhancement bonus. Concurrently, you take a –4 penalty on saves against all gaze attacks during the power’s duration.

Ultrablast
Telepathy [Mind-Affecting]
Level: Esper 7
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: 15 ft.
Area: 15-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 13
You “grumble” psychically (which both psionic and nonpsionic creatures can detect), then release a horrid shriek from your subconscious that disrupts the brains of all enemies in the power’s area, dealing 13d6 points of damage to each enemy.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

Vampiric Blade
Psychometabolism
Level: Esper 4
Display: Material and visual
Manifesting Time: 1 standard action
Range: 0 ft.
Target: One weapon you hold
Duration: 1 round/level
Power Points: 5
As claws of the vampire, except your weapon is affected as long as it remains in your grip or until this power’s duration expires.

Vigor
Psychometabolism
Level: Esper 1
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.
Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.

Wall of Ectoplasm
Metacreativity (Creation)
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 7
You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot move once it is formed. It is 1 inch thick per four esper levels and occupies up to one 5-foot square per level. Each 5-foot square of the wall has 10 hit points per inch of thickness and hardness 5. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 + 2 per inch of thickness.
The wall of ectoplasm is susceptible to dispel psionics, but it gains a +4 bonus on any check to determine whether the wall is negated. Powers and breath weapons cannot pass through the wall in either direction (though they could damage it). It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). The wall is opaque, so neither vision nor gaze attacks operate through it. The wall does not block psychoportive travel, such as that provided by the psionic teleport power.
You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level or into a sphere or hemisphere with a radius of up to 1 foot per level.
The wall of ectoplasm must be continuous and unbroken when manifested. If its surface is interrupted by any object or creature, the power fails.

Wall Walker
Psychoportation
Level: Esper 3
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 3
You can walk on vertical surfaces or even traverse ceilings (you need not make Climb checks to traverse these surfaces). Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot jump or use the run action, and you can move at only half speed.
You retain your Dexterity bonus to Armor Class, if any, and opponents gain no special bonuses against you.

Weapon of Energy
Psychokinesis [see text]
Level: Esper 5
Display: Visual
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: Fortitude negates (object, harmless)
Power Resistance: None
Power Points: 7
As claw of energy, except this power can be manifested on a touched weapon.
This power’s subtype is the same as the type of energy infused in the touched weapon.


The Progress Level ratings from D20 Future work well enough. Here they are for completeness.

PROGRESS LEVELS

A Progress Level (PL) is an indication of the state of technology that exists in a particular society or civilization (which, in a science fiction setting, may be located on a planet other than Earth). This state of technological development generally pervades all aspects of a culture, particularly at higher levels (PL 5 and beyond) when long-range communication is virtually instantaneous. Even at lower levels, it’s unlikely—but not impossible—for a group of humans (or other sentient beings) to be at one Progress Level in some respects and at another one in other respects.
Progress Level may vary wildly from place to place on the same world or even the same continent.

PL 0: STONE AGE
The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isn’t necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in a PL 0 civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Communication beyond the local tribe or settlement doesn’t exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stoneworking, and woodworking are possible.

PL 1: BRONZE/IRON AGE
Early human civilizations began to work metal toward the end of the Stone Age. The malleability of copper led to its becoming the first metal to be “tamed.” Adding tin to copper created a much stronger alloy: bronze. This advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made possible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons.
In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of knowledge. The rise of nations, citystates, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food.
The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) renders chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate the battlefield.

PL 2: MIDDLE AGES
Maturing civilizations experience a period of turmoil and adjustment at this Progress Level.
Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring carracks and galleons open the door to the next Progress Level.
As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relocates into growing cities and towns. Toward the end of this Progress Level, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a society’s wealth more evenly among its members, diluting the power of the nobility.
Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become something of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen.

PL 3: AGE OF REASON
The Age of Reason is an era in human history when the development of ideas and systems of thought takes precedence over technological invention. The scientific method improves humankind’s understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically examined. The study of the various scientific disciplines—chemistry, electromagnetics, medicine, biology, and astronomy—flourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of society. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this Progress Level is a transition from the cottage industries of the Middle Ages to industrialization.
The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced by the flintlock. Light melee weapons remain common.

PL 4: INDUSTRIAL AGE
In the fourth Progress Level, the theoretical knowledge of the previous era matures into widespread practical application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the telephone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimaginable size. Pioneers venture high into the atmosphere and descend into the sea’s depths.
Urbanization is complete as individuals gather in smaller environments where they can more easily exchange goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors.
The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight.

PL 5: INFORMATION AGE
The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This Progress Level also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions.
The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the species’ power to exterminate itself in minutes.
Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.

PL 6: FUSION AGE
The development of fusion power provides an efficient, nonexpendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. Computers become even more accessible, reliable, and powerful, leading to the development of virtual systems and widespread access to the global Internet.
Slowly, society experiences another revolution as individual nations are replaced by world powers. Megacorporations number among these new superpowers as the line between the national citizen and corporate employee is rendered indistinct. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.
Scientific advanced in genetic engineering lead to artificial evolution and the first government- and corporate-sanctioned attempts to genetically manipulate human beings. Early results are encouraging, with the manifestation of positive and negative mutations in the species toward the end of the age. Scientists also perfect cloning technology, and the first human clones are created.
In the later years of this age, the first crude applications of gravity induction technology appear, in the form of civilian and military vehicles that can move through the air without using physical propulsion or consumption of fuel.
Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.
The age sees the tenuous settlement of other planets and asteroids within the same star system.

PL 7: GRAVITY AGE
As this Progress Level opens, the invention of two key technologies herald humanity’s climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease. With the use of the mass reactor, world powers explore, divide, and colonize the entirety of the local star system. For the most part, life on the home planet is unchanged.
The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starships to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home.
Projectile firearms are in their last days, as crude energy weapons become available. Powered armor is available to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tactics—armed conflict between individuals seldom occurs on an army scale, but more frequently involves engagements of small units in conditions when ranged weapons are not necessarily effective.
Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research.

PL 8: ENERGY AGE
The continuing miniaturization of induction engine technology allows power plants the size of marbles to harness the basic forces of creation. Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. Miniaturized sensors, shields, and engines allow mass production of small, practical starenforcers. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space.

PL 9 AND HIGHER
Generally, these Progress Levels are beyond reach or comprehension, although isolated worlds or undiscovered species may exist that have access to them. In many cases, the signature technologies of an earlier age are abandoned in favor of more elegant and more powerful technologies.
Practical control of matter at the subatomic level, the ability to travel through time, or the power to “fold space” to shorten travel distances may be possible at this stage of technological development.

Purchasing Items of Lower or Higher Progress Level
Progress Levels are relative, and depending on the economics of a campaign, a GM may choose to make certain items of a higher or lower Progress Level unavailable, cheaper, or more expensive to purchase. For the sake of game balance, GMs who want to make lower-PL and higher-PL items available to characters should adjust the prices of items as follows.
• –20% to price for each Progress Level lower than the current Progress Level, except in the case of valuable antiques.
• +50% to price for equipment from the next highest Progress Level (the limit for purchasing cutting-edge technology).

Low Progress Levels in the Future
Most modern campaigns are set at Progress Level 5. Consequently, campaigns set in Earth’s future typically feature societies with access to Progress Level 6 technology or higher. However, characters in a futuristic setting may still encounter technologically backward societies, possibly through the exploration of time travel, a journey to another world, or some other plot device. For this reason, the lower Progress Levels are included here.

Gravity Induction
Control of gravity is one of the key features of Progress Level 7. The development of gravitonic science and gravitonic engineering leads to a host of miraculous devices: levitating cars, interplanetary drives that require no reaction mass, and a wide range of military tools. Just as the application of electricity was spurred by the discovery of the induction principle, the creation of devices that induce gravitational energy leads to an effective control over weight.
Gravity induction relies on the phenomenon first set forth in Einstein’s Theory of Special Relativity: An object’s mass approaches infinity as the object’s velocity approaches the speed of light. By using a cyclotron to accelerate a tiny particle to near-light speed, the gravity generator creates gravitons between the particle and the surrounding mass. These gravitons can be siphoned off, redirected, or stored by use of the induction coil.
At PL 7, gravity inducers can be miniaturized to the size of hockey pucks for special applications. An inducer powerful enough to negate a human’s gravitational attraction to the Earth is about the size of a discus, while the induction motor in a flying car requires a gravity generator about the size of a spare tire.


Patrick Curtin wrote:
Michael Johnson 66 wrote:
David Fryer wrote:
Yes Gamma World is a great setting for PFRPG. I wuld even drop a colony of orcs and half-orcs in thecity of New Ork.
LOL! I'll post the campaign stuff I have so far. It's just bare-bones, but I think you might find it interesting!
Nice work on the crunch Michael. Looks good! I'll be keeping track, keep it up!

Thanks, Patrick! Glad you like it so far.


Here's the fluffy stuff thus far:

CAMPAIGN SETTING: EUKAY

The following section details a campaign setting for Pathfinder: Gamma World – the islands of Eukay. Eukay consists of two great islands in the Lantik Zea, Brynn and Ire. These islands lie across the Channel from the northwestern coast of the vast land of Yerp.
The islands of Eukay encompass a wide range of terrain types – rugged hills and mountains, dark forests, foggy moors, and stinking bogs. The coasts tend to be crumbling cliffs overlooking rocky beaches. The climate is largely temperate, with mild summers and cold winters. Both islands receive ample rainfall throughout the year. As in Meriga and Yerp, heat-fogs occasionally descend on Eukay in autumn and spring. The frequent colorful auroras that dance across the sky (known as the aura boras in Meriga) are known in Eukay as sky-fire.
Much of Eukay is untamed wilderness, but several cryptic alliances, petty kingdoms, and city-states vie with wild beasts, marauders, and each other for territory and resources.

CRYPTIC ALLIANCES OF EUKAY
As in other lands, a number of cryptic alliances have evolved in Eukay.

Disciples of the Radiance (Radiant Ones):
The Disciples of the Radiance are the Eukay counterpart to the Radioactivists of Meriga.

Druidic Order of Eukay (Druids):
The Druids of Eukay are the keepers of a tradition of lore and wisdom that was ancient long before the Cataclysm. They act as advisors to kings, spiritual leaders, healers, and sages. The Druids have numerous sacred sites scattered throughout Brynn and Ire, where they meet to decide important matters, arbitrate disputes, and celebrate the equinoxes and solstices.

Gods of the Silver Dome:
High in the Cambry Mountains stands the mysterious Silver Dome, an enormous duralloy dome with a smooth, polished, mirror-like surface. This is the abode of the Gods of the Silver Dome, a conspiracy of pure strain humans who have convinced the majority of the population that they are immortal gods by using PL 7 and PL 8 technology to simulate godlike powers. They demand an annual sacrifice of produce, livestock, and slaves from every town and village in Eukay. They have visited utter annihilation on several communities that failed to make sacrifice, ensuring compliance from the rest.

Hammer of Chaos (Hammerheads):
This alliance consists of anarchists and revolutionaries, ostensibly bent on liberating all sentient creatures by toppling all governments, but most of whom are simply marauding sociopaths. Natural enemies of every kingdom in Eukay, the Hammer of Chaos is by necessity a highly mobile alliance, roving the roads and highways of Brynn on horses or restored vehicles of the ancients (mostly PL 7 and PL 8 motorcycles). They are engaged in an ongoing war against the Thunder Riders.

Healers (The White Hand):
Founded by a legendary healer from the Shadow Years after the Cataclysm, the Healers offer their services as healers to any sick or injured creature they encounter, regardless of species or alliance. The Healers maintain several hospitals scattered throughout the land. Their oldest and largest hospital in Eukay is in the Kingdom of Meeth on Ire.

Knights of Genetic Purity (Purists):
This alliance originated in the land of Meriga, but their hateful quest to purge the world of mutantkind has brought them to other lands, including Eukay. The knights’ main stronghold in Eukay is Zeal, a fortified town on the west coast of Brynn.

Knights of the New Breed (New Breeders):
Like the Iron Society of Meriga, this alliance was formed by altered humans in reaction to the brutality of the Knights of Genetic Purity. The Knights of the New Breed exist to protect mutantkind and to destroy their enemies. They have erected a stronghold called Castle Nova in Skulland, where they are regarded as heroes.

Masters of the Mind (Masterminds):
The Masterminds are an alliance of espers and others with mind-affecting mutations, dedicated to developing their psionic powers and protecting those of their kind. They are well-received in the esper-ruled Kingdom of Wells on the west coast of Brynn, where they have erected their fortified Monastery of the Mind.

Peace Brigade:
The Peace Brigade of Meriga expanded their operations to Eukay and constructed the fortified town of Fort Haven on the southeastern coast of Ire with a royal charter from King Dondal of Kork. In exchange the Peace Brigade fortified the towns and villages of Kork, significantly increasing the kingdom’s military might. Recently they have begun to offer the same service to neighboring kingdoms, against the wishes of Kork’s current monarch, Queen Briganta.

Rangers of Sherwood (Rangers):
This small but capable alliance received a royal charter from the first King of Sherwood (Garrull the Great) to patrol the forested realm and protect its people. In spite of occasional conflicts with unjust rulers, the Rangers have continued to provide this service to the people of Sherwood. Many of the Rangers are mutated animals or sentient plants.

Rennaissance Society (Restorationists):
A colony of Restorationists from Meriga founded the Rennaissance Society in southeastern Brynn, raising a stronghold on the north bank of the River Temz that quickly grew into the fortified town of Oerlun. The Rennaissance Society is devoted to recovering the lost artifacts and lore of the ancients and using them to rebuild the civilization destroyed in the wars of the ancients.

Robotocracy (Robotocrats):
A small but growing alliance of intelligent robots has taken command of a bunker in the Underground beneath the ruins of Lun Dun. From this secret base of operations, the Robotocracy works to recover lost artifacts of the ancients, to be used in a campaign of genocide against the sentient organic creatures of Eukay.

Thunder Riders:
The Thunder Riders are a small, nomadic alliance, open to all sentient creatures that own and can operate a functional motorized vehicle. Most members ride PL 7 motorcycles. The Thunder Riders consider themselves to be champions of freedom and enemies of oppression, but some members are little better than marauders, more interested in plundering than in liberating the oppressed. They ride the roads and highways throughout Brynn, waging an ongoing war against their hated rivals, the Hammer of Chaos.

Vigilant League (Vigilantes):
This alliance of vigilantes tracks down criminals and metes out justice throughout Eukay. They maintain several secret safehouses on Brynn and Ire.

Wild Hunt (Wild Hunters):
This alliance of mutated animals operates chiefly in the forested Kingdom of Exmoor, where they are regarded as heroes. The Wild Hunters have sworn to protect animalkind from the depredations of humans and their ilk.

KINGDOMS AND CITY-STATES OF EUKAY

Carrins, Kingdom of:
Government: Traditional monarchy; King Skarrak the Invincible (LE carrin enforcer 5/esper 5), a cruel, black-hearted tyrant.
Alignment: Lawful evil
Capital: Carrion City (pop. 22,000; pure strain human 58%, carrin 30%, altered human 7%, mutated animal 3%, sentient plant 2%)
Population: 66,000 (pure strain human 54%, carrin 20%, altered human 13%, mutated animal 10%, sentient plant 3%)
Exports: Forestry, livestock, metalwork
Military: 4,000 infantry in medium armor with shield, spear, short sword, and sling; 1,000 cavalry in medium armor with shield, spear, longsword, and shortbow; 1,000 carrin sky archers in light armor with short sword, dagger, and longbow; 600 carrin knights in heavy armor with shield, longsword, morningstar, and shortbow
Strongholds: Castle Carrion at the center of Carrion City; Hawk Keep at the north border; Eagle Keep at the east border; Osprey Keep on the west coast

Cyberopolis, City of:
Government: Republic; the Cyber Senate, a body of elected cyborgs (sentient creatures with one or more cybernetic implants) who govern Cyberopolis.
Alignment: Chaotic neutral
Population: 20,000 (pure strain human 81%, altered human 6%, biodroid 5%, bioreplica 4%, mutated animal 3%, sentient plant 1%)
Exports: Dairy, livestock, produce, textiles
Military: 800 infantry in medium armor with shield, spear, short sword, and sling; 500 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, longsword, heavy mace, and light crossbow; 100 musketeers in light armor with short sword, dagger, and laser rifle; 100 cyborg cybernauts in heavy armor with high frequency sword, stun baton, and laser rifle; 23 APE police robots with OICW assault rifle
Strongholds: Citadel at the center of Cyberopolis

Exmoor, Kingdom of:
Government: Traditional monarchy; King Grumm Ironclaw (CN mutated bear enforcer 7/scout 4), a territorial and isolationist monarch.
Alignment: Chaotic neutral
Capital: Bruinden (pop. 18,000; pure strain human 74%, mutated animal 15%, altered human 8%, sentient plant 3%)
Population: 50,000 (pure strain human 77%, mutated animal 10%, altered human 7%, sentient plant 6%)
Exports: Forestry, produce
Military: 3,000 infantry in medium armor with shield, battleaxe, dagger, and sling; 1,000 archers in light armor with handaxe, dagger, and longbow; 800 cavalry in medium armor with shield, spear, battleaxe, dagger, and shortbow; 200 mutated animal commandos in heavy armor with shield, battleaxe, dagger, and shortbow
Strongholds: Bruin Keep at the center of Bruinden; Caer Silvanus on the north coast; Caer Math on the south coast; Caer Hern at the east border; Caer Dagda on the west coast

Fort Haven, City of:
Government: Nontraditional (governed by the Peace Brigade); Brigadier Chief Laaz Manan (LN pure strain human examiner 9), leader of the Peace Brigade in Eukay.
Alignment: Lawful neutral
Population: 17,000 (pure strain human 92%, altered human 5%, mutated animal 2%, sentient plant 1%)
Exports: Forestry, metalwork, stonework
Military: 800 infantry in medium armor with shield, longsword, dagger, and light crossbow; 500 archers in light armor with shortsword, dagger, and longbow; 300 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 artillery in light armor with short sword, dagger, and light crossbow (25 cannons)
Strongholds: Fort Haven is heavily fortified throughout

Galway, Kingdom of:
Government: Traditional monarchy; King Seamus the Scarred (NE pure strain human enforcer 8), cruel, cunning despot.
Alignment: Neutral evil
Capital: Glen-Gael (pop. 15,000; pure strain human 88%, altered human 9%, mutated animal 2%, sentient plant 1%)
Population: 50,000 (pure strain human 90%, altered human 6%, mutated animal 3%, sentient plant 1%)
Exports: Fish, livestock, metalwork, stonework
Military: 3,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 1,000 archers in light armor with short sword, dagger, and longbow; 800 cavalry in heavy armor with shield, spear, longsword, dagger, and shortbow; 200 royal guardians in heavy armor with shield, spear, longsword, dagger, and shortbow
Strongholds: Caer Tierney at the center of Glen-Gael; Caer Shannon on the Shannon river

Garden Land:
Government: Republic; Verdant Elders, a body of elected elder sentient plants who govern Garden Land.
Alignment: Lawful neutral
Capital: City of Glass (pop. 17,000; sentient plant 95%, mutated animal 3%, altered human 1%, pure strain human 1%)
Population: 65,000 (sentient plant 93%, mutated animal 5%, altered human 1%, pure strain human 1%)
Exports: Livestock, produce
Military: 4,000 infantry in medium armor with shield, morningstar, handaxe, and shortbow; 1,000 archers in light armor with handaxe, dagger, and longbow; 1,000 cavalry in heavy armor with shield, spear, battleaxe, handaxe, and shortbow; 500 sentient plant scouts in light armor with 2 handaxes and longbow
Strongholds: Green Keep at the center of the City of Glass

Kork, Kingdom of:
Government: Traditional monarchy; Queen Briganta (LE altered human enforcer 5/scout 5), a tyrant who rules with an iron fist.
Alignment: Lawful neutral
Capital: Fomoria (pop. 14,000; pure strain human 85%, altered human 11%, mutated animal 3%, sentient plant 1%)
Population: 40,000 (pure strain human 82%, altered human 10%, mutated animal 5%, sentient plant 3%)
Exports: Dairy, livestock, metalwork
Military: 2,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 900 archers in light armor with short sword, handaxe, and longbow; 500 scouts in light armor with short sword, dagger, and shortbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 altered human heroes in heavy armor with shield, longsword, dagger, and longbow
Strongholds: Caer Fomor at the center of Fomoria; Fort Dusk on the west coast; Fort Dawn on the east coast; most towns and villages are fortified with keeps and walls

Meeth, Kingdom of:
Government: Traditional monarchy; King Finn IV (LN pure strain human enforcer 5/aristocrat 4), a stern but fair ruler.
Alignment: Lawful neutral
Capital: Greenmoat (pure strain human 89%, altered human 8%, mutated animal 2%, sentient plant 1%)
Population: 40,000 (pure strain human 90%, altered human 6%, mutated animal 3%, sentient plant 1%)
Exports: Fish, forestry, metalwork
Military: 2,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 700 archers in light armor with short sword, handaxe, and longbow; 600 scouts in light armor with short sword, dagger, and shortbow; 600 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 elite knights in heavy armor with shield, spear, longsword, dagger, and light crossbow
Strongholds: Greenmoat Keep at the center of Greenmoat; Caer Makleer on the east coast; Caer Spertin on the northwest coast

Oerlun, City of:
Government: Nontraditional (governed by the Rennaissance Society); Doctor Myram Sage (LN pure strain human examiner 12), the brilliant and dedicated leader of the Rennaissance Society.
Alignment: Lawful neutral
Population: 25,000 (pure strain human 83%, altered human 9%, mutated animal 4%, sentient plant 2%, biodroid 1%, bioreplica 1%)
Exports: Beer, fish, livestock, produce, textiles
Military: 1,000 infantry in medium armor with shield, spear, longsword, dagger, and sling; 700 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 100 artillery in light armor with short sword, dagger, and light crossbow (25 cannons); 100 musketeers in light armor with rapier, dagger, and laser rifle; 100 biodroid and bioreplica robonauts in heavy armor with high frequency sword, stun baton, and laser rifle
Strongholds: Castle Rennaissance at the center of Oerlun

Sherwood, Kingdom of:
Government: Traditional monarchy; Queen Mallora (CG mutated feline enforcer 5/scout 5), a benign, conservative monarch.
Alignment: Neutral good
Capital: Ravenwall (pop. 15,000; pure strain human 75%, mutated animal 15%, altered human 7%, sentient plant 3%)
Population: 50,000 (pure strain human 77%, mutated animal 13%, altered human 6%, sentient plant 4%)
Exports: Forestry, produce
Military: 2,000 infantry in medium armor with shield, battleaxe, dagger, and sling; 1,000 archers in light armor with handaxe, dagger, and longbow; 1,000 cavalry in heavy armor with shield, trident, longsword, dagger, and shortbow; 800 mutated animal scouts in light armor with handaxe, dagger, and shortbow; 200 mutated animal commandos in light armor with battleaxe, handaxe, dagger, and longbow; the Rangers of Sherwood (see Cryptic Alliances)
Strongholds: Raven Tower at the center of Ravenwall; Castle Griffon at the northeast coast; Castle Orca at the middle-east coast; Castle Narwhal on the southeast coast

Silver Dome:
Government: Theocracy; Gods of the Silver Dome, a secret conspiracy of pure strain humans using ancient technology to masquerade as gods.
Alignment: Lawful evil
Population: 10,000 (pure strain human 88%, altered human 6%, mutated animal 3%, biodroid 2%, bioreplica 1%)
Exports: None
Military: 500 infantry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 200 musketeers in light armor with short sword, dagger, and laser rifle; 100 artillery in light armor with short sword, dagger, and laser pistol (50 laser cannons); 100 biodroid shock troops in heavy armor with high frequency sword, stun baton, and laser rifle; 100 APE police robots with OICW assault rifles
Strongholds: The Silver Dome is nigh impregnable; Pantheon on the Sever river

Skulland, Kingdom of:
Government: Nontraditional monarchy (monarch determined by trial of combat; King Arawn Blackblade (NE altered human enforcer 8/scout 6), a cunning warlord bent on conquest.
Alignment: Neutral evil
Capital: Ramgard (pop. 20,000; pure strain human 73%, altered human 20%, mutated animal 6%, sentient plant 1%)
Population: 60,000 (pure strain human 75%, altered human 16%, mutated animal 7%, sentient plant 2%)
Exports: Coal, forestry, livestock
Military: 3,000 infantry in medium armor with shield, spear, warhammer, dagger, and light crossbow; 1,000 archers in light armor with short sword, dagger, and longbow; 1,000 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 500 scouts in light armor with short sword, dagger, and shortbow; 500 altered human skull-knights in heavy armor with shield, trident, longsword, dagger, and light crossbow; Knights of the New Breed (see Cryptic Alliances)
Strongholds: Caer Roy at the center of Ramgard; Caer Nova at the north border; Caer Makormak at the south border; Caer Magog on the east coast; Caer Balor on the west coast

Wells, Kingdom of:
Government: Nontraditional monarchy (monarch elected by the Baronial Electorate); Queen Raelle the Enlightened (LG altered human esper 13/aristocrat 2), a ruler as just and wise as she is powerful.
Alignment: Lawful good
Capital: Lyonesse (pop. 16,000; pure strain human 89%, altered human 7%, mutated animal 3%, sentient plant 1%)
Population: 46,000 (pure strain human 86%, altered human 7%, mutated animal 4%, sentient plant 3%)
Exports: Coal, metalwork, stonework
Military: 2,000 infantry in medium armor with shield, trident, longsword, dagger, and shortbow; 1,000 cavalry in heavy armor with shield, trident, longsword, dagger, and shortbow; 800 archers in light armor with short sword, dagger, and longbow; 600 scouts in light armor with short sword, dagger, and shortbow; 200 espers with spear, light mace, and light crossbow; Masters of the Mind (see Cryptic Alliances)
Strongholds: Caer Nog at the center of Lyonesse; Caer Morgana on the north coast; Caer Camelot on the south coast; Monastery of the Mind on the northwest coast

Zeal, City of:
Government: Nontraditional (governed by the Knights of Genetic Purity); Lord-Protector Sir Tarmrik the Purifier (LE pure strain human enforcer 14), a zealous, genocidal sociopath bent on cleansing Eukay of altered humans.
Alignment: Lawful evil
Population: 24,000 (pure strain human 95%, mutated animal 4%, sentient plant 1%)
Exports: Coal, metalwork, stonework
Military: 1,000 infantry in medium armor with shield, spear, longsword, dagger, and light crossbow; 500 archers in light armor with short sword, dagger, and longbow; 500 cavalry in heavy armor with shield, spear, longsword, dagger, and light crossbow; 400 elite men-at-arms in heavy armor with shield, longsword, flail, dagger, and light crossbow; Knights of Genetic Purity (see Cryptic Alliances)
Strongholds: Castle Purity at the center of Zeal


Sweet Jumpin' Jeosophat - you've been busy! I'll have to capture the contents and take the time to peruse them. Again, definitely appreciative on the initiative taken.

EDIT: It looks like you may have been copying and pasting in bulk as some of the stuff at the end of some of your posts appears to have been truncated / cut-off. You may want to put an addendum as I doubt you can go back and edit the existing posts now.


Urizen wrote:

Sweet Jumpin' Jeosophat - you've been busy! I'll have to capture the contents and take the time to peruse them. Again, definitely appreciative on the initiative taken.

EDIT: It looks like you may have been copying and pasting in bulk as some of the stuff at the end of some of your posts appears to have been truncated / cut-off. You may want to put an addendum as I doubt you can go back and edit the existing posts now.

Oops! Here's Psionic Powers from "control sound" to "energy cone" . . .

Control Sound
Psychokinesis [Sonic]
Level: Esper 2
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One sound or mixture of related sounds
Duration: Concentration, up to 1 min./level; see text
Saving Throw: None
Power Resistance: No
Power Points: 3
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a monstrous roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Stealth and Perception checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

Co-Opt Concentration
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 6
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 negates
Power Resistance: Yes
Power Points: 11
You take over control of a power that was manifested by the subject and that must be maintained through concentration. Once you wrest control of the power from the subject, you have
several options.
• Allow the power to function as normal.
• Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round.
• Retarget the power on yourself (if a personal power).
• Choose not to concentrate on the co-opted power in the next round, ending the power at that point.
When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal).

Correspond
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Mental
Manifesting Time: 10 minutes
Range: See text
Target: One creature with an Intelligence score of 3 or higher
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 7
You forge a passive mental link with a creature with which you have previously had physical or mental contact. The subject need not be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), exchanging messages of twenty-five words or less once per round. Receiving a message is not an action and does not provoke attacks of opportunity; however, sending a message is equivalent to a standard action that can provoke attacks of opportunity.

Create Sound
Metacreativity (Creation) [Sonic]
Level: Esper 1
Display: Auditory; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sounds; see text
Duration: 1 round/level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound the power creates when manifesting it and cannot thereafter change its basic character. The volume of sound created, however, depends on your level. You can produce as much noise as four normal humans per esper level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire lion is equal to the noise from twenty humans.
If you wish to create a specific message, up to twenty-five words can be created, and those words repeat over and over until the duration expires or the power is dismissed. If you attempt to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a monstrous roar), you must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid arousing suspicion.
Create sound can be used to bring sounds into existence that you later manipulate by manifesting control sound.

Crisis of Breath
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One breathing humanoid
Duration: 1 round/level
Saving Throw: Will negates, Fortitude partial; see text
Power Resistance: Yes
Power Points: 5
You compel the subject to purge its entire store of air in one explosive exhalation, and thereby disrupt the subject’s autonomic breathing cycle. The subject’s lungs do not automatically function again while the power’s duration lasts.
If the target succeeds on a Will save when crisis of breath is manifested, it is unaffected by this power. If it fails its Will save, it can still continue to breathe by taking a standard action in each round to gasp for breath.
An affected creature can attempt to take actions normally (instead of consciously controlling its breathing), but each round it does so, beginning in the round when it failed its Will save, the subject risks blacking out from lack of oxygen. It must succeed on a Fortitude save at the end of any of its turns in which it did not consciously take a breath. The DC of this save increases by 1 in every consecutive round after the first one that goes by without a breath; the DC drops back to its original value if the subject spends an action to take a breath.
If a subject fails a Fortitude save, it is disabled (0 hp). In the following round, it drops to –1 hit points and is dying. Curing powers can revive a dying subject normally, so long as this power’s duration has expired; if the power is still in effect, a revived creature is still subject to Fortitude saves in each round when it does not consciously breathe.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration or outsider in addition to the creature types mentioned above.
3. If you spend 6 additional power points, this power can affect up to four creatures all within a 20-ft.-radius burst.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Crisis of Life
Telepathy [Mind-Affecting, Death]
Level: Esper 7
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Power Resistance: Yes
Power Points: 13
You interrupt the subject’s autonomic heart rhythm, killing it instantly on a failed saving throw if it has 11 Hit Dice or less. If the target makes its saving throw or has more than 11 Hit Dice, it takes 7d6 points of damage.
Augment: For every additional power point you spend, this power can kill a subject that has Hit Dice equal to 11 + the number of additional points.

Crystal Shard
Metacreativity (Creation)
Level: Esper 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 1
Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

Crystallize
Metacreativity
Level: Esper 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One living creature
Duration: Permanent
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 11
You seed the subject’s flesh with supersaturated crystal. In an eyeblink, the subject’s form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers that detect such).
This power has a chance of being dispelled only by a esper of a higher level than you when you manifested this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was prior being affected by crystallize.

Danger Sense
Clairsentience
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5
You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Ref lex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps.
Augment: If you spend 3 additional power points, this power also gives you the uncanny dodge ability; if you spend 6 additional power points, this power gives you the improved uncanny dodge ability as well.

Darkvision, Psionic
Clairsentience
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5
As the darkvision spell, except as noted here.

Daze, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 1
Display: Material and mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature that has 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
As the daze spell, except as noted here.
Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

Death Urge
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 4
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself as a full-round action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of.
If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon.
Augment: For every 4 additional power points you spend, this power’s save DC increases by 2 and its duration increases by 1 round.

Deceleration
Psychoportation
Level: Esper 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One Medium or smaller creature
Duration: 1 min./level
Saving Throw: Reflex negates
Power Resistance: Yes
Power Points: 1
You warp space around an individual, hindering the subject’s ability to move. The subject’s speed (in any movement mode it possesses) is halved. A subsequent manifestation of deceleration on the subject does not further decrease its speed.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Decerebrate
Psychoportation [Teleportation]
Level: Esper 7
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 13
With decerebrate, you selectively remove a portion of the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, and all voluntary motor activity. The subject becomes limp and unresponsive. Without extreme measures, such as greater restoration or some other suitable effect of 7th level or higher, the creature perishes in 1d4 days.

Déjà Vu
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC even if it stands still.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Demoralize
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental and olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: 1 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.
Augment: For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Destiny Dissonance
Clairsentience
Level: Esper 1
Display: Material and mental
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 1
Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the esper.

Detect Hostile Intent
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 3
While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers.
While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.
The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Detect Psionics
Clairsentience
Level: Esper 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone -shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in the esper class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half esper level for an effect that is not created by a power, such as that of a psionic item.)
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.
Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s esper level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Detect Psionics
—————— Aura Strength ——————
Power or Item Faint Moderate Strong Overwhelming
Functioning power
(power level) 3rd or lower 4th–6th 7th–9th 10th+
(deity-level)
Psionic item
(esper level) 5th or lower 6th–11th 12th–20th 21st+
(artifact)

Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Remote Viewing
Clairsentience
Level: Esper 4
Display: Mental and visual
Manifesting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Power Resistance: No
Power Points: 7
You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power. The power’s effect radiates from you and moves as you move. You know the location of every psionic sensor within the power’s area.
If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the remote viewer immediately make opposed esper level checks (1d20 + esper level, or viewer’s caster level as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you.

Detect Teleportation
Clairsentience
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: Concentration, up to 1 minute (D)
Saving Throw: No
Power Resistance: No
Power Points: 1
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect.
Augment: If you spend 2 additional power points, this power’s range increases to Medium (100 ft. + 10 ft./level).

Dimension Door, Psionic
Psychoportation (Teleportation)
Level: Esper 4
Display: Visual
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Power Resistance: No and Yes (object)
Power Points: 7
As the dimension door spell, except as noted here.
Augment: If you spend 6 additional power points, you can manifest this power as a move action.

Dimension Slide
Psychoportation (Teleportation)
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You; see text
Duration: Instantaneous
Power Points: 5
You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of opportunity.
If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see the power simply fails to function.
Augment: If you spend 4 additional power points, you can manifest this power as a move action.

Dimension Swap
Psychoportation (Teleportation)
Level: Esper
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one ally in range, or any two allies in range; see text
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Power Resistance: Yes (harmless, object)
Power Points: 3
You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Dimensional Anchor, Psionic
Psychoportation
Level: Esper 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 7
As the dimensional anchor spell, except as noted here.

Disable
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped emanation centered on you
Duration: 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see injury and death in Pathfinder RPG). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected.
Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat.
Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).
Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet and its save DC increases by 1.
In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.

Disintegrate, Psionic
Psychoportation
Level: Esper 6
Display: Auditory, material, and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Power Resistance: Yes
Power Points: 11
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the power disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not psionic effects such as a null psionics field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per manifestation.
Augment: For every additional power point you spend, the damage this power deals to a subject that fails its saving throw increases by 2d6 points. Augmenting this power does not change the amount of damage the target takes if it succeeds on its saving throw.

Dismissal, Psionic
Psychoportation
Level: Esper 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As the dismissal spell, except as noted here.

Dismiss Ectoplasm
Metacreativity
Level: Esper 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates; see text
Power Resistance: No
Power Points: 5
You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the ectoplasmic cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity (creation) powers.
An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which evaporates immediately.
A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed out right or physically shifted to a random location on the Astral Plane (50% chance for either result).
Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon, are dismissed if you succeed on a esper level check (1d20 + your esper level, maximum +10) against a DC of 11 + the power’s esper level.

Dispel Psionics
Psychokinesis
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One esper, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 5
You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by dispel psionics, or can be ended only if you manifest dispel psionics at a high enough esper level.
The effect of a power with an instantaneous duration can’t be dispelled, because the psionic effect is already over before the dispel psionics can take effect.
You choose to use dispel psionics in one of two ways: a targeted dispel or an area dispel.
Targeted Dispel: One object, creature, or power is the target of the dispel psionics power. You make a dispel check (1d20 + your esper level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s esper level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.
If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item’s esper level. If you succeed, 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. An interdimensional interface is temporarily closed. A psionic item’s physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact).
You automatically succeed on your dispel check against any power that you manifested yourself.
Area Dispel: When dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest esper level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the dispel psionics power so far as that target is concerned) or until you fail all your checks. The creature’s psionic items are not affected.
For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel.
For each ongoing area or effect power whose point of origin is within the area of the dispel psionics power, you can make a dispel check to dispel the power.
For each ongoing power whose area overlaps that of the dispel psionics power, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.
Augment: For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

Dispelling Buffer
Psychokinesis
Level: Esper 6
Display: Material and olfactory
Manifesting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels); see text
Target: You or one willing creature or one object (object weighing up to 100 lb./level); see text
Duration: 1 hour/level (D)
Saving Throw: None
Power Resistance: Yes (harmless, object)
Power Points: 11
You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus).

Dissipating Touch
Psychoportation (Teleportation)
Level: Esper 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes (object)
Power Points: 1
Your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. This effect is disruptive; thus, your successful melee touch attack deals 1d6 points of damage.
Augment: For every additional power point you spend, this power’s damage increases by 1d6 points.

Dissolving Touch
Psychometabolism [Acid]
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid.
Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

Dissolving Weapon
Psychometabolism [Acid]
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: One held weapon; see text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 3
As dissolving touch, except your weapon is charged with acid until you make a successful attack.

Distract
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Perception and Sense Motive checks at a –4 penalty.

Divert Teleport
Psychoportation (Teleportation)
Level: Esper 7
Display: Visual
Manifesting Time: 1 immediate action; see text
Range: Medium (100 ft. + 10 ft./level)
Area: A circle, centered on you, with a radius of 50 ft. + 10 ft./level
Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load
Duration: 10 min./level (D)
Saving Throw: Will negates (foils diversion)
Power Resistance: Yes (foils diversion)
Power Points: 13
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. This is an immediate action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. You can manifest this power even if it is not your turn.
You can divert the destination of both incoming and outgoing teleportations. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.
For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully.

Divination, Psionic
Clairsentience
Level: Esper 4
Display: Mental and visual
Manifesting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 7
As the divination spell, except as noted here.

Dominate, Psionic
Telepathy (Compulsion) [Mind-Affecting]
Level: Esper 4
Display: Mental
Manifesting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid
Duration: Concentration
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
As the dominate person spell, except as noted here.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points, this power can also affect an animal or monstrous humanoid.
2. If you spend 4 additional power points, this power can also affect an aberration or outsider in addition to the creature types mentioned above.
3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Dream Travel
Psychoportation
Level: Esper 7
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Targets: You and touched creature or creatures (up to one/level)
Duration: 1 hour/level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 13
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the region of dreams. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind.
In the region of dreams, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through dream, you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering where only dreams normally prowl, moving the desired distance, and then stepping back into the waking world. You know where you will come out in the waking world.
Dream travel can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where you are subject to the vagaries of many dream realities—a potentially perilous proposition. Transferring to another plane of existence in this fashion requires 1d4 hours of uninterrupted travel.
Any creatures that come along when dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. When the duration ends, all affected creatures return to the waking world as much as 1,000 miles (d%x10) from their starting point. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Duodimensional Claw
Psychometabolism
Level: Esper 4
Display: Material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 5
If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. One of your claws becomes two-dimensional, making it razorsharp. The weapon is now psionically keen, increasing its threat range from 20 to 19–20. This benefit does not stack with other effects that improve a weapon’s threat range.
The third spatial component of your hand still exists but is temporarily shunted into the Ethereal Plane, so against ethereal or incorporeal targets this power is ineffective.

Ecto Protection
Metacreativity
Level: Esper 1
Display: Visual; see text
Manifesting Time: 1 standard action; see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: An astral construct you manifest
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 1
This power reinforces an astral construct created by the astral construct power, giving you a +1 bonus on any esper level checks you make to protect it against dispel psionics or a similar effect, and a +1 bonus on its saving throw to resist dismiss ectoplasm. This power can be manifested as a swift action in the same round that you manifest an astral construct, as long as the power points you spend to perform both actions does not exceed your esper level.
Augment: For every 2 additional power points you spend, your bonus on esper level checks to protect your astral construct increases by 1, and your astral construct’s bonus on its saving throw to resist dismiss ectoplasm increases by 1.

Ectoplasmic Cocoon
Metacreativity
Level: Esper 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Medium or smaller creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers with no verbal, somatic, or material components).
Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items.
The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).
A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s save DC increases by 1.
2. For every 2 additional power points you spend, this power can affect a target one size category larger.

Ectoplasmic Cocoon, Mass
Metacreativity
Level: Esper 7
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: 1 hour/level (D)
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 13
As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing ectoplasm. Targets entirely within the area who fail their save are caught and cocooned. If a creature’s body is only partially within the area, this power does not affect that creature.
Augment: For every 2 additional power points you spend, the radius of this power’s area increases by 5 feet.

Ectoplasmic Form
Psychometabolism
Level: Esper 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 5
You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/psionics, and you gain immunity to poison and critical hits. Your material armor (including inertial armor) becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class.
You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest.
You cannot physically attack or speak while in ectoplasmic form. You can’t run, but you can fly at a speed of 20 feet (perfect). You can pass through small holes or narrow openings, even mere cracks, with all you were wearing or holding in your hands. You are subject to the effects of wind, and you can’t enter water or other liquid. You also can’t manipulate objects or activate items, even those carried along with you. Continuously active items remain active, though in some cases their effects may be moot (such as items that provide armor or natural armor bonuses).

Ectoplasmic Shambler
Metacreativity (Creation)
Level: Esper 5
Display: Auditory, material, and olfactory; see text
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One ectoplasmic manifestation of a size equal to ten 10-ft. cubes (S)
Duration: 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 9
You fashion an ephemeral, manylegged mass of pseudo-living ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form.
Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two esper levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler.
A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.

Ego Whip
Telepathy [Mind-Affecting]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text
Power Resistance: Yes
Power Points: 3
Your rapid mental lashings assault the ego of your enemy, debilitating its confidence. The target takes 1d4 points of Charisma damage, or half that amount (minimum 1 point) on a successful save. A target that fails its save is also dazed for 1 round.
Augment: For every 4 additional power points you spend, this power’s Charisma damage increases by 1d4 points and its save DC increases by 2.

Elfsight
Psychometabolism
Level: Esper 2
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 3
You gain low-light vision for the duration of the power, as well as a +2 bonus on Perception checks.
In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Perception check as if you were actively looking for it.
If elfsight is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet.

Empathic Feedback
Telepathy [Mind-Affecting]
Level: Esper 4
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7
You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker.
Augment: For every additional power point you spend, this power’s damage potential increases by 1 point.

Empathic Transfer
Psychometabolism
Level: Esper 2
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: Instantaneous
Power Points: 3
You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you.
Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction.
Finally, you can use this power to transfer up to 1 point of ability damage per esper level from the target to yourself.
Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation).

Empathic Transfer, Hostile
Telepathy [Mind-Affecting]
Level: Esper 3
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Power Resistance: Yes
Power Points: 5
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.
You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.
The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation).
2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.

Empathy
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Mental
Manifesting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius spread centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Power Resistance: No
Power Points: 1
You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power’s range and the radius of its area increases by 5 feet.
2. If you spend 2 additional power points, this power’s maximum duration increases to 1 hour/level.

Empty Mind
Telepathy [Mind-Affecting]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1
You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 bonus on all Will saves until your next action.
You can manifest this power instantly, quickly enough to gain its benefit in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can use this power even when it is not your turn.
Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1.

Energy Adaptation
Psychometabolism [see text]
Level: Esper 4
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7
Your body assimilates some of the effect of an energy attack and converts it to harmless light. You gain resistance 10 against any attack that deals acid, cold, electricity, fire, or sonic damage.
When you absorb damage, you can choose to radiate visible light that illuminates a 60-foot radius for a number of rounds equal to the points of damage you successfully resisted, or merely dissipate the energy without giving off a visual display.
The energy resistance provided by this power increases to 20 points at 9th esper level and to a maximum of 30 points at 13th level. The power protects your equipment as well.
The resistance provided by this power does not stack with other forms of energy resistance.
This power’s subtype is the same as the type of damage it protects against.
Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Energy Adaptation, Specified
Psychometabolism [see text]
Level: Esper 2
Power Points: 3
As energy adaptation, except you must choose one type of energy to which you gain resistance when this power is manifested.
This power’s subtype is the same as the type of damage it protects against.
Augment: If you spend 4 additional power points, you can manifest this power as an immediate action.

Energy Ball
Psychokinesis [see text]
Level: Esper 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 7
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure.
Cold: A ball of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold ball is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A ball of this energy type deals +1 point of damage per die.
Sonic: A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Bolt
Psychokinesis [see text]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips.
Cold: A bolt of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold bolt is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A bolt of this energy type deals +1 point of damage per die.
Sonic: A bolt of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Burst
Psychokinesis [see text]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 40 ft.
Area: 40-ft-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.
Cold: A burst of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold burst is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A burst of this energy type deals +1 point of damage per die.
Sonic: A burst of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Cone
Psychokinesis [see text]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area.
Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A cone of this energy type deals +1 point of damage per die.
Sonic: A cone of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Conversion
Psychometabolism [see text]
Level: Esper 7
Display: Mental
Manifesting Time: 1 standard action
Range: Personal and close (25 ft. + 5 ft./2 levels); see text
Effect: Ray; see text
Duration: 10 min./level
Saving Throw: None
Power Resistance: Yes
Power Points: 13
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your esper level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Energy Current
Psychokinesis [see text]
Level: Esper 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two creatures no more than 15 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 9
Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body’s psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current ’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.
Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A current of this energy type deals +1 point of damage per die.
Sonic: A current of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

Energy Missile
Psychokinesis [see text]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.
Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a missile of this energy type provides a +2 bonus t


Missing powers from "energy cone" to "fusion" . . . .

Energy Cone
Psychokinesis [see text]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area.
Cold: A cone of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold cone is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A cone of this energy type deals +1 point of damage per die.
Sonic: A cone of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Energy Conversion
Psychometabolism [see text]
Level: Esper 7
Display: Mental
Manifesting Time: 1 standard action
Range: Personal and close (25 ft. + 5 ft./2 levels); see text
Effect: Ray; see text
Duration: 10 min./level
Saving Throw: None
Power Resistance: Yes
Power Points: 13
As energy adaptation, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your esper level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage.
This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration.

Energy Current
Psychokinesis [see text]
Level: Esper 5
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two creatures no more than 15 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 9
Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body’s psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current ’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.
Cold: A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A current of this energy type deals +1 point of damage per die.
Sonic: A current of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: You can augment this power in one or both of the following ways.
1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

Energy Missile
Psychokinesis [see text]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.
Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A missile of this energy type deals +1 point of damage per die.
Sonic: A missile of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.

Energy Push
Psychokinetic [see text]
Level: Esper 2
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to the save DC of this power), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity.
Cold: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). The saving throw to reduce damage from a cold push is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points).
Sonic: A blast of this energy type deals –1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object.

Energy Ray
Psychokinesis [see text]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 1
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A ray of this energy type deals +1 point of damage per die.
Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6).

Energy Retort
Psychokinesis [see text]
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: Personal and close (25 ft. + 5 ft./2 levels); see text
Targets: You and creature or object attacking you; see text
Duration: 1 min./level
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power’s duration prompts a response from the field with out any effort on your part. The attack may be physical, the effect of a power, or the effect of a mutation (or other extraordinary ability). An “ectoburst” discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range, you must have line of sight and line of effect to it, and you must be able to identify the source of the attack. The ectoburst is a ranged touch attack made using your base attack bonus plus your key ability modifier for your manifesting class.
Cold: A field of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold retort is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A field of this energy type deals +1 point of damage per die.
Sonic: A field of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s duration increases by 1 minute.

Energy Stun
Psychokinesis [see text]
Level: Esper 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round.
Cold: A stroke of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold stun is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A stroke of this energy type deals +1 point of damage per die.
Sonic: A stroke of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.

Energy Wall
Metacreativity (Creation) [see text]
Level: Esper 3
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/ level
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: No
Power Points: 5
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per esper level (maximum +20).
If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring.
Cold: A sheet of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wall is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A sheet of this energy type deals +1 point of damage per die.
Sonic: A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.

Energy Wave
Psychokinesis [see text]
Level: Esper 7
Display: Auditory
Manifesting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 13
Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone.
Cold: A wave of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold wave is a Fortitude save instead of a Reflex save.
Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on esper level checks for the purpose of overcoming power resistance.
Fire: A wave of this energy type deals +1 point of damage per die.
Sonic: A wave of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.

Entangling Ectoplasm
Metacreativity (Creation)
Level: Esper 1
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Power Resistance: No
Power Points: 1
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration.
Augment: For every 2 additional power points you spend, this power can affect a target one size category larger.

Eradicate Invisibility
Psychokinesis
Level: Esper 3
Display: Visual
Manifesting Time: 1 standard action
Range: 50 ft.
Targets: You and all invisible creatures and objects in a 50-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex negates
Power Resistance: No
Power Points: 5
You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can’t negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses its invisibility.
Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1 round (until the beginning of your next turn) and do not have total concealment during this period.
Augment: For every additional power point you spend, this power’s range and the radius of the burst in which it functions both increase by 5 feet.

Escape Detection
Clairsentience
Level: Esper 3
Display: None
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5
You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and psionic true seeing. If a clairsentience power or similar effect is attempted against you, the esper of the power must succeed on a esper level check (1d20 + esper level) against a DC of 13 + your esper level (maximum +10).

Ethereal Jaunt, Psionic
Psychoportation
Level: Esper 7
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 13
As the ethereal jaunt spell, except as noted here.

Etherealness, Psionic
Psychoportation
Level: Esper 9
Manifesting Time: 1 standard action
Range: Touch
Targets: You and one other touched willing creature/three levels; all targets must be joined by linked hands
Duration: 1 min./level (D)
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 17
As the etherealness spell, except as noted here.

Evade Burst
Psychometabolism
Level: Esper 7
Display: Material
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13
You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest this power in conjunction with making a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage.
You can manifest this power with an instant thought, quickly enough to save yourself if you unexpectedly come within range of a dangerous effect. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can even manifest this power when it isn’t your turn.
Augment: If you spend 4 additional power points, you take only half damage on a failed Reflex save.

Exhalation of the Black Dragon
Psychometabolism [Acid]
Level: Esper 5
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Power Resistance: Yes
Power Points: 5
You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage.
Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points.

Expansion
Psychometabolism
Level: Esper 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round./level (D)
Power Points: 1
This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size.
All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.
Other psionic properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.
Augment: You can augment this power in one or more of the following ways.
1. If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
3. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level.

Fabricate, Psionic
Metacreativity (Creation)
Level: Esper 4
Display: Material
Manifesting Time: See spell text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see spell text
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7
As the fabricate spell, except as noted here.

Fabricate, Greater Psionic
Metacreativity (Creation)
Level: Esper 6
Target: Up to 100 cu. ft./level
Power Points: 11
As psionic fabricate, except ten times as much material is affected by the power.

False Sensory Input
Telepathy [Mind-Affecting]
Level: Esper 3
Display: Mental
Manifesting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a mutated animal (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy esper who is attempting to use his powers, the enemy must make a concentration check as if being grappling or pinned.
Because you override a victim’s senses, you can fool a victim who is using blindsight or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.
Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Far Hand
Psychokinesis
Level: Esper 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: An unattended object weighing up to 5 lb.
Duration: Concentration, up to 1 min.
Saving Throw: None
Power Resistance: No
Power Points: 1
You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, this power’s range increases by 5 feet.
2. For every additional power point you spend, the weight limit of the target increases by 2 pounds.

Fate Link
Clairsentience
Level: Esper 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any two living creatures that are initially no more than 30 ft. apart.
Duration: 10 min./level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels.
No other effects are transferred by the fate link.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Fate of One
Clairsentience
Level: Esper 7
Display: Mental and visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 13
Your limited omniscience allows you to reroll a saving throw, attack roll, or skill check. Whatever the result of the reroll, you must use it even if it is worse than the original roll.
You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn.

Feat Leech
Clairsentience
Level: Esper 2
Display: Mental and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates; see text
Power Resistance: Yes
Power Points: 3
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 you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one).
While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target.
If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats.
You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Fiery Discorporation
Psychokinesis [Fire]
Level: Esper 5
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous and up to one day; see text
Power Points: 9
You use your mastery of energy to cheat death. If you are within 30 feet of an open flame, you can use this power. Any damage that would reduce you to 0 hit points or lower instead has a chance to discorporate you. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into dozens of flitting tongues of flame and vanish, along with all your gear and anything you are holding or carrying.
One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to materialize from the fire (you choose where you appear along the perimeter of that open flame). While discorporated, you do not exist—you can do nothing, nor can any of your enemies do anything to you.
Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate.

Fission
Psychometabolism
Level: Esper 7
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Effect: Duplicate of yourself
Duration: 1 round/level (D)
Power Points: 13
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your psionic equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on. You retain your psionic focus, if you maintain such when this power is manifested. Treat your duplicate as yourself with two negative levels for the purpose of determining the powers to which the duplicate has access (while the duration of this power lasts, those negative levels cannot be removed by any means). Your duplicate has all other physical traits you had at the time you manifest this power. Powers or other effects affecting you when you manifest this power do not transfer to your duplicate.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, you take half of the damage your duplicate has taken since this power was manifested. This damage could potentially leave you with negative hit points, but it can’t reduce your hit points to less than –9.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level. If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means.)
You can have only one fissioned duplicate in existence at one time; your duplicate cannot use this power. You cannot use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and similar powers are likewise ineffective (transferring wounds to yourself isn’t a good healing strategy).
All powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. All damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.

Float
Psychoportation
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 1
You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet.

Fly, Psionic
Psychoportation
Level: Esper 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 7
As the fly spell, except as noted here.

Force Screen
Psychokinesis [Force]
Level: Esper 1
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
Power Points: 1
You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it.
Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1.

Form of Doom
Psychometabolism
Level: Esper 6
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)
Power Points: 11
You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks, though you retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own.
You gain the frightful presence extraordinary ability, which takes effect automatically when you charge a foe. Opponents within 30 feet of you that have fewer Hit Dice or levels than you and that witness your charge become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Your horrific form grants you a natural armor bonus of +5, damage reduction 5/–, and a +4 bonus to your Strength score. In addition, you gain +10 feet to your land speed as well as a +10 bonus on Acrobatics checks made to jump and on Climb checks.
A nest of violently flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks in each round that you take a full attack action. You can make tentacle attacks within the space you normally threaten. If you make your tentacle attacks in addition to you regular melee attacks, each tentacle attacks at your highest base attack bonus with a –5 penalty. If you forgo all your other attacks, making only tentacle attacks, you make your tentacle attacks at your highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike.
This power functions only while you inhabit your base form (for instance, you can’t be metamorphed into another form, though you can use breath of the black dragon, claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body.
Augment: For every additional power point you spend, this power’s duration increases by 2 rounds.

Freedom of Movement, Psionic
Psychoportation
Level: Esper 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Power Points: 7
As the freedom of movement spell, except as noted here.

Fuse Flesh
Psychometabolism
Level: Esper 6
Display: Visual
Manifesting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates and Fortitude partial; see text
Power Resistance: Yes
Power Points: 11
You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming airbreathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting powers.
If the target fails its Fortitude save to avoid the power’s effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature’s eyes and ears fuse over, effectively blinding and deafening it. Moreover, it loses its extraordinary abilities, as well as its ability to manifest powers (if any), and is generally in sorry shape.
Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action.
Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Fusion
Psychometabolism
Level: Esper 8
Display: Auditory, material, and visual
Manifesting Time: 1 round
Range: Touch
Targets: You and one touched willing creature of your type and your size or smaller
Duration: 1 min./level (D)
Power Points: 15, XP
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the esper, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature’s current hit points. The fused being knows all the powers you and the other creature know, and has the sum of your and the other creature’s power points. Likewise, all feats, genotype abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the fused being also has the higher Hit Dice or esper level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the esper levels that you or the other creature possessed before becoming fused.
You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.
XP Cost: 50 XP.


Rest of missing Powers . . .
Genesis
Metacreativity (Creation)
Level: Esper 9
Display: Material
Manifesting Time: One week (8 hours/day)
Range: 180 ft.; see text
Effect: A demiplane coterminous with the Astral Plane, centered on your location
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 17, XP
You create a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes. This power works best when manifested while you are on the Astral Plane. Manifestation of this power creates a local density fluctuation that precipitates the creation of a demiplane. At first, the fledgling plane grows in radius at a rate of 1 foot per day to an initial maximum radius of 180 feet as it rapidly draws substance from the surrounding astral ectoplasm. Once the new demiplane reaches its maximum size, it doesn’t really stop growing, but its growth rate decreases to only 1 foot per week (approximately a 50-foot increase in radius per year). Once your demiplane is created, you can travel to it using astral caravan or some other power or permanent link that you arrange for separately.
You determine the environment within the demiplane when you manifest genesis, reflecting most any desire you can visualize. You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This power cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). You must add these details in some other fashion if you desire. You can’t create lingering psionic effects with this power; you have to add those separately, if desired. Similarly, you can’t create a demiplane out of esoteric material, such as silver or uranium; you’re limited to stone and dirt. You can’t manipulate the time trait on your demiplane; its time trait is as the Material Plane. Once your demiplane reaches 180 feet in radius, you can manifest this power again to gradually add another 180 feet of radius to it, and so on.
Antigenesis: If genesis is manifested on the Material Plane, the power takes effect and the demiplane begins to grow at the rate noted above, but it gets no larger than a radius of 1 foot per level. The energies of the new plane are exactly canceled by the energies of the original plane, creating a dead spot like a limited cancer on the original plane. The expanding boundary of the dead spot wipes away all construction, crumbles natural land forms, and evaporates water, leaving behind a uniformly level area of inert dust. Living creatures that pass the boundary of the growing dead spot are not directly affected, but plants can find no sustenance in the dust of the dead spot, water-breathing creatures die quickly when water turns to dust, and mobile animals know enough to leave the area alone. Once the wave of change passes, no special essence remains in the dead spot, and it may be colonized naturally over the course of several years by bacteria, plants, and animals.
XP Cost: 1,000 XP.

Graft Weapon
Psychometabolism
Level: Esper 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 5
You attach any melee weapon you can use in one hand—mundane or psionic—onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.
The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.
For an esper under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which an esper normally relies.
While your hand is grafted to a weapon, you lose the use of that hand and take a –2 penalty on all skill checks requiring the use of hands. Powers that temporarily metamorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect).
When this power’s duration expires, the grafted weapon falls to the ground and your hand returns.

Grease, Psionic
Metacreativity (Creation)
Level: Esper 1
Display: Visual and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See spell text
Power Resistance: No
Power Points: 1
As the grease spell, except as noted here.
Sometimes this power is referred to as ectoplasmic sheen.

Grip of Iron
Psychometabolism
Level: Esper 1
Display: Visual
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 1
You can improve your chances in a grapple as an immediate action, gaining a +4 enhancement bonus on your grapple checks.
You can manifest this power with an instant thought, quickly enough to gain the benefit of the power in the current round. Manifesting this power is an immediate action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You can manifest this power when it isn’t your turn (if you are grappled).
Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2.

The Exchange

Posted to keep track of thread.


Cyberware can be installed at only a few places in Gamma Terra, generally by ancient robots in ancient cybersurgery centers. In Eukay, the cyborgs of Cyberopolis sell cyberware (and its installation) at the listed prices . . .

CYBERNETICS

EVOLUTION OF CYBERNETICS

As with all forms of technology, advancements in cybernetics can be tracked by Progress Level.
Progress Level 5: Cybernetics is still in its formative stage. Most prosthetic units are of the nonpowered variety, but medical associations have approved certain electronic regulators for life-threatening conditions. The artificial heart is the most recognized example. Other common examples include pacemakers, artificial kidneys, and pancreas monitors (for high-risk diabetics). Nearly all PL 5 cybernetic attachments are simply designed to keep their recipients alive and reasonably healthy.
Elective cybernetics begins at this stage with the work of university professor Kevin Warwick, who develops methods of linking computer microchips to the human nervous system. His “cyborg chip” becomes the foundation for all future cybernetic components.
Progress Level 6: This era sees the first use of independently powered cybernetics, including servolimbs and subcutaneous cellular telephones. These begin mostly in military applications but soon become available to the public. Household pets all over the world are implanted with subcutaneous identity chips—as are important government figures and their families—after the technology proves safe and effective on prison inmates.
As cybernetics is still new and can have negative side effects, its adoption is not universal. Most people still prefer mundane equipment, which is generally cheaper, safer, and less troublesome to repair, replace, or upgrade. Cybernetics becomes the preferred choice only when mundane equipment is impractical or unavailable— or when the recipient is fixated on self-improvement.
Medical plans eventually come to offer at least baseline prosthetics to compensate for disabling injuries, such as the loss or partial loss of a limb, though such plans do not cover elective cybernetic surgery. Their concern is overall health—not “cosmetic” enhancement. For those who want more than just replacements, a new kind of clinic appears, offering cybernetic enhancements.
At this Progress Level, the first cybernetic regulation laws are passed—largely instigated by a few harshly publicized accidents involving cyborgs. These laws give rise to numerous black-market cybernetic clinics that install cybernetics without performing the required background checks.
Progress Level 7: By this era, cybernetics has become a mostly safe science. Flaws in earlier designs have been corrected. Cybernetics becomes more of a status symbol, and luminous skin grafts become the fashion accessory of choice. In some societies, newborn children are implanted with identity chips as an anti-kidnapping measure. Military applications include replacement eyes with heads-up targeting and DOMARSS displays.
Insurance regulations relax considerably toward cybernetic replacements at Progress Level 7; enhancements are perfectly acceptable, though only as part of a prosthetic, rather than as elective cyber-surgery. Still, most cyborgs are members of military or law-enforcement organizations—or mercenaries.
Progress Level 8: Cyborgs are a common sight. In some societies, medical insurance frowns on noncybernetic replacements, as mechanical body parts are less expensive than flesh. Cybernetic technology has improved so much, in fact, that some cyborgs are virtually indistinguishable from living beings—except that they never appear to age.

CYBERNETIC ATTACHMENTS

Two kinds of cybernetic attachments exist: replacements and enhancements.
Replacements: Replacements are prosthetic or artificial units intended to replace lost limbs and damaged organs. Common replacements provide no benefits other than duplicating the essential functions of their biological counterparts, and they present little strain on the beneficiary’s overall well-being. In appearance, a cybernetic replacement can be recognizably artificial or virtually indistinguishable from the real thing.
Enhancements: Enhancements bestow new abilities or improve the recipient in some fashion. Enhancements include skeletal reinforcement, subcutaneous communications hardware, and weapon mounts. Some enhancements have visible external components, while others are hidden beneath the skin. Enhancements put more of a drain on the body’s resources, and recipients frequently suffer debilitating physical or mental side effects.

CONSTRUCTION AND REPAIR
Cybernetic attachments are complex instruments with both electrical and mechanical components. Consequently, a character must have the Craft Cybernetics feat to build a cybernetic attachment.
Repairing a damaged or nonfunctional cybernetic attachment requires 10 hours of work and a successful Craft (cybernetics) check. A character needs both an electrical tool kit and a mechanical tool kit to facilitate repairs. Without one or the other, a character takes a –4 penalty on the check; without both kits, the penalty increases to –8.

INSTALLATION AND REMOVAL
Installing or removing a cybernetic attachment, regardless of whether it’s a replacement or enhancement, requires a successful Heal check. A character with the Cybernetic Surgery feat suffers no penalty on the check.
Removing a cybernetic attachment without proper surgery causes lasting physical trauma to the patient’s body, dealing 1d4 points of permanent Constitution drain.

NUMBER OF ATTACHMENTS
Only living creatures can have cybernetic attachments. In addition, a living creature can have a maximum number of cybernetic attachments equal to 1 + the creature’s Constitution modifier (minimum 0).
A creature may have more cybernetic attachments installed on its body can it can bear. However, the creature gains 1 negative level per cybernetic attachment that exceeds its maximum allowed. For each negative level, the creature takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die whenever level is used in a die roll or calculation. Further, a character with psionic powers loses the ability to manifest one power of the highest level she can manifest (player’s choice). This loss persists until the negative level is removed.
Negative levels caused by having too many cybernetic attachments remain until the offending attachments are removed.

BENEFITS AND DRAWBACKS
Cybernetic attachments provide countless benefits to their recipients. For example, cybernetic eyes can bestow darkvision, improve the accuracy of the recipient’s ranged attacks, or emit pencil-thin laser beams. A cybernetic brain implant can improve the recipient’s response time in a crisis, protect against mind-influencing attacks, or increase the flow of adrenaline throughout the body. The possibilities of cybernetic technology are endless. Although the benefits make cybernetics very alluring, the drawbacks are equally discouraging:

ELECTRICITY VULNERABILITY
A creature with one or more cybernetic attachments takes 50% more damage from any attack that deals electricity damage. This vulnerability to electricity can be offset by an anti-shock implant (see Cybernetic Enhancements, below).

NEGATIVE LEVELS
Whenever a creature exceeds its maximum number of cybernetic attachments, it gains negative levels until the excess attachments are removed (see Number of Attachments, above).

SUSCEPTIBILITY TO ATTACK
External cybernetic attachments are subject to attacks as if they were objects worn by their recipients.

MASSIVE DAMAGE EFFECTS
Massive damage wreaks havoc with cybernetic attachments. Whenever a creature with cybernetic attachments fails a Fortitude save against massive damage, the GM should roll percentile dice and consult Table: Massive Damage Effects to determine what happens.
Table: Massive Damage Effects
d% Roll Effect of Failed Fortitude Save
01–30 Normal Effect
31–60 Attachment Disabled
61–80 Normal Effect and Attachment Disabled
81–100 Attachment Damaged and Side Effect

Normal Effect: The character immediately drops to –1 hit points and is dying.
Attachment Disabled: One cybernetic attachment (determined randomly or chosen by the GM) ceases to function until repaired (see Construction and Repair, above). The character suffers the effects of the disability—as noted in the description of the cybernetic attachment— for as long as the attachment remains disabled.
Attachment Damaged: One cybernetic attachment (determined randomly or chosen by the GM) continues to function but develops an unpleasant side effect that persists until the attachment is repaired (see Construction and Repair, above).
Side Effect: The character suffers a debilitating side effect as the result of a damaged attachment. Various side effects are presented on Table: Side Effects.
Table: Side Effects
d% Roll Side Effect
01–08 Blurred Vision: Character suffers a 20% miss chance on all attacks.
09–17 Constant Trembling: Character takes a –2 penalty on Dexterity-based skill checks.
18–25 Cybernetic Rejection: Character suffers 1d4 points of Constitution damage per day.
26–34 Dizziness: Character takes a –1 penalty on attack rolls, saving throws, ability checks, and skill checks.
35–42 Impaired Hearing: Static distortion imposes a –2 penalty on sound-based Perception checks.
43–50 Impaired Vision: Distorted images impose a –2 penalty on sight-based Perception checks.
51–59 Insomnia: Character can only sleep for minutes at a time and gains insufficient rest to heal naturally.
60–67 Muscle Cramps: Character moves at half speed.
68–76 Muscle Fatigue: Character takes a –2 penalty on Strength-based skill checks.
77–84 Power Surge: Character is shaken for 1 round if wounded; a successful Fortitude save (DC 12) negates.
85–93 Psychosis: Character suffers 1d4 points of Charisma damage per day, lapsing into a coma if the score drops to 0.
94–100 Sensory Overload: Character is stunned for 1 round if wounded; a successful Fortitude save (DC 15) negates.
REPLACEMENTS

The most basic replacement limbs and organs don’t bestow any special benefits, but they suffer the usual drawbacks (see Benefits and Drawbacks, above). Some replacements of higher PL are built to counter certain drawbacks, as noted. They don’t add measurably to the recipient’s weight.
Each replacement description includes the following information:
Benefit: What the cybernetic replacement allows its recipient to do.
Type: Replacements can be external or internal. External replacements are subject to sunder attacks; internal replacements are not.
Hardness/Hit Points: The hardness and hit points of the replacement. Internal replacements don’t have hardness.
Base Price: The price of the replacement (or the components to build it) in domars. These prices given assume that the item is being sold in a Progress Level 3 (Age of Reason) society. Adjust the price down by 20% for each PL higher than 3, and up by 20% for each PL lower than 3.

Artificial Organ (PL 5)
An artificial organ fully replaces a defective or destroyed biological organ, such as a heart, lung, eye, or ear.
Benefit: The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 2,100 domars.

Prosthetic Arm (PL 5)
A prosthetic arm fully replaces a lost or destroyed biological arm. The prosthetic arm may begin at the shoulder, elbow, or wrist.
Benefit: The prosthetic arm duplicates the function of its biological counterpart. It provides no special game benefits.
Type: External.
Hardness/Hit Points: 3/5.
Base Price: 1,260 domars.

Prosthetic Leg (PL 5)
A prosthetic leg fully replaces a lost or destroyed biological leg. The prosthetic leg may begin at the thigh, knee, or ankle.
Benefit: The prosthetic leg duplicates the function of its biological counterpart. It provides no special game benefits.
Type: External.
Hardness/Hit Points: 3/7.
Base Price: 1,260 domars.

Artificial Organ Upgrade (PL 6)
This upgraded version of the PL 5 artificial organ not only replaces a defective or destroyed biological organ but is also more resilient than its technological predecessor.
Benefit: The artificial organ upgrade duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects).
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 4,400 domars.

Prosthetic Arm Upgrade (PL 6)
This upgraded version of the PL 5 prosthetic arm not only replaces a lost or destroyed arm but is also more resilient than its technological predecessor.
Benefit: The prosthetic arm upgrade duplicates the function of its biological counterpart but has a greater hardness and more hit points than the basic PL 5 prosthesis.
Type: External.
Hardness/Hit Points: 5/10.
Base Price: 2,400 domars.

Prosthetic Leg Upgrade (PL 6)
This upgraded version of the PL 5 prosthetic leg not only replaces a lost or destroyed leg but is also more resilient than its technological predecessor.
Benefit: The prosthetic leg upgrade duplicates the function of its biological counterpart but has a greater hardness and more hit points than the basic PL 5 prosthesis.
Type: External.
Hardness/Hit Points: 5/15.
Base Price: 2,400 domars.

Advanced Artificial Organ (PL 7)
This advanced version of the PL 5 artificial organ and PL 6 upgrade not only replaces a defective or destroyed biological organ but is also more resilient and less impairing than its technological predecessors.
Benefit: The advanced artificial organ duplicates the function of its biological counterpart and cannot be disabled if the recipient takes massive damage (see Massive Damage Effects). In addition, the advanced organ does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 11,700 domars.

Advanced Prosthetic Arm (PL 7)
This upgraded version of the PL 5 prosthetic arm and PL 6 upgrade not only replaces a lost or destroyed arm but is also more resilient and less impairing than its technological predecessors.
Benefit: The advanced prosthesis duplicates the function of its biological counterpart. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Type: External.
Hardness/Hit Points: 5/10.
Base Price: 6,300 domars.

Advanced Prosthetic Leg (PL 7)
This upgraded version of the PL 5 prosthetic leg and PL 6 upgrade not only replaces a lost or destroyed leg but is also more resilient and less impairing than its technological predecessors.
Benefit: The advanced prosthesis duplicates the function of its biological counterpart. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Type: External.
Hardness/Hit Points: 5/15.
Base Price: 6,300 domars.

ENHANCEMENTS

Cybernetic enhancements are available starting at Progress Level 6. Unlike standard replacements, they bestow new abilities upon their recipients. Unless otherwise noted, enhancements don’t add measurably to a recipient’s weight.
Each enhancement description includes the following information:
Benefit: What the cybernetic enhancement allows its recipient to do.
Type: Enhancements can be external or internal. External enhancements are subject to sunder attacks; internal enhancements are not.
Hardness/Hit Points: The hardness and hit points of the enhancement. Internal enhancements don’t have hardness.
Base Price: The price of the replacement (or the components to build it) in domars. These prices given assume that the item is being sold in a Progress Level 3 (Age of Reason) society. Adjust the price down by 20% for each PL higher than 3, and up by 20% for each PL lower than 3.

Anti-Shock Implant (PL 6)
This tiny implant, embedded near the recipient’s brain stem, protects itself and other cybernetic hardware against electricity damage.
Benefit: The implant negates the recipient’s special vulnerability to electricity (see Benefits and Drawbacks, above).
Type: Internal.
Hardness/Hit Points: –/1.
Base Price: 800 domars.

External Weapon Mount (PL 6)
The recipient’s prosthetic arm ends in a weapon instead of a hand.
Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked (like any other weapon) in an attempt to destroy it.
Type: External.
Hardness/Hit Points: 10/5 (mount only).
Base Price: Melee weapon mount 800 domars, ranged weapon mount 1,400 domars (the price does not include the prosthetic arm or weapon).

Identity Chip (PL 6)
Identity chips provide identification without requiring visual recognition— high-tech ID cards that function even when the wearer is unrecognizable.
Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds.
Type: Internal.
Hardness/Hit Points: –/1.
Base Price: 50 domars.

Injector Unit (PL 6)
This unit, attached the recipient’s forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient’s bloodstream.
Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill (PL 6), or biocort (PL 7). As a free action during his turn, the recipient can contract his muscles to inject himself with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as a full-round action.
Type: External.
Hardness/Hit Points: 2/5.
Base Price: 800 domars (medical hypos must be purchased separately).

Nightvision Optics (PL 6)
The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: The recipient gains darkvision out to a range of 60 feet.
Type: Internal.
Hardness/Hit Points: –/2 (per eye).
Base Price: 2,400 domars.

Skill Implant (PL 6)
This small brain implant enables its recipient to perform a specific skill more adroitly.
Benefit: The recipient gains a +2 competence bonus on checks made with one class skill of his choice. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill.
A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment.
Type: Internal.
Hardness/Hit Points: –/1.
Base Price: 3,000 domars.

Stabilizer (PL 6)
A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.
Benefit: If reduced to negative hit points, the recipient automatically stabilizes.
Type: Internal.
Hardness/Hit Points: –/3.
Base Price DC: 5,600 domars.
Restriction: None.

Subcutaneous Body Armor (PL 6)
Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.
Benefit: The character gains a natural armor bonus to Armor Class. The bonus depends on the density of the armor: Light +2, Medium +5, Heavy +8.
Type: Internal.
Hardness/Hit Points: –/varies. The armor has one-quarter the maximum hit points of the recipient.
Base Price: Light 800 domars, Medium 3,200 domars, or Heavy 14,400 domars.

Subcutaneous Cell Phone (PL 6)
The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.
Benefit: The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Perception checks made to hear the recipient suffer a –4 penalty. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 1,000 domars.

Telescopic Optics (PL 6)
The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Telescopic optics reduce the range penalty for sight-based Perception checks to –1 for every 30 feet of distance (instead of –1 for every 10 feet).
Type: Internal.
Hardness/Hit Points: –/2 (per eye).
Base Price: 800 domars.

Voice Stress Analyzer (PL 6)
Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.
Benefit: The recipient gains a +4 enhancement bonus on all Sense Motive checks.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 1,400 domars.

Anti-Flare Implants (PL 7)
The recipient’s corneas are replaced with artificial ones equipped with flare suppressors that react instantly to bright flashes of light.
Benefit: Blinding effects produced by bright lights have no harmful or debilitating effect on the recipient.
Type: Internal.
Hardness/Hit Points: –/1 (per eye).
Base Price: 600 domars.

Anti-Stun Implant (PL 7)
This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.
Benefit: The recipient cannot be stunned.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 12,000 domars.

Body Repair Weave (PL 7)
A delicate weave of subdermal biowires stimulates and repairs the body’s damaged tissue.
Benefit: The recipient heals naturally at twice the normal rate.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 5,000 domars.

Data Archive (PL 7)
A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.
Benefit: The recipient treats all skills as class skills. Furthermore, the recipient gains access to an information database that grants a +4 enhancement bonus on all Knowledge checks.
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 900 domars.

Feat Implant (PL 7)
Thanks to a chip implanted in the recipient’s brain or a series of implants wired to the recipient’s nervous system, the recipient gains special knowledge or some extraordinary ability.
Benefit: The feat implant gives the recipient a feat. The recipient must meet all of the feat’s prerequisites to gain its benefits. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot duplicate a metamagic or psionic feat.
Type: Internal.
Hardness/Hit Points: –/5.
Base Price: 16,000 domars.

Fortified Skeleton (PL 7)
The recipient’s skeleton is fortified with high-impact polymers, increasing his ability to shrug off physical damage.
Benefit: The recipient gains damage reduction 4/–.
Type: Internal.
Hardness/Hit Points: –/varies. The skeletal reinforcement has one-quarter the maximum hit points of the recipient.
Base Price: 120,000 domars.

Initiative Implant (PL 7)
The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.
Benefit: The recipient gains a +2 enhancement bonus on initiative checks.
Type: Internal.
Hardness/Hit Points: –/10.
Base Price: 3,600 domars.

Internal Weapon Mount (PL 7)
The recipient has a subcutaneous weapon embedded in her body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.
Benefit: The recipient has a melee or ranged weapon hidden under her skin. Attempts to disarm the recipient of the attached weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.
Spotting a subcutaneous weapon requires a successful Perception check opposed by the recipient’s Sleight of Hand check. The weapon’s size applies a modifier to the Sleight of Hand check.
Type: Internal.
Hardness/Hit Points: 10/5 (mount only).
Base Price: Melee weapon mount 1,600 domars, ranged weapon mount 2,700 domars (the price does not include the prosthesis or weapon).

Laser Optics (PL 7)
The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.
Benefit: Using laser optics is an attack action that does not provoke attacks of opportunity. A “laser eye” deals 2d6 points of fire damage, threatens a critical hit on a natural 20, and has a range increment of 20 feet. Each additional eye adds +2 to the damage roll (thus, a pair of laser eyes would deal 2d6+2 points of fire damage).
A creature equipped with multiple laser eyes must fire them simultaneously at the same target.
Type: Internal.
Hardness/Hit Points: –/2 (per eye).
Base Price: Single 16,000 domars, pair 30,000 domars.

Luminous Skin (PL 7)
Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer.
Benefit: The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.
Type: Internal.
Hardness/Hit Points: –/– (luminous skin ceases to function when the recipient is killed).
Base Price: 40 domars (70 domars for chronometer version).

Microcomputer (PL 7)
The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.
Benefit: The recipient may attempt Computer Use checks as a move action, rather than a full-round action. The microcomputer reduces by half the time required to operate remotes. A data port in the back of the unit allows for the insertion of a standard interface cable (purchase DC 5), allowing the recipient to transfer data without the benefit of a modem.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 270,000 domars (360,000 domars with integrated cellular modem).

Mindscreen Implant (PL 7)
A small implant in the recipient’s brain protects him against mental attacks.
Benefit: The recipient gains a +2 enhancement bonus on saving throws against mind-affecting attacks.
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 36,000 domars.

Prosthetic Enhancer (PL 7)
This implant attaches to a prosthetic arm or leg, making it stronger.
Benefit: If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by +5 feet. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional 1 point of damage.
If attached to a prosthetic arm, the prosthetic enhancer grants a +2 bonus on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional 1 point of damage.
A prosthetic enhancer does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Number of Attachments).
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 6,000 domars.

Rage Implant (PL 7)
This brain implant dramatically increases the amount of adrenaline and testosterone the recipient’s body produces, temporarily boosting his strength and durability.
Benefit: The recipient can rage for a number of rounds per day equal to 2 + his Constitution modifier, + 2 rounds per character level (4 + Constitution modifier rounds at 1st level, 6 + Constitution modifier rounds at 2nd level, 8 + Constitution modifier rounds at 3rd level, et cetera). Temporary increases to Constitution, such as those gained from rage, do not increase the total number of rounds that the recipient can rage per day. The recipient can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. The recipient may prematurely end his rage.
While in a rage, the recipient gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the enforcer 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in a rage, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (including manifesting psionic powers), or any items that must be activated to function.
The recipient can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. The recipient cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If the recipient falls unconscious, his rage immediately ends, placing him in peril of death.
The increased Constitution triggered by the rage implant in now way obviates the negative levels bestowed for having too many cybernetic attachments.
Type: Internal.
Hardness/Hit Points: –/3.
Base Price: 12,000 domars.

Skill Plexus (PL 7)
This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant, above).
Benefit: The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 16,000 domars (does not include skill implants).

Targeting Optics (PL 7)
The recipient’s eyes are replaced with ocular implants that use a projected targeting reticle to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.
Benefit: Targeting optics grant a +1 bonus on all attack rolls made with ranged weapons.
Type: Internal.
Hardness/Hit Points: –/2 (per eye).
Base Price: 1,600 domars.

Feat Plexus (PL 8)
This unit, implanted in the recipient’s brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above).
Benefit: The recipient may have up to four feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well.
Type: Internal.
Hardness/Hit Points: –/4.
Base Price: 18,000 domars (does not include feat implants).

Invisiware (PL 8)
This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine).
Benefit: By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +40 bonus on Stealth checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible creature that isn’t attempting to hide requires a Perception check (DC 40 if the creature is immobile or DC 20 if it is moving).
While invisible, the creature gains concealment (50% miss chance) against attacks from other creatures that correctly pinpoint its fighting space.
Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated.
Type: External.
Hardness/Hit Points: 4/20.
Base Price: 300,000 domars.

Psi Implant (PL 8)
This brain implant stimulates neuron activity in underdeveloped regions of the recipient’s brain, unlocking latent psionic abilities.
Benefit: The recipient gains the Wild Talent feat.
Type: Internal.
Hardness/Hit Points: –/2.
Base Price: 100,000 domars.


Artifacts of the Ancients (compliments of D20 Future) . . . .

EQUIPMENT

THE GADGET SYSTEM

The gadget system is a way to customize weapons, armor, and equipment to more appropriately fit a given campaign or character. Since each campaign will likely use very different items based on its unique setting, the gadget system allows total freedom in designing specific models of equipment from the generic base items found throughout this chapter.
Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed.
First, pick a base weapon, armor, or piece of equipment to be modified. Select a gadget for the appropriate type (armor gadgets for armor, and so on) that is either a universal gadget or a gadget from the same (or lower) Progress Level. Modify the price of the base item according to the gadget’s instructions, and then purchase the gadget-modified item as normal. Some gadgets have additional restrictions placed on them that must be considered before making the gadget modification.

UNIVERSAL WEAPON GADGETS
The following gadgets are universal and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.

Alternate Weapon
Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.
Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.
Price Modifier: +40%.

Autofire Module
Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.
Restrictions: Ranged weapon without autofire only.
Price Modifier: +20%.

Autoloader Module
Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.
Restrictions: Ranged weapons using box magazines or power packs only.
Price Modifier: +30%.

Booby Trapped
Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.
Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.
Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.
Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.
Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.
Restrictions: None.
Price Modifier: +60%.

Collapsible
In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is.
Restrictions: None.
Price Modifier: +20%.

Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Price Modifier: +20%.

Expanded Magazine
Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.
Restrictions: Ranged weapons only.
Price Modifier: +20%.

Genetic Tags
Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.
Restrictions: Ranged ballistic weapons only.
Price Modifier: +20%.

Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.
Price Modifier: +10%.

Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget.
This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.
Restrictions: Ranged weapons only.
Price Modifier: +50%.

Scope, Rangefinding Laser
One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 circumstance bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.
Restrictions: Ranged weapons only.
Price Modifier: +10%.

Sensor Baffling
From simple metal detectors to advanced x-ray scanners, there’s a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.
Restrictions: None.
Price Modifier: +20%.

Spring-Loaded
Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.
Restrictions: Weapons of size Small or smaller only.
Price Modifier: +20%.

Stun Module
One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds.
Restrictions: Energy weapons only.
Price Modifier: +20% (Fort DC 12); +40% (Fort DC 15); +60% (Fort DC 18).

Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Price Modifier: +20%.

Variable Ammunition
Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.
This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.
Restrictions: Ranged ballistic weapons only.
Price Modifier: +40%.

Variable Charge
As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.
Restrictions: Ranged energy weapons only.
Price Modifier: +60%.

Voice Recognition System
A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.
Restrictions: None.
Price Modifier: +10%.

UNIVERSAL ARMOR GADGETS
The following gadgets are universal and can apply to armors found in any era, provided all gadget-specific restrictions are observed.

Environment Seal
Since many armors are designed with a particular environment in mind, this gadget provides the wearer protection from harsh conditions. The environment seal gadget transforms any armor into a stable and insulated artificial environment. This provides the wearer with the right amount of breathable air and external pressure to assure comfort and survival for up to eight hours, ensuring that the armor can function in the extremes of the deep sea or deep space, along with any environment in between. Only certain types of armor can handle this modification and those that do usually integrate a sealed helmet, body glove, and emergency air tanks to generate internal atmosphere.
Restrictions: Medium, heavy, or powered armor only.
Price Modifier: +40%.

Integrated Equipment
A particular piece of nonweapon equipment has been integrated into the armor and can be used by the armor’s wearer at any time. This gadget is often used to add features such as glow-lamps or duracable to armor, though it is not limited to those applications. Indeed, some armors are intended to make their wearers into independent one-person armies, and sport a dozen or more such equipment integrations.
When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Price Modifier: +20%.

Integrated Weapon
Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.
When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.
Restrictions: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.
Price Modifier: +20%.

Storage Compartment
A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restrictions: None.
Price Modifier: +10%.

Techno-Organic Makeup
Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.
An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None.
Price Modifier: +40%.

Ultralight Composition
The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its Armor Check Penalty (if any) by 1. Furthermore, the armor’s speed limitation is increased by 5 feet (to a maximum of the user’s normal speed). So, for example, an armor with an Armor Check Penalty of –2 and a speed limitation of 20 feet now has an Armor Check Penalty of –1 and a speed limitation of 25 feet.
Restrictions: None.
Price Modifier: +40%.

UNIVERSAL EQUIPMENT GADGETS
The following gadgets are universal and can apply to equipment found in any era, provided all gadget-specific restrictions are observed.

Compact
By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Price Modifier: +10%.

Miniaturized
By eliminating wasted space and using microscopic components, some engineers are capable of producing equipment vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.
Restrictions: None.
Price Modifier: +30%.

Multiple Use Item
Similar in function to the alternate weapon gadget, the multiple use item gadget allows the character to integrate the function of two separate items into a single device.
When selecting the multiple use item gadget, choose a second object. That object is integrated into the base object and can be used at any time. Additionally, you must choose whether or not the alternate object may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base object.
Restrictions: The character must also purchase the piece of equipment to be integrated separately from the armor, before the gadget modification is made.
Price Modifier: +10%.

Paint-On LCD
One of the most revolutionary advances in computer technology during the Information Age and beyond is the paint-on LCD gadget. This allows almost any surface to be used as a computer display, as it grafts the color-changing pixels common to all display devices onto another surface.
Any piece of equipment with the paint-on LCD gadget can be used as a display for any piece of computer or communications equipment. Additionally, weapons and armor may make use of the paint-on LCD gadget at the normal cost, but gain no special benefit from the modification other than being able to display data.
Restrictions: None.
Price Modifier: +40%.

Satellite Datalink
At the dawn of the Information Age, the value of knowledge and accurate intelligence became a crucial aspect of warfare. The ability to connect to a global communications network was critical to the success of any army, as intelligence traveled at the speed of light across the globe to command centers safe behind defended battle lines. The satellite datalink gadget enables any piece of equipment, from computer to communication device to heads-up display, to connect to a global (or, if in place, galactic) satellite network and communicate with computer systems in far remote areas.
Restrictions: This gadget may only be used with gear containing computerized communications equipment.
Price Modifier: +10%.

Storage Compartment
Like the gadget used for armor, the ability to store and carry small items in a safe place can sometimes be of critical importance. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the piece of equipment. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.
Restrictions: None.
Price Modifier: +10%.

PROGRESS LEVEL 5 GEAR
The Information Age is the era closest to our own in terms of technology level. Most of the weapons and equipment from the Information Age are similar to those in our own world and are usually evolutions of currently existing technology. Many near-future campaigns make use of Information Age technology as their primary source of gear.

INFORMATION AGE WEAPONS
The following weapons are available at PL 5 and later.

Falcon .45
The law enforcement response to the ever-growing firepower found in the hands of criminals and gang members, the Falcon pistol not only possesses increased stopping power but also integrates the ability to fire in full automatic mode. Additionally, the Falcon is lightweight and easy to carry.

Grenade, Shrapnel
Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade.

Grenade, Sonic Pulse
A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any living creature in the burst radius. (Robots and other nonliving creatures are not affected.) In addition, creatures that take damage from the sonic pulse grenade must also succeed on a Fortitude save (DC 12) or be shaken for 1d4 rounds.

OICW Assault Rifle
One of the most technologically advanced weapons to ever reach production during the Information Age, the OICW (Objective Individual Combat Weapon) assault rifle is a combination weapon.
The weapon houses a 5.56mm compact assault rifle as well as a 20mm grenade launcher (the weapon uses the alternate weapon gadget to add a mini- grenade launcher). The grenade launcher features multiple detonation modes, including detonate-on-impact mode (in which the grenade explodes on impact) and air burst mode (in which the grenade explodes in the air after traveling a certain distance).
The rifle includes a combat-capable scope with built-in targeting computers that are designed to link into the Land Warrior combat system. This system, known as TA/FCS (Target Acquisition/Fire Control System), functions as a built-in night vision scope as well as a rangefinding scope (the scope, rangefinding laser gadget). Additionally, the weapon has an integrated computer link that can hook directly into the Land Warrior armor and transmit images and data to the armor’s onboard computer system. On its own, separate from the Land Warrior system, the OICW assault rifle is one of the most dangerous and effective weapons on the market.
This weapon has a two-round burst setting. When the Burst Fire feat is used with this weapon, the penalty on the attack roll is lessened to –2 instead of –4. Also, the weapon fires only two bullets instead of five and can be used with only two bullets in the weapon. However, the weapon only deals +1 die of damage instead of +2 dice of damage. (In effect, using the Burst Fire feat with this weapon results in the effect of the Double Tap feat.) This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted. Because it does not have the automatic rate of fire, this weapon cannot be used to make autofire attacks.

Tactical Military (TACMIL) Sniper Rifle
With the success of the OICW assault rifle, a sniper rifle equivalent was developed. The rifle itself fires a standard 7.62mm round and sports a rangefinding scope (the scope, rangefinding laser gadget) that can connect to a Land Warrior combat armor computer. Additionally, the TacMil sniper rifle features a flash suppressor as well as an effective sound suppressor, ensuring maximum stealth.

Twin Thunder Machine Gun
The Twin Thunder is a reduced-recoil .50 caliber machine gun capable of dispensing roughly 260 rounds per minute. The machine gun is designed for use in combat by two soldiers, a single gunner and an aide to feed the ammunition belt into the weapon. What makes the Twin Thunder unique from other modern machine guns is that its reduced recoil allows for greater accuracy over longer distances with less variance in the aim of the user.

Table: Progress Level 5 Ranged Weapons
Weapon1 Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Price
Falcon .45 2d6 20 Ballistic 40 feet S, A 20 box Light 2.5 lb. 1,700 domars
OICW assault rifle 2d8 20 Ballistic 70 feet S 30 box Two-handed 18 lb. 17,000 domars
TacMil sniper rifle 2d10 20 Ballistic 120 feet S 15 box Two-handed 14 lb. 3,800 domars
Twin thunder machine gun 2d10 20 Ballistic 100 feet A Linked Large two-handed 42 lb. 5,000 domars
1 All weapons in this table require the Personal Firearms Proficiency feat.

Table: Progress Level 5 Explosives and Splash Weapons
Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Price
Grenade, shrapnel 5d6 — Slashing 20 ft. 15 10 ft. Light 1 lb. 1,700 domars
Grenade, sonic pulse 3d6 nonlethal plus special1 — Sonic 15 ft. 12 10 ft. Light 1 lb. 700 domars
1 See the weapon description for details.

Grenades, Missiles, and Mines
Most explosives are given in the form of grenades. These grenades provide the base form for these weapons, but equivalent missiles or mines can also exist.
To create a missile from a grenade covered here, simply take the base statistics of the grenade and use them as the statistics for ammunition for a missile launcher. Be sure to adjust the range increment, since missiles travel much farther than thrown grenades.
Mines are treated in almost the opposite way; their range increment is eliminated. A mine must be placed to be effective.
Despite differences in their form, missiles, mines, and grenades all have the same primary effect regardless of the method of delivery for their payloads.

INFORMATION AGE ARMOR
The following armors are available at PL 5 and later.

Flight Suit and Helmet
The flight suit and helmet combination worn by combat pilots doubles as body armor that protects grounded pilots. The flight suit contains kevlar-lined pouches on the chest, back, arms, legs, and abdomen, into which armor plates are inserted. The helmet protects the head.
The armored flight suit carries over into later Progress Levels. Most military pilots in later eras wear armored flight suits and helmets essentially the same as this PL 5 version, though in the design appropriate to their society.

Land Warrior Armor
The Land Warrior combat system was a major Information Age step in the ongoing effort to increase the efficiency of the individual solder. The primary benefits of Land Warrior armor are found in its communications and sensor gear; each Land Warrior armor has a built-in computer that is capable of sending and receiving text and image transmissions (via a display built into the armor), including images captured from the scope of a linked OICW assault rifle or TacMil sniper rifle. Additionally, the display can be linked to the scopes on those weapons to provide real-time representations of what the scope can see, allowing the wearer to fire around corners with ease. In addition to the communications and data equipment, the armor functions as standard infantry battle armor complete with bullet-resistant plating and kevlar protective gear. The armor allows for instantaneous transmission of coordinates and targeting information, allowing teams of Land Warrior-capable soldiers to communicate and coordinate with ease and efficiency.

Space Suit
The standard space suit used by NASA and other space programs is a completely enclosed environment suit capable of sustaining life in extremes of temperature and a lack of breathable air. The suit is large and bulky, composed of a thick body suit and helmet with a transparent mask, all parts of which are capable of deflecting micro-meteors and other space-borne projectiles. Inside the suit, internal air tanks and environmental filters maintain temperature and pressure. Additionally, a communications system not only allows for radio transmissions to the space shuttle but also allows internal sensors to monitor biological functions that can be observed from mission control. The space suit is poor combat armor, but allows for movement and action in space.

Table: Progress Level 5 Armor
Armor Type Armor Bonus Max Dex Bonus Armor Penalty Speed
(30 ft./20 ft.) Weight Price
Light Armor
Flight suit and helmet Tactical +2 +6 –0 30 ft./20 ft. 2 lb. 170 domars
Heavy Armor
Land warrior armor Tactical +6 +3 –3 20 ft./15 ft. 10 lb. 2,800 domars
Space suit Tactical +7 +0 –10 15 ft./10 ft. 50 lb. 17,000 domars

INFORMATION AGE EQUIPMENT
The following equipment is available at PL 5 and later.

Display Glasses
A logical advancement of video display and VR technology, display glasses provide on-the-go monitors that can be hooked up to everything from computer systems to televisions and other audiovideo equipment. Each pair of display glasses looks like a darkened pair of sunglasses and features one or two earpieces that wrap around the back of the ear. The glasses are semitransparent and allow the wearer to see both the display and the user’s surroundings simultaneously.

Duracable
Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 10 metric tons of weight.

Grappler Tag
Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold.

Explorer Outfit
The explorer’s outfit is the standard uniform for bold adventurers taking their first steps into the unknown. It includes a set of cargo pants and a utility vest, each covered in numerous pockets and pouches for holding miscellaneous gear. Additionally, the explorer outfit features a pair of durable all-weather boots with a built-in knife sheath, as well as a neck-shading cap, a pair of utility sunglasses, and a belt that holds pouches of all kinds. The chief premise of the explorer’s outfit is versatility, giving the explorer a basic set of clothing that can be added to and augmented for each particular mission.

Hackcard
A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Each hackcard is an individual data-carrying card roughly the size of a credit card with a hole in its center and a magnetic strip on one side. Each hackcard carries a single program designed for a single purpose; this may be to open doors, bypass security restrictions, crash a computer, or even to modify information. Almost any task that can be performed by using the Computer Use skill can be encoded into a hackcard. Hackcards can be swiped in magnetic keycard readers and can be inserted into disc drives on computers with the same ease.
When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering.

Heads-Up Display (HUD)
One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.
Over the years, the HUD display device transforms from a simple eyepiece worn on a headband to contact lenses that can display data, all the way up to a neural interface that simply taps into the bearer’s optical nerve and tampers with the signals sent to the brain.
The standard HUD can be used to highlight the outline of a person or object on voice command, granting a +2 bonus on Perception checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time. Individual software packages (represented as gadgets) can further augment the abilities of a HUD.

Laser Tripwire
The laser tripwire is a simple device that replaces the standard physical tripwire. A single focused beam of light is projected out from the tripwire generator until it hits a solid surface. If the beam is broken by, for example, a person passing through the beam, the tripwire generator immediately sends out a signal from its data port. This can be used to activate an alarm, trigger an explosive device, or even just turn on the lights in a particular room, depending on what event the signal is set to trigger.

Nanobeacon
An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target.

Portable Environment Generator
As an important piece of survival gear that can be taken on almost any expedition, the portable environment generator is an all-in-one device coveted by explorers and outdoors enthusiasts alike. Resembling a tall cylinder roughly two feet in height, the portable environment generator can project a 30-foot sphere of custom environment under any conditions. In cold weather areas, the generator produces heat. In arid deserts, the generator produces both cool air and moisture.
At night, the generator acts as a glow lamp and provides the area with light. Thanks to a special energy bubble produced by the generator, any atmospheric changes stay within the 30 foot radius and do not escape until the device is deactivated. Essentially, the portable environment generator can produce a sphere inside which a group of people can be relatively comfortable despite extremely harsh conditions outside the generator’s influence.

Portable Glow Lamp
The portable glow lamp is the most efficient and beneficial form of lighting equipment known to man. It can function as a directional lighting device (like a flashlight) or as an area-covering lantern. Glowlamps have long-lasting power cells and bulbs that never need to be replaced, and can be adjusted to provide light in any radius up 50 feet.

Puritizer
The puritizer is a small, semitransparent cylinder roughly one foot tall that removes impurities from water food. The puritizer’s onboard computer recognizes chemicals that can be harmful to the human body and separates them from the food and drink.

Shepherd Chip
The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.
In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips so that they no longer have to use physical money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, in later years the shepherd chip can be linked to computers (particularly neural implants) such that any information can be transferred between two shepherd chips—a great boon to the espionage community as it allows for discrete information transfers.
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.

Soother Pulse
A small box that fits in one hand, the soother pulse emits sub-audible noises and subtle vibrations that can soothe almost any animal. It carries in its memory banks the codes of pulses to soothe almost every animal on the planet, and new pulses can be loaded into the device whenever they are discovered. A character using the soother pulse gains a +6 enhancement bonus on all Handle Animal checks when dealing with an animal identified in the soother pulse’s database.

Spray LCD
The rise to prominence of paint-on LCDs allowed many people freedom and portability with computing never before felt. The spray LCD is the logical extension of this technology. A pressurized canister similar to a can of spray paint, it can spray an LCD onto almost any surface. Any object coated with spray LCD automatically gains the paint-on LCD gadget for 1 hour. After that hour, the spray begins to dissolve and no longer functions. Each canister of spray LCD is enough to produce one working LCD.

Table: Progress Level 5 Equipment
Name Size Weight Price
Computer Equipment
Display glasses Tiny 1 lb. 280 domars
Hackcard Diminutive — 500 domars
Miscellaneous Equipment
Duracable Medium 3 lb. 30 domars
Grappler tag Tiny 1 lb. 40 domars
Explorer outfit Medium 2 lb. 60 domars
Heads-up display Tiny 1 lb. 80 domars
Laser tripwire Diminutive — 40 domars
Nanobeacon Fine — 100 domars
Shepherd chip Fine — 280 domars
Spray LCD Tiny 0.5 lb. 100 domars
Survival Equipment
Portable environment generator Medium 5 lb. 380 domars
Portable glow lamp Tiny 0.5 lb. 30 domars
Puritizer Small 2 lb. 120 domars
Soother pulse Diminutive — 500 domars

PROGRESS LEVEL 6 GEAR
The Fusion Age is the first step to technology that seems to be beyond the reach of current scientific knowledge. Gear from this Progress Level is typically a stretch of the imagination, but could eventually be derived from current technology.

FUSION AGE WEAPONS
The following weapons are available at PL 6 and later.

Ammunition, Bio-Agent
Unfortunately for its victims, biological warfare continues to be a common part of combat even in the Fusion Age. Bio-agent ammunition is a logical extension of previous military tactics with regards to biological warfare.
Bio-agent ammunition contains a miniscule amount of a biological weapon inside an insulated chamber within each round. Use of bio-agent ammunition causes a –1 penalty to damage. However, any living creature damaged by the round is injected with a poisonous bio-agent (DC 19 Fortitude, frequency 1/round for 6 rounds, effect 1d2 Constitution damage, cure 1 save).

Grenade, Concussion
Law enforcement officers in the Fusion Age use concussion grenades to knock out threatening targets. Living creatures within the concussion grenade’s 10-foot burst radius take 4d6 points of nonlethal concussion damage, or half damage on a successful Reflex save (DC 15). Concussion grenades do not affect robots or other nonliving creatures.

Grenade, EMP
An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Craft (cybernetics) skill description for details).
The EMP grenade deals no damage to living creatures. However, a creature with cybernetic attachments takes 1d6 points of electricity damage per cybernetic attachment (maximum 5d6) and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well.
An EMP grenade deals 5d6 points of electricity damage to a mecha or robot.

Grenade, Fireflush
A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen
When a fireflush grenade detonates, it produces geysers of flame that fill a 10-foot burst radius. All creatures and objects within the burst radius take 3d6 points of fire damage. The blast also ignites clothing and other flammable items.

Grenade, Tangler
The tangler grenade operates on the same principle as the tangler gun, but targets an area rather than one specific character. Any time a character is struck by a tangler grenade, that character suffers a cumulative –2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler grenades that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler grenades stack with those from tangler guns.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.

High Frequency Sword
One of the few melee weapons to be developed in the Fusion Age, the high frequency sword is made of a durable metal alloy many times tougher than steel. Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency sword finds that the weapon is given extra cutting power thanks to its technological enhancements.

Laser Weapons
Laser weapons come in many shapes and sizes, from pistols to rifles and other longarms. Many different forms of technology can be used to create laser weapons, resulting in many different forms of lasers; short, self-contained beams are as common as longer, solid stream lasers, while others produce spherical balls of energy and others fire laser rings. The coloration and noise created by the laser may vary, but the effect is the same.
Laser weapons do not use ammunition, but are instead powered by power packs.

Mini-Grenade Launcher
Though personal grenade launchers were commonly found in the Information Age, the mini-grenade launcher is somewhat different in that it is reduced to roughly the size of a large pistol. Additionally, the ammunition it uses, while still as potent as hand-held counterparts, is reduced in size to match the weapon.
Though shoulder-carried missile launchers were commonly found in the Information Age, the mini-rocket launcher is somewhat different in that it is reduced to roughly the size of a large pistol. Additionally, the ammunition it uses is reduced in size to match the weapon.

Stun Baton
The stun baton is a long rod similar to those carried by modern-day police officers, though on one end of the baton a metal cap that emits a pulse of stunning energy when it strikes a target. Any creature hit by a stun baton takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10 + damage dealt) or be stunned for 1d4 rounds.

Tangler Gun
A unique nonlethal weapon eagerly adopted by law enforcement agencies around the world, the tangler gun fires condensed balls of an incredibly sticky compound that can render a target immobile in a few short moments. The tangler gun fires pellets of an inert compound that, when broken, expand into a gelatinous substance that covers large portions of a target. Unfortunately for the target, the disgusting mess soon becomes more problematic as the compound hardens. Within second, a single pellet no larger than a fingernail has expanded into a ball of goop and then hardened into an immobilizing layer of tough chitin.
Any time a character is struck by a tangler gun, that character suffers a cumulative –2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler pellets that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler guns stack with those from tangler grenades.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.

Table: Progress Level 6 Ranged Weapons
Weapon1 Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Price
Laser pistol 2d8 20 Fire 40 feet S 50 box One-handed 3 lb. 1,400 domars
Laser rifle 3d8 20 Fire 80 feet S, A 50 box Two-handed 8 lb. 2,400 domars
Laser sniper rifle 3d8 20 Fire 120 feet S 50 box Two-handed 14 lb. 4,400 domars
Mini-grenade launcher Varies2 20 Varies2 70 feet Single 1 int. One-handed 4 lb. 3,200 domars
Mini-rocket launcher Varies2 20 Varies2 150 feet Single 1 int. One-handed 5 lb. 8,000 domars
Tangler gun Special — — 20 feet S, A 20 box Two-handed 8 lb. 1,000 domars
1 All weapons in this table require the Personal Firearms Proficiency feat.

Table: Progress Level 6 Melee Weapons
Weapon1 Damage Critical Damage Type Range Increment Size Weight Price
High frequency sword 2d6 19–20 Slashing — Two-handed 2 lb. 800 domars
Stun baton 1d6 + special 20 Bludgeoning — One-handed 1 lb. 1,000 domars
1 All weapons in this table require the Simple Weapons Proficiency feat.

Table: Progress Level 6 Ammunition Types
Ammunition (Quantity) Damage Type Price
Bio-agent (20) Ballistic 560 domars
Power pack (50) Special1 110 domars
1 A power pack powers any ranged weapon that deals energy damage (such as a laser pistol). A power pack does not change the weapon’s damage type.

Table: Progress Level 6 Explosives and Splash Weapons
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Price
Grenade, concussion 4d6 nonlethal — Concussion 15 ft. 15 10 ft. Light 1 lb. 800 domars
Grenade, EMP Special1 — Electricity 20 ft. 15 10 ft. Light 2 lb. 1,000 domars
Grenade, fireflush 3d6 — Fire 10 ft. 15 10 ft. Light 2 lb. 1,900 domars
Grenade, tangler Special1 — — 5 ft. 12 10 ft. Light 1 lb. 560 domars
FUSION AGE WEAPON GADGETS
The following gadgets are found in the Fusion Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.

Scope, Video
The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battlefield from the comfort of a safe haven. The video scope is a three-inch- by-three-inch viewscreen attached to the rear of a standard scope. It allows the weapon’s user to sit back and examine the details in the image rather than having to press his eye against the scope. Additionally, the viewscreen can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aides.
Restrictions: Ranged weapons only.
Price Modifier: +30%.

FUSION AGE ARMOR
The following armors are available at PL 6 and later.

Light Combat Armor
Light combat armor provides less protection than later, heavier types, but also allows increased mobility. Most light combat armors consist of a reinforced blast vest, shoulder and upper arm pads, thigh and abdomen pads, and kneepads. Some light combat armors also include helmets and visors, though not all incorporate this aspect of the armor.

Scout Armor
Scout armor is similar in many ways to light combat armor, but with a few notable exceptions. Scout armor is painted with camouflage patterns: woodland, desert, winter (primarily white), urban (gray patterned), and black are available. When worn in an appropriate setting, the armor grants a +2 enhancement bonus on Stealth checks.
Additionally, scout armor lacks the kneepads and legwear of the light combat armor, increasing mobility but decreasing protection to the lower body. Scout armor more often incorporates survival gadgets as fits the terrain for which it is designed.

Survival Suit
The survival suit is the natural evolution of wilderness survival gear popularized in the Information Age. Thanks to the continued miniaturization of technology along with advancements in chemical engineering, the survival suit allows its wearer to function for days or even weeks on end without a source of water or rations. The basic premise of the survival suit is that in order to continue living in harsh environments the human body must conserve and recycle resources. As a result, the survival suit, which looks much like a modern-day wetsuit covered with matte-black pads, is able to control the intake and waste of the human body in an efficient manner.
Water is stored in small pouches all over the survival suit and can be drawn through a small tube that protrudes from the collar; the suit recycles sweat and urine (which it chemically purifies) and then refills those pouches as needed. The outside of the survival suit bears a number of partially reflective black pads, which absorb solar energy and heat and store that energy in tiny heat cells throughout the suit. If the temperature begins to drop, these heat cells can release energy and sustain a comfortable temperature for the human body for up to 8 hours without needing to recharge. If these cells are empty, the suit also has chemical pouches that can be activated one time for another 8 hours of heat. A tiny intravenous feeding system provides nourishment when rations and food run out for up to six days. Tiny fans and vents built into the suit cool the body in temperatures of extreme heat without losing any body moisture.

Table: Progress Level 6 Armor
Armor Type Armor Bonus Max Dex Bonus Armor Penalty Speed
(30 ft./20 ft.) Weight Price
Light Armor
Light combat armor Tactical +3 +5 –2 30 ft./20 ft. 6 lb. 320 domars
Scout armor Tactical +2 +6 –1 30 ft./20 ft. 4 lb. 240 domars
Survival suit Concealable +1 +7 –0 30 ft./20 ft. 3 lb. 1,000 domars

FUSION AGE ARMOR GADGETS
The following gadgets are found in the Fusion Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

PREHENSILE APPENDAGE
Useful for scientists, explorers, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and expensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the armor’s side or back. The prehensile appendage gadget essentially gives the wearer of the armor an additional hand with which to hold and manipulate objects. The gadget cannot be used to make normal melee attacks or fire ranged weapons, but it can make grapple attempts (with a Strength bonus of +2 and using the wearer’s base attack bonus). The appendage is controlled through a pair of gloves worn by the user; by issuing commands via a specific set of hand signs, the wearer can order the gadget to pick up, drop, or manipulate an object once per round as a free action.
Restrictions: None.
Price Modifier: +60%.

SELF-REPAIRING
The self-repairing gadget implements nanotechnology in its infancy to repair minor damage to armor. Whenever the armor is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs 1 point of damage per minute to the armor.
Restrictions: None.
Purchase DC Modifier: +60%.

FUSION AGE EQUIPMENT
The following equipment is available at PL 6 and later.

Aquaconverter
Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth, the aquaconverter is a limitless and self-powering way to breathe safely underwater.

Chemical, Antitox
A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.

Chemical, Boost
A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was originally conceived for military purposes in an attempt to make the soldiers of the Fusion Age stronger, faster, and more combat-capable. A single injection of boost grants the character a +4 bonus to Strength and a +2 bonus on Reflex saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (10 rounds).
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.
Each time a character uses a dose of boost, she has a 10% chance of suffering a –2 penalty to her Dexterity and a –1 penalty on Fortitude saves. These penalties last for 24 hours.
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a –4 penalty to Dexterity and –2 on Fortitude saves, and the recovery time increases to 48 hours.

Chemical, Neutrad
A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.

Chemical, Solvaway
Solvaway is a special spray-on chemical designed to break through the restricting compound fired by tangler guns and tangler grenades. A single application of solvaway completely dissolves any hardened compound and frees the character as though the compound had dissolved on its own.

Chemical, Sporekill
A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.

Computer, Card
As has been the case since the invention of the computer, the miniaturization of technology is most often seen in the area of computer size. The card computer functions as a standard computer but is no bigger than most credit cards or hackcards. The card computer may be hooked into any computer interface or display (including paint-on LCDs) and functions exactly like a personal computer.

Disguise Kit, Morphic
Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a +6 enhancement bonus on all Disguise checks while in use.

Display Contacts
Like the previous era’s display glasses, display contacts are part of the further miniaturization of computers. These contact lenses fit perfectly over the eye and project a semitransparent image that appears to be roughly three feet from the user and comparable to a 52-inch monitor. This can be used to show the character any computer display it is linked to, and is also frequently implemented into the heads-up display device (using the multiple use item gadget) to provide real-time data on objects and people in the character’s field of vision.

Medkit, Advanced
The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user a +2 enhancement bonus on all Heal checks.

Medkit, Fast-Use
The fast-use medkit functions as both a first aid kit and a medical kit. In addition, specialized computers and sensors prepare exactly what is needed to restore a character’s hit points, treat a disease, stabilize a dying character, or revive a dazed, stunned, or unconscious character. A character may use the Heal skill with the fast-use medkit as a move action.
The fast-use medkit cannot be used as a surgery kit.

Flash-Seal
Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.

Fusion Torch
The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion.

Intellipicks
Though not technically an actual set of lockpicks, intellipicks are a cluster of several tiny machines (though not quite small enough to be called nanites) that can pick almost any lock and open almost any door. Intellipicks come in a small box that, when placed on the lock to be opened, releases the miniscule robots to do their work. Once the intellipicks penetrate the lock, they move tumblers and shift bolts in an efficient and rapid manner, opening the lock in way that no human could. Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks). Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.

Jetpack
A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 2 hours. A character equipped with a jetpack can fly at a speed of 60 feet (good maneuverability). Replacement fuel cells have a purchase DC of 10.

Neural Scrambler
The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as han


Flash-Seal
Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.

Fusion Torch
The fusion torch is the Fusion Age’s equivalent of a blowtorch. The fusion torch produces a small, thin gout of flame that burns with such intensity that it creates temporary blobs of plasma all around it. The fusion torch consists of a small fuel canister attached to the torch generator. The torch deals 3d10 points of damage each round to immobile objects. Due to the nature of the fusion torch, a character using the torch must be meticulous in the way he cuts to maximize damage to whatever he is slicing through. If used as an improvised weapon, the fusion torch deals only 1d10 points of damage since it is being wielded in a more haphazard fashion.

Intellipicks
Though not technically an actual set of lockpicks, intellipicks are a cluster of several tiny machines (though not quite small enough to be called nanites) that can pick almost any lock and open almost any door. Intellipicks come in a small box that, when placed on the lock to be opened, releases the miniscule robots to do their work. Once the intellipicks penetrate the lock, they move tumblers and shift bolts in an efficient and rapid manner, opening the lock in way that no human could. Intellipicks have an effective Disable Device modifier of +20 (this skill can only be used to open conventional locks). Intellipicks cannot open electronic or computerized locks, though they can open magnetic locks by generating a magnetic field of opposite polarity.

Jetpack
A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 2 hours. A character equipped with a jetpack can fly at a speed of 60 feet (good maneuverability). Replacement fuel cells have a purchase DC of 10.

Neural Scrambler
The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the character has no knowledge of events that took place while she was restrained.

Plastic Surgery Kit, Personal
The personal plastic surgery kit is fashionable with society’s elite—and its criminal underworld. Consisting of a mask that fits neatly over any human face, the personal plastic surgery kit is a one-use item that completely and permanently changes a character’s facial appearance.
The personal plastic surgery kit is first linked to a special imaging computer that programs the kit with the desired outcome. The kit is then placed on the face and activated. The kit sedates the person using it and then proceeds to alter his face according to the specifications, and can even go so far as to permanently alter eye and hair color. Using the kit takes one hour, during which the character is unconscious.

Sensor, Chemicomp
The chemicomp sensor computer is a handheld computer or computerized gauntlet designed to find individual chemical compounds. Chemicomps can locate a specific chemical, providing a +10 enhancement bonus on Perception checks when attempting to find chemical compounds.

Sensor, Geocomp
The geocomp sensor computer is a handheld computer or computerized gauntlet designed to find individual minerals. Geocomps can locate a specific mineral, providing a +10 enhancement bonus on Perception checks when attempting to find minerals.

Sensor, Motion
The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.

Universal Communicator (Unicom)
The unicom is an all-in-one piece of equipment that handles the communication needs of a single person. Each unicom has its own frequency and can send transmissions both directly to another individual unicom as well as to an entire group of unicoms. The unicom also has a data port so that it can be linked to a computer system and receive data as well as audio and visual communications. In later eras, the unicom also frequently incorporates the hologram recorder and projector devices (via the multiple use item gadget).

Violet Rations
The standard rations of Fusion Age militaries, violet rations are entire meals that come in pill form. The pill is placed under the tongue and dissolves, releasing not only the flavors of various foods but also the consumer’s daily supply of nutrients and vitamins. Each violet ration is the equivalent of a single meal and is nutritious, filling, and relatively appetizing.

Table: Progress Level 6 Equipment
Name Size Weight Price
Chemical and Medical Equipment
Chemical, antitox Diminutive — 60 domars
Chemical, boost Diminutive — 60 domars
Chemical, neutrad Diminutive — 60 domars
Chemical, solvaway Diminutive — 50 domars
Chemical, sporekill Diminutive — 60 domars
Medkit, advanced Small 3 lb. 90 domars
Medkit, fast use Small 3 lb. 90 domars
Plastic surgery kit, personal Tiny 1 lb. 240 domars
Computer Equipment
Computer, card Diminutive — 3,700 domars
Display contacts Fine — 1,000 domars
Miscellaneous Equipment
Disguise kit, morphic Tiny 1 lb. 320 domars
Flash-seal Tiny 1 lb. 110 domars
Fusion torch Medium 3 lb. 200 domars
Intellipicks Small 1 lb. 440 domars
Jetpack Large 22 lb. 1,000 domars
Neural scrambler Small 1 lb. 200 domars
Universal communicator Tiny 0.5 lb. 60 domars
Sensor Equipment
Sensor, chemicomp Small 1 lb. 2,000 domars
Sensor, geocomp Small 1 lb. 2,000 domars
Sensor, motion Tiny 0.5 lb. 560 domars
Survival Equipment
Aquaconverter Medium 4 lb. 440 domars
Violet rations Fine — 50 domars
FUSION AGE EQUIPMENT GADGETS
The following gadgets are found in the Fusion Age and can apply to equipment of that era or later, provided all gadget-specific restrictions are observed.

HUD SOFTWARE, SENSOR LINK
A piece of software for the heads-up display device, the sensor link allows the user to directly link any computer sensor to the HUD. As a result, any sensor can be used hands-free as a free action, provided they are present on the character’s person.
Restrictions: Heads-up display only.
Price Modifier: +10%.

HUD SOFTWARE, TARGETING
A piece of software for the heads-up display device, targeting software links directly to a ranged weapon’s video scope. This allows the character to see exactly what the video scope displays without having to look at the weapon. The character may fire around corners without exposing himself as normal. The software also grants a +1 enhancement bonus on ranged attacks using the weapon to which it is connected.
Restrictions: Heads-up display only, requires weapon with video scope gadget.
Price Modifier: +20%.

HUD SOFTWARE, VEHICLE LINK
A piece of software for the heads-up display device, the vehicle link allows the onboard computer system of any vehicle to be displayed on the HUD. This grants a +1 enhancement bonus on all Drive or Pilot checks made on a vehicle linked to the device.
Restrictions: Heads-up display only, requires vehicle with onboard computer system.
Price Modifier: +20%.

SELF-REPAIRING
The self-repairing gadget implements nanotechnology in its infancy to repair minor problems with any piece of equipment. Whenever the equipment is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs one point of damage per minute to the equipment.
Restrictions: None.
Price Modifier: +60%.

PROGRESS LEVEL 7 GEAR
The Gravity Age sees many of the most revolutionary changes to technology, particularly to technology used on the battlefield. Plasma weapons are finally made small enough to become practical for battlefield use, while the first powered armors begin to take shape. The advent of gravity-related technology brings some new forms of construction as well, incorporating new gravity-based technologies in practical ways.

GRAVITY AGE WEAPONS
The following weapons are available at PL 7 and later.

Ammunition, Deflecting
Deflecting ammunition creates a gravity deflection field that causes the bullets to bounce off walls. When used properly, deflecting ammunition can be bounced around any barrier, around corners, underneath vehicles, and so forth for maximum penetration potential.
Any character using deflecting ammunition immediately gains the benefit of the Skip Shot feat.

Ammunition, Plasma-Coated
Consisting of an armor-piercing round enveloped in superheated plasma, this type of ammunition reduces the Armor Class bonus provided by armor by 2, to a minimum of +1. Half of the damage it deals is fire damage, and half of the damage is ballistic damage.

Ammunition, Seeker
Each round of seeker ammunition contains a microscopic computer and gravity-bending generators. When seeking ammunition leaves the chamber, it immediately detects the distance to its current target. If that target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammunition grants a +1 enhancement bonus on all ranged attacks.

Concussion Rifle
A concussion rifle fires an artificial gravity pulse at the target with enough force to hurl it through the air (along a path away from the shooter). The discharged gravity pulse is mostly transparent, but bends light around itself, creating a ripple effect along its path. The pulse deals 2d10 points of concussion damage with a successful hit. In addition, the target is thrown back 5 feet for every 5 points of damage dealt by the weapon. The target must also succeed in a Fortitude save (DC = damage dealt) or be knocked prone. If the thrown target strikes a wall or other solid surface, it takes damage as though it had fallen from a height equal to the number of feet it was thrown back.

Concussion Rod
Modeled after the medieval mace, this weapon has a miniature artificial gravity generator embedded in its alloy head, which increases in mass at the instant of impact. The rod deals 2d8 points of damage with each successful hit; half of the damage is bludgeoning damage; half is concussive damage.

Gravity Snare
The gravity snare resembles a laser rifle but with two metal prongs where the muzzle should be. When fired, the prongs generate a strip of luminescent white energy that leaps from the end of the rifle toward the target. When the strip of energy strikes a target, the energy bolt bends and creates a ring of gravity around the target.
A creature hit by the gravity ring must succeed in a Reflex save (DC 13) to avoid its effects. On a failed save, the target is entangled and unable to move for 1d6 rounds, until the gravity ring dissipates. An entangled creature can escape the gravity ring with a successful Escape Artist check (DC 40) or break free with a successful Strength check (DC 30).

Grenade, Dissolver
This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot-radius burst. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong winds from dispersing the acid cloud.

Grenade, Gravitic
When this grenade detonates, it releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning damage. A successful Reflex save (DC 15) halves the damage.

Grenade, Stun
A stun grenade deals no damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.

Plasma Weapons
Plasma occurs when gases become electrically charged after losing electrons. Plasma weapons condense this electrically charged gas into a destructive force that can eat through solid objects and cause severe damage. Like laser weapons, plasma weapons come in many varieties. Most plasma weapons generate their destructive ammunition by superheating gasses held inside specialized power packs and then compressing those gasses into a focused plasma round.
Plasma weapons do not use ammunition, but are instead powered by power packs.

Rail Gun
The Gravity Age rail gun uses gravity pulses, not magnets, to propel a projectile at high velocities. Metal shards are accelerated along the rail gun’s length, leaving the barrel at an extremely high velocity.

Table: Progress Level 7 Ranged Weapons
Weapon1 Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Price
Concussion rifle 2d10 + special 20 Concussion 20 feet S — Two-handed 6 lb. 6,000 domars
Gravity snare Special — — 30 feet S — Two-handed 7 lb. 1,600 domars
Plasma pistol 2d10 20 Fire 40 feet S 50 box One-handed 3 lb. 1,600 domars
Plasma rifle 3d10 20 Fire 80 feet S, A 50 box Two-handed 8 lb. 2,700 domars
Rail gun 3d12 20 Ballistic 100 feet S 20 box Two-handed 18 lb. 12,000 domars
1 All weapons in this table require the Personal Firearms Proficiency feat.

Table: Progress Level 7 Melee Weapons
Weapon1 Damage Critical Damage Type Range Increment Size Weight Price
Concussion rod 2d8 20 Bludgeoning/Concussion — One-handed 3 lb. 1,600 domars
1 All weapons in this table require the Simple Weapons Proficiency feat.

Table: Progress Level 7 Ammunition Types
Ammunition (Quantity) Damage Type Price
Deflecting (20) Ballistic 360 domars
Plasma-coated (20) Ballistic/Fire 500 domars
Rail gun shards (20) Ballistic 200 domars
Seeker (20) Ballistic 900 domars

Table: Progress Level 7 Explosives and Splash Weapons
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Price
Grenade, dissolver 2d6 — Acid 5 ft. 15 10 ft. Light 2 lb. 600 domars
Grenade, gravitic 6d6 — Bludgeoning 10 ft. 15 10 ft. Light 1 lb. 3,600 domars
Grenade, stun Special1 — — 10 ft. 18 10 ft. Light 1 lb. 1,600 domars

GRAVITY AGE WEAPON GADGETS
The following gadgets are found in the Gravity Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.

SOUND SUPPRESSOR
Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with almost all Gravity Age weapons.
The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Perception checks made to hear the weapon firing.
Restrictions: Ranged weapons only.
Purchase DC Modifier: +30%.

GRAVITY AGE ARMOR
The following armors are available at PL 7 and later.

Medium Combat Armor
Designed for heavy warfare and dangerous situations, medium combat armor covers the user almost head to toe in armor plating. Medium combat armor comes with a helmet that fits snugly on the head and does not interfere with the soldier’s field of vision.

Silent Suit
The silent suit uses cutting-edge sonic dampening technology to increase the stealth of the user. Silent suits look like form-fitting bodysuits with padding on the shoulders, elbows, and knees. Sonic dampening field generators are built into the suit, reducing to a minimum the noise made by movement. A character wearing a silent suit gains a +10 enhancement bonus on all Stealth checks.

Space Combat Armor
Space combat armor is the first true powered armor to reach common use. Space combat armor consists of heavy body armor with an environmental seal and built-in communications gear. Additionally, space combat armor boasts a jetpack specifically designed to function in space, allowing the user to maneuver in zero-g conditions. Space combat armor can be difficult and unwieldy, but makes even individual soldiers a threat in ship-to-ship combat.

Table: Progress Level 7 Armor
Armor Type Armor Bonus Max Dex Bonus Armor Penalty Speed
(30 ft./20 ft.) Weight Price
Medium Armor
Medium combat
Armor Tactical +4 +4 –2 20 ft./15 ft. 8 lb. 600 domars
Silent suit Concealable +1 +8 –0 30 ft./20 ft. 1 lb. 2,000 domars
Powered Armor
Space combat
Suit Tactical +9 +1 –7 15 ft./10 ft. 40 lb. 1,600 domars
GRAVITY AGE ARMOR GADGETS
The following gadgets are found in the Gravity Age and can apply to armors of that era or later, provided all gadget-specific restrictions are observed.

CHAMELEONIC SURFACE
Chameleonic materials are the end result of the marriage of sensor technology and nanotechnology. Similar in many ways to the painton LCD of the Information Age, the chameleonic surface armor gadget allows any armor to remake its own image to better blend in with the background. Microsensors on the surface of the armor detect surrounding imagery and project it from the opposite side, in effect coloring the wearer to look just like whatever is behind him. The armor blends in with any background.
This gadget provides the armor’s wearer a bonus on Stealth checks. For light armor, this bonus is +4; for medium, +6, for heavy, powered, and environmentally sealed armor, +10.
Restrictions: None.
Price Modifier: +60%.

GRAVITY AGE EQUIPMENT
The following equipment is available at PL 7 and later.

Chemical, Biocort
Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period.

GalPos Device
The GalPos device is the Gravity Age equivalent of the DOMARSS system of the modern era. Equipped with star charts and a link to the galactic satellite network, the GalPos device (known also as a DOMARSD) triangulates its own position based on distance between satellite relays and its knowledge of stellar cartography. If the GalPos is taken to a region of space where it cannot contact the galactic satellite network, or to a region of space not included in its star charts, it does not function. Otherwise, the DOMARSD can be used to indicate what planet the is on, or what star system she is in (if not on a planet).
A GalPos device with the satellite uplink gadget can function as a DOMARSS receiver on worlds where such systems are available.

Grappling Tether
Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The grappling tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube. At the end of the tether is an anchor of intense gravity. When the anchor touches a solid object, it latches on with a grip that can only be broken by an equally strong anti-gravity force.
While the tube is held with the anchor attached to an object, the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object (if the object is greater in mass than the user, or the anchor is attached to a wall, ceiling, or other fixed surface). The anchor is released with a simple push of a button.

Piercing Visor
The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as an attack action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster.

Power Backpack
The power backpack is essentially a portable generator. While worn, the power backpack can replace the power packs used by laser and plasma weapons, granting an infinite supply of ammunition while attached. Additionally, the power backpack can provide energy to almost any device requiring electrical power.

Projectile Deflector
A defensive item that is in many ways the predecessor to the personal shield, the projectile deflector generates a field of gravity-altering energy around its user. Often worn as a belt or other piece of jewelry, the device actually bends the path of incoming high-speed projectiles, making the target harder to hit. The projectile deflector grants a +4 deflection bonus to Armor Class against ranged attacks. Melee attacks are unaffected by this device.

Sensor, Armacomp
The armacomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate weapons of all types. It grants a +6 enhancement bonus on Perception checks when searching for weapons. Additionally, the armacomp sensor’s advanced data on weapons of all types makes it a valuable resource when repairing weapons, granting a +4 enhancement bonus on all Craft (weaponsmithing) checks made to repair weapons. This does not include explosives and other demolitions devices, which are covered under the democomp sensor.

Sensor, Democomp
The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants a +6 enhancement bonus on Perception checks when searching for explosives. Additionally, the democomp sensor’s advanced data on explosives of all types makes it a valuable resource when planting them, granting a +4 enhancement bonus on all Demolitions and Disable Device checks made involving explosives.

Sensor, Electricomp
The electricomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate electronic devices of all types, including computers. It grants a +6 enhancement bonus on Perception checks when searching for electronics of a specific type. Additionally, the electricomp sensor’s advanced data on electronics of all types makes it a valuable resource when repairing computers and other electronics, granting a +4 enhancement bonus on all Craft checks made to repair them. Additionally, the electricomp can be used to identify any flaws in cybernetics.

Sensor, Mechanicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of mechanical devices. The mechanicomp can identify a vehicle’s, starship’s, or mecha’s current and maximum hit points. Additionally, thanks to the mechanicomp’s extensive library of mechanical blueprints, any repairs made using the mechanicomp as a reference are more efficient, granting a +4 enhancement bonus on all Craft checks made to repair vehicles, starships, and mecha.

Sensor, Medicomp
The mechanicomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and healing of the human body. The medicomp can identify a creature’s current and maximum hit points. Additionally, thanks to the medicomp’s extensive library of medical records and biological knowledge, any treatments administered using the medicomp as a reference are more efficient, granting a +4 enhancement bonus on all Heal checks.

Table: Progress Level 7 Equipment
Name Size Weight Price
Chemical and Medical Equipment
Chemical, biocort Diminutive — 70 domars
Miscellaneous Equipment
GalPos device Small 3 lb. 70 domars
Grappling tether Small 2 lb. 160 domars
Piercing visor Small 1 lb. 900 domars
Power backpack Medium 3 lb. 130 domars
Projectile deflector Small 0.5 lb. 900 domars
Sensor Equipment
Sensor, armacomp Small 1 lb. 1,800 domars
Sensor, democomp Small 1 lb. 1,800 domars
Sensor, electricomp Small 1 lb. 1,800 domars
Sensor, mechanicomp Small 1 lb. 1,800 domars
Sensor, medicomp Small 1 lb. 1,800 domars

GRAVITY AGE EQUIPMENT GADGETS
The following gadgets are found in the Gravity Age and can apply to equipment of that era or later, provided all gadget-specific restrictions are observed.

HUD SOFTWARE, AMMUNITION TRACKER
A piece of software for the heads-up display device, the Ammunition Tracker is able to keep track of exactly how many shots have been expended from a particular weapon. Additionally, when a character starts to get low on ammunition, a warning flashes on the HUD indicating that a reload must occur soon.
Restrictions: Heads-up display only, requires a weapon with an integrated computer.
Price Modifier: +10%.

SOUND SUPPRESSOR
Similar to the technology that produced the silent suit, the sound suppressor gadget silences almost any noise. It generates a field of sonic energy that cancels sound produced within field, reducing all noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Perception checks made to hear the weapon firing.
Restrictions: None.
Price Modifier: +30%.

PROGRESS LEVEL 8 GEAR
The Energy Age sees the miniaturization of most power production systems, allowing for more powerful personal weapons and travel to distant stars. The invention of the StarDrive connects the farflung reaches of the galaxy in new ways, and almost any technology imaginable is available in civilized areas.

ENERGY AGE WEAPONS
The following weapons are available at PL 8.

Ammunition, Phasing
Phasing bullets contain microscopic computers and teleporters. When a phasing bullet encounters an obstacle between it and its target, it simply teleports past the obstacle and continues on course. In game terms, phasing bullets negate the benefits of cover.

Beam Sword
The beam sword is the Energy Age’s most potent melee weapon. A small metal handle generates a solid beam of plasma contained by a gravity-induced force field

Cryonic Rifle
The perfection of cryogenic technology finally reaches its most portable form in the Energy Age. A cryonic rifle draws power from a canister of compressed mutagen, which is transmitted, via an energy beam into the target. The cryonic beam deals 3d6 points of cold damage. A target reduced to negative hit points by the weapon instantly stabilizes. Furthermore, if the ray deals sufficient damage to reduce the target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).
Cryonic rifles do not use ammunition, but are instead powered by special power packs that allow 10 shots each (price 140 domars).

Disintegrator
Resembling a laser rifle, a disintegrator fires a micro-singularity that obliterates the target’s molecular structure on impact. Any living creature reduced to –10 hit points by the weapon completely disintegrates. Objects and nonliving creatures (including robots) reduced to 0 hit points by the weapon are likewise disintegrated.
Disintegrators do not use ammunition, but are instead powered by special power packs that allow 10 shots each (price 140 domars).

Grenade, Cryonic
When a cryonic grenade explodes, it deals 8d6 points of cold damage to all creatures in a 10-foot burst radius. A successful Reflex save (DC 15) halves the damage. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryonic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).

Grenade, Psionic
A psionic grenade releases a 10-foot-radius psionic blast that affects only creatures with psionic abilities or powers. Any such creature that fails a Reflex save (DC 18) cannot use its psionic abilities or psionic powers for 1d4 rounds. In addition, it must succeed on a Will save (DC 15) or suffer 1d6 points of temporary Intelligence, Wisdom, and Charisma damage.

Grenade, Singularity
A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (DC 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.

Lightning Gun
A bulky and unwieldy weapon, the lightning gun is usually mounted on a tripod. It fires a crackling ray of electricity capable of sweeping large areas quickly. Characters wielding a lightning gun automatically gain the benefits of the Strafe feat.
Lightning guns do not use ammunition, but are instead powered by special power packs that allow 30 shots each (price 140 domars).

Pulse Rifle
The pulse rifle is a fully automatic laser assault rifle capable of firing a rapid barrage of laser rounds. The pulse rifle is the standard issue weapon given to most heavy assault soldiers in the Energy Age. Pulse rifles do not use ammunition, but are instead powered by power packs.

Sonic Beam
The sonic blaster fires a pulse of destructive sound at the target, dealing 2d6 points of sonic damage. In addition, any creature damaged by the sonic pulse must succeed on a Fortitude save (DC 15) or be deafened and shaken for 1d4 rounds.
Sonic beams do not use ammunition, but are instead powered by power packs.
Table: Progress Level 8 Ranged Weapons
Weapon1 Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Price
Cryonic rifle 3d6 20 Cold 20 feet S 10 box Two-handed 8 lb. 5,500 domars
Disintegrator 3d8 20 Energy2 30 feet S 10 box Two-handed 6 lb. 10,000 domars
Lightning gun 3d6 20 Electricity 50 feet S, A 30 box Large two-handed 30 lb. 13,000 domars
Pulse rifle 3d10 20 Fire 80 feet S, A 50 box Two-handed 11 lb. 5,500 domars
Sonic beam 2d6 + special 20 Sonic 40 feet S 50 box One-handed 3 lb. 2,400 domars
1 All weapons listed in this table require the Personal Firearms Proficiency feat.
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance.

Table: Progress Level 8 Melee Weapons
Weapon1 Damage Critical Damage Type Range Increment Size Weight Price
Beam sword 2d8 19–20 Fire — Medium 1 lb. 1,800 domars
1 All weapons listed in this table require the Simple Weapons Proficiency feat.

Table: Progress Level 8 Ammunition Types
Ammunition (Quantity) Damage Type Price
Phasing (20) Ballistic 1,300 domars

Table: Progress Level 8 Explosives And Splash Weapons
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Price
Grenade, cryonic 8d6 — Cold 10 ft. 15 10 ft. Light 2 lb. 3,000 domars
Grenade, psionic Special1 — — 10 ft. 18 10 ft. Light 1 lb. 7,000 domars
Grenade, singularity 15d6 — Energy2 5 ft. 15 10 ft. Light 2 lb. 24,000 domars
1 See the weapon description for details.
2 This weapon deals damage of a nonspecific energy type that is not subject to energy resistance.

ENERGY AGE WEAPON GADGETS
The following gadgets are found in the Energy Age and can apply to weapons of that era, provided all gadget-specific restrictions are observed.

TELEPORTING MAGAZINE
One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.
Restrictions: Ranged weapons only.
Price Modifier: +60%.

ENERGY AGE ARMOR
The following armors are available at PL 8.

Boost Armor
Boost armor is powered armor that augments the character’s physical abilities. A character wearing boost armor is stronger, faster, and more nimble than ever before. Special mechanisms augment physical strength, granting a +4 enhancement bonus to the character’s Strength score. Sensors can detect incoming attacks and augment reaction times, granting a +2 bonus on all Reflex saves.
Additionally, boost armor can improve traction and augment the ability to move quickly, increasing the character’s movement speed by 10 feet. Boost armor is lightweight and form-fitting, and provides less protection than heavier combat armors.

Unisoldier Heavy Combat Armor
The ultimate step in the creation of the one-soldier army, unisoldier heavy combat armor is an all-in-one package that makes the wearer a formidable opponent in combat. The wearer is covered from head to toe. The helmet includes a built-in heads-up display and a visor that changes tint to dampen the effects of sudden bright lights, making flash-bang grenades useless against the wearer. Additionally, the armor usually has built-in slots for the addition of onboard computer systems, though not all armors make use of the option.

Table: Progress Level 8 Armor
Armor Type Equipment Bonus Max Dex Bonus Armor Penalty Speed
(30 ft./20 ft.) Weight Price
Heavy Armor
Unisoldier
combat armor Tactical +10 +1 –6 20 ft./15 ft. 30 lb. 3,000 domars
Powered Armor
Boost Armor Tactical +7 +4 –3 20 ft./15 ft. 20 lb. 2,400 domars

ENERGY AGE ARMOR GADGETS
The following gadgets are found in the Energy Age and can apply to armors of that era, provided all gadget-specific restrictions are observed.

GRAVITY ANCHOR
With space combat almost as common as ground combat in the Energy Age, armor manufacturers seek to make their armor more useful in both space and atmospheric combat. One such enhancement is the gravity anchor gadget, which generates a field of artificial gravity around the armor’s wearer. In low gravity and zero gravity conditions, the gravity anchor can be activated to give the wearer the benefits of full gravity in any situation. Characters with this gadget are unaffected by low gravity and zero-g conditions.
Restrictions: None.
Price Modifier: +40%.

MORPHIC METAL ALLOY
A combination of nanotechnology and armor engineering, morphic metal alloy is a special material used in the construction of armor to enhance the user’s ability to move freely. When activated, morphic metal bends and shapes itself to the contours of the wearer’s body, giving it both a snug fit and increased mobility. An armor with the morphic metal alloy gadget reduces its armor check penalty by 1 and increases the maximum Dexterity bonus by 1 as well.
Restrictions: None.
Price Modifier: +60%.

NEG-GRAV BOOSTERS
Similar in design to the gravity anchor, but with an opposite purpose, neg-grav boosters can be installed into any armor to give the wearer the benefits of low gravity conditions. Neg-grav boosters create a low-gravity field around the user and counteract the effects of gravity, allowing the character to jump to incredible heights. Any armor with this gadget grants a +10 bonus on all Acrobatics checks in any situation where gravity is a factor. This gadget has no function in zero-g environments.
Restrictions: None.
Purchase DC Modifier: +40%.

ENERGY AGE EQUIPMENT
The following equipment is available at PL 8.

Chemical, Plastiflesh
Contained in a small spray can, plastiflesh bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray immediately recovers 1d4 hit points. No Heal check is required to use plastiflesh.

Chemical, Truthtell
Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.

Energy Shield
The energy shield is a potent defense mechanism that protects the user from dangerous energy.
An energy shield grants its wearer one of the following types of energy resistance, as determined by the wearer upon activation: cold resistance 5, electricity resistance 5, fire resistance 5, or sonic/concussion resistance 5. As a move action, the wearer can adjust the shield to provide a different type of energy resistance, selected from the list above.

Force Field, Personal
The most reliable and powerful personal defense mechanism in the Energy Age, the personal force field projects a defensive bubble around a single Medium-size or smaller character or item. The personal force field comes in two varieties, one that provides a DR of 5/— and another that provides DR 10/—. The device contains a power pack that provides up to 2 hours of use. A power backpack may be used to extend this duration to 8 hours.

Hologram Player
A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images), or even to a unicom to receive three-dimensional images for real-time communications.

Hologram Recorder
A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The device can make a three-dimensional recording of anything within its cone-shaped recording area. Hologram recorders can store up to one hour of three-dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a unicom to serve as a video input device for real-time holographic communications. The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence and can prevent abuse on the part of the authorities.

Hologuise
The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. An active hologuise grants the wearer a +10 equipment bonus on all Disguise checks.

Matter Shield
Designed to protect off-world miners from micrometeorites and the debris of mining explosions, matter shields were quickly adapted for military and law enforcement use.
The matter shield grants its wearer DR 5/— against ballistic, bludgeoning, piercing, and slashing attacks.

Micro-Aural Communicator (Microcom)
The micro-aural communicator consists of three components. A tiny earpiece transmits incoming communications directly into the ear, at a volume far too low to allow others to hear. A small node placed on the inside of the lip allows the user to broadcast while speaking no louder than a whisper. Finally, a wristband functions as the input/output port for hooking other devices into the microcom.
Using a microcom does not provoke a normal Perception check and cannot be heard by any normal means.

Neural Computer Link
The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously.
Though this does not allow the character to gain skill ranks, it does reduce the time required for Computer Use and Research checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Research check.
The neural computer link can be connected, via the body’s central nervous system, directly into the user’s shepherd chip (see Progress Level 5 Equipment). Whenever data is transferred via the shepherd chip, such as a person’s identity, that knowledge is immediately loaded into the character’s brain. Essentially, this means that any two characters with shepherd chips and neural computer links may instantly know one another simply by shaking hands. Neural computer links can also be connected to nanites in a character’s bloodstream. As in the case of piloting and driving assisting nanites, these nanites interface directly with the neural link and allow the character to give commands simply by thinking them.

Neural Network Jack, Wireless
A natural extension of neural computing technology, the wireless neural network jack plugs into the neural computer link and allows for remote access to computer networks. Additionally, the wireless neural network jack with the satellite datalink gadget can connect to any global or galaxy-spanning computer network instantaneously. If the neural computer link is the basic means of connecting the human mind to a computer, the wireless neural network jack is the means of connecting the human mind to massive computer networks. A wireless neural network jack is useless unless the user also has a neural computer link.

Neural Recorder
A flexible cap that resembles a grasping clawed hand, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.

Photon Shield
The photon shield is a technology loosely based on the light-bending properties of black holes. By using controlled gravity waves to create millions of microscopic black holes around the user, the photon shield bends light renders him invisible.
A photon shield can cover a Medium-size or smaller creature or a Huge or smaller object. It grants a +40 enhancement bonus on Stealth checks if the subject is standing still, or a +20 enhancement bonus if the subject is moving. Pinpointing the location of a character wearing a photon shield that isn’t attempting to hide requires a Perception check (DC 40 if the character is not moving, DC 20 if he or she is moving). Additionally, a character wearing a photon shield gains total concealment (50% miss chance) against attacks, even if the attackers correctly pinpoint its fighting space.

Polyvox
The polyvox translates the languages of different cultures and species.

Regen Wand
A regen wand is a tubular device roughly fifteen inches long. It emits waves of energy that promote cellular growth and healing. A character can use a regen wand as a first aid kit or medical kit. Because of the device’s simplicity, Heal checks made with the regen wand gain a +4 enhancement bonus.

Sensor, Robocomp
The robocomp sensor is a hand-held computer or computerized gauntlet designed to assist in the evaluation and repairs of robots and robotic life forms. The robocomp can identify a robot’s current and maximum hit points. Additionally, thanks to the robocomp’s extensive library of robotic blueprints, any repairs made using the robocomp as a reference are more efficient, granting a +4 enhancement bonus on all Craft (mechanical) checks made to robots.

Table: Progress Level 8 Equipment
Name Size Weight Price
Chemical and Medical Equipment
Chemical, plastiflesh Tiny 0.5 lb. 80 domars
Chemical, truthtell Diminutive — 140 domars
Regen wand Small 1 lb. 2,400 domars
Computer Equipment
Neural computer link Fine — 18,000
Neural network jack, wireless Fine — 400 domars
Miscellaneous Equipment
Energy shield Tiny 0.5 lb. 1,300 domars
Force field, personal (DR 5/–) Tiny 0.5 lb. 2,400 domars
Force field, personal (DR 10/–) Tiny 0.5 lb. 7,000 domars
Hologram player Small 2 lb. 80 domars
Hologram recorder Diminutive — 180 domars
Hologuise Small 1 lb. 1,000 domars
Matter shield Tiny 0.5 lb. 4,000 domars
Micro-aural communicator Fine — 80 domars
Neural recorder Small 1 lb. 1,000 domars
Photon shield Small 2 lb. 13,000 domars
Polyvox Tiny 0.5 lb. 240 domars
Sensor Equipment
Sensor, robocomp Small 1 lb. 2,400 domars

ENERGY AGE EQUIPMENT GADGETS
The following gadget is found in the Energy Age and can apply to pieces of equipment of that era, provided all gadget-specific restrictions are observed.

HUD SOFTWARE, BIOSENSOR
A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor software integrates elements of the medicomp sensor (though the sensor itself is not required) and can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.
Restrictions: Heads-up displays only.
Price Modifier: +40%.


Converted D20 Future's radiation rules:

ENVIRONMENTS

RADIATION SICKNESS
Radiation can be naturally or artificially produced. All stars produce radiation in some variety, and planets closer to these stars typically suffer more severe effects than worlds farther away. Many starships and other pieces of technology incorporate radioactive parts and fuel cells that can flood an area with harmful radiation when ruptured or exposed. Ancient alien civilizations might leave behind powerful artifacts that emit harmful radiation. Whether the source of the radiation is natural or artificial, any character in an environment rich with radiation may suffer some negative effects for exposure.
When characters are exposed to radiation, they may be afflicted with radiation sickness.
Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed.
Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area (such as the area near a nuclear explosion, after the fact, or a lab that has been flooded with radioactive gas), or a specific source of radiation (such as a lump of radioactive material). Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up).
Table: Radiation Exposure
————————— Time of Exposure (Minimum) ————————
Situation 1 round 1 minute 10 minutes 1 hour 1 day
Character in irradiated area:
Lightly irradiated Mild Mild mild mild Low
Moderately irradiated Mild Mild low low moderate
Highly irradiated Low Low moderate moderate High
Severely irradiated moderate moderate high high severe
Character exposed to radiation source:
Lightly radioactive materials Mild Mild low low Low
Moderately radioactive materials Low Low moderate moderate moderate
Highly radioactive materials moderate moderate high high High
Severely radioactive materials High High severe severe severe

The degree of the exposure determines the severity of the radiation sickness, as indicated on Table: Radiation Sickness. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss.
Table: Radiation Sickness
Degree of Exposure Fortitude Save DC Onset Time, Frequency Effect, Cure
Mild 12 1 day, 1/day 1d4–2 Con*, 2 consecutive saves
Low 15 4d6 hours, 1/day 1d6–2 Con*, 2 consecutive saves
Moderate 18 3d6 hours, 1/day 1d6–1 Con*, 2 consecutive saves
High 21 2d6 hours, 2/day 1d6 Con, 2 consecutive saves
Severe 24 1d6 hours, 2/day 2d6 Con, 2 consecutive saves
* Minimum damage 0 Con.
TREATING RADIATION SICKNESS
Radiation sickness is considered a treatable disease that can be cured using the “treat disease” aspect of the Heal skill. Treating radiation sickness requires a medical kit. Advanced medicine (such as neutrad) and advanced technology (including nanites and cybernetic implants) can also eliminate radiation sickness or obviate its harmful effects.


RUINS OF THE ANCIENTS OF EUKAY

Bel-Faz

Burning-Am

Dub-Lin

Dun-Dee

Edin-Bro

Glaz-Kow

Kar-Lial

Kork

Leedz

Lun-Dun

Nodding-Am


What RPG would be complete without monsters? Here's what I have so far:

BESTIARY OF GAMMA TERRA

ARK (HOUND FOLK)
A hulking, nine-foot-tall canine humanoid, clad in hides and armed with a large morningstar and wooden shield, sniffs the air and rumbles a deep, menacing growl.
ARK (HOUND FOLK) CR 4
XP 1,200
NE Large monstrous humanoid
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +15
DEFENSE
AC 17, touch 10, flat-footed 17 (+2 natural, +4 armor, +2 shield, -1 size)
hp 34 (4d10+12)
Fort +4, Ref +4, Will +6
Immune life leech (its own and that of other arks)
Weaknesses phobia (arks have an unreasoning fear of flying creatures larger than size Small, and are
automatically shaken if they perceive such a creature within 60 feet)
OFFENSE
Speed 40 ft.
Melee morningstar +8 (2d6+4), bite +2 (1d8+2)
Ranged javelin +3 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks life leech
STATISTICS
Str 19, Dex 10, Con 16, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +8; CMD 18
Feats Skill Focus [Perception], Weapon Focus [morningstar]
Skills Intimidate +10, Perception +15, Survival +12
Languages Canine
ECOLOGY
Environment any
Organization pack (6—24)
Treasure standard (no artifacts of PL 4, PL 5, or PL 6; artifacts of PL 7 or PL 8 are worshipped as totems
and kept by the alpha male’s first mate; includes hide armor, heavy wooden shield, morningstar, and 3 javelins)
SPECIAL ABILITIES
Life Leech (Ex) 6/day, as a standard action that does not provoke an attack of opportunity, the ark can
deal 2d6 damage to all living creatures within a 30-ft. radius centered on the ark. A DC 15 Will save halves the damage. Each use of life leech grants the ark 5 temporary hp.
Telekinetic Mind (Ex) This ability functions just like the mutation of the same name.

Arks are mutated canine humanoids of monstrous proportions and evil temperament. They live in nomadic packs of up to two dozen members. Most packs are ruled by an alpha male, the most formidable male ark. Other males occasionally challenge the alpha male for the right to rule the pack, and sometimes a large pack splits, with some members following a new alpha male and some remaining loyal to the old one.
Arks commonly use PL 1—3 technology, but tend to fear and avoid PL 4—6 artifacts due to cultural superstition. Artifacts of PL 7 or higher are revered as sacred totems, cared for and transported by the first mate of the pack’s alpha male. Human flesh is considered a great delicacy by most arks.
In combat, arks favor ambush and guerrilla tactics, using their life leech ability to stack the odds in their favor.

ARN (DRAGON BUG)
A mutated dragonfly the size of a dog flies into view, its great wings humming loudly.
ARN (DRAGON BUG) CR 1
XP 400
N Small vermin
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed 20 ft., fly 80 ft. (perfect)
Melee bite +1 (1d6 plus poison)
Special Attacks poison
STATISTICS
Str 10, Dex 17, Con 12, Int –, Wis 10, Cha 2
Base Atk +1; CMB +0; CMD 13
Skills Climb +12, Fly +13, Perception +4, Stealth +7 (-3 flying)
Genotype Modifiers +12 Climb, +4 Perception
ECOLOGY
Environment temperate and warm swamp
Organization solitary, pair, or swarm (3—6)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Constitution
damage; cure 1 save.

Arns are mutated dragonflies that inhabit the swamps and coastal regions of Gamma Terra. Because their flesh is poisonous, they have few natural predators. They prefer to eat small insects and rodents, generally fleeing from creatures larger than themselves unless compelled by extreme hunger.

ATTERCOP (BLACKUN)
A monstrous, mutated garden spider scuttles closer, the long bristles on its back quivering and its dozen eyes gleaming with hunger.
ATTERCOP (BLACKUN) CR 1
XP 400
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSES
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d6+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6 plus 1d6 electricity)
Special Attacks web (+5 ranged, DC 12, hp 2)
STATISTICS
Str 11, Dex 17, Con 12, Int –, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs)
Genotype Modifiers +16 Climb, +4 Perception (+8 in webs), +4 Stealth (+8 in webs)
ECOLOGY
Environment any
Organization solitary, pair, or colony (3—8)
Treasure incidental

Attercops, also known as blackuns, are giant mutated garden spiders with the ability to generate powerful electrical charges with their fangs. The statistics above are for a web-spinning attercop. A hunting attercop (known as attercop abulare) loses the web ability but gains a +8 genotype bonus on Acrobatics checks.

BADDER (BURROWER)
A bipedal badger the size of a short man, clad in chainmail and bearing a wooden shield and vicious-looking morningstar, snarls and froths at the mouth.
BADDER (BURROWER) CR 5
XP 1,600
NE Medium humanoid (mutated animal)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSES
AC 19, touch 12, flat-footed 17 (+2 Dex, +6 armor, +1 shield);
AC 17, touch 10, flat-footed 15 raging
hp 45 (7d8+14);
hp 59 raging
Fort +7, Ref +4, Will +2;
Fort +9, Ref +4, Will +4 raging
OFFENSE
Speed 20 ft.
Melee morningstar +9/+4 (1d8+3), bite +3 (1d6+1);
Melee morningstar +11/+6 (1d8+5), bite +5 (1d6+2) raging
Ranged javelin +7 (1d6+3), 30 ft.;
Ranged javelin +7 (1d6+5), 30 ft. raging
STATISTICS
Str 16, Dex 14, Con 15, Int 13, Wis 10, Cha 8;
Str 20, Dex 14, Con 19, Int 13, Wis 10, Cha 8 raging
Base Atk +5; CMB +8; CMD 20;
Base Atk +5; CMB +10; CMD 22
Feats Cleave, Power Attack, Skill Focus [Perception], Weapon Focus [morningstar]
Skills Intimidate +4, Perception +8, Stealth +0 (cannot use Stealth raging)
Languages Badger and 1 local human language
ECOLOGY
Environment temperate forests and hills
Organization solitary, pair, cete (3—6), or band (10—100, plus 50% noncombatants, an 8-HD sergeant
per 20 adults, and a leader with 9—11 HD)
Treasure standard (includes chainmail, light wooden shield, morningstar, and 3 javelins)
SPECIAL ABILITY
Rage 18 rounds/day; +4 morale bonus to Strength and Constitution, +2 morale bonus on Will saves, -2
penalty to AC, +2 hp/hit die due to Constitution increase, but extra hp are lost when rage ends; cannot use Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Fly, Intimidate, and Ride, or any ability that requires concentration or patience; fatigued for 2 rounds for every round spent in rage.

Badders, also known as burrowers, are a race of evil, predatory, mutated badgers given to raiding and pillaging. Their society is feudal, with leaders taking titles such as baron or count. Generally, the nobility rule by fear, punishing disobedience by executing the offender and displaying his corpse as an example.
Badder burrows are maze-like warrens of tunnels and chambers under hills and forests, the largest of which are inhabited by hundreds of badders.

BLAASH (GAMMA MOTH)
A dog-sized gypsy moth covered with soft fur and outlined with a reddish aura flutters through the air on multihued wings, its long antennae twitching eagerly.
BLAASH (GAMMA MOTH) CR 2
XP 600
N Medium vermin
Init +3; Senses blindsight 60 ft., darkvision 60 ft.; Perception +4
DEFENSES
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 27 (6d6+6)
Fort +6, Ref +5, Will +2
Immune mind-affecting effects
OFFENSE
Speed 20 ft., fly 60 ft. (average)
Melee slam +4 (2d6 plus radiation poison)
STATISTICS
Str 10, Dex 16, Con 13, Int –, Wis 11, Cha 2
Base Atk +4; CMB +4; CMD 17
Skills Climb +12, Fly +3, Perception +4, Stealth +7
Genotype Modifiers +12 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment temperate forests and plains
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Radiation Poison (Ex) Slam—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1
Constitution damage; cure 1 save.

Blaashes are carnivorous mutated gypsy moths that emit deadly levels of radiation. A blaash attacks only living targets, as it prefers fresh meat. It buffets its prey, poisoning it with radiation. Once its prey succumbs to its attacks, the blaash stops to feed on the carcass, continuing to fight only in defense of itself or its meal.

BLIGHT (CLOUD WORM)
Something large and invisible hisses and fans the air with beating wings.
BLIGHT (CLOUD WORM) CR 6
XP 2,400
N Large vermin
Init +3; Senses blindsight 120 ft.; Perception +4
DEFENSES
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size); invisible (50% miss chance)
hp 49 (9d6+18)
Fort +8, Ref +6, Will +3
Immune fire, mind-affecting effects, radiation, sonic
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee bite +8 (2d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d6+5), photogeneration
STATISTICS
Str 20, Dex 16, Con 15, Int –, Wis 11, Cha 2
Base Atk +6; CMB +12 (+16 to start or maintain a grapple); CMD 25
Skills Climb +17, Fly +1, Perception +4, Stealth +3 (+23 invisible moving, +43 invisible stationary)
Genotype Modifiers +12 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment temperate forests and hills
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Invisibility (Ex) Against sighted opponents – 50% miss chance and must be pinpointed, +2 on attack rolls
and ignores Dex bonus (if any) to AC.
Photogeneration (Ex) 5/day as a standard action that does not provoke an attack of opportunity, a
blight can generate a burst of intense light in a 30-ft. radius centered on itself. Sighted creatures must succeed on a DC 16 Reflex save or be blinded for 1d4+2 rounds.

Blights are giant, carnivorous, winged worms that secrete a light-bending substance that renders them invisible. Rain or immersion washes this coating away, but it is replenished in 24 hours. Without its invisibility coating, the blight resembles a pale, segmented worm with leathery, fan-like wings, pupilless black eyes, and a wide mouth full of hundreds of needle-sharp fangs.
Blights are deadly predators, stalking their prey with echolocation. Before attacking, a blight will try to blind its victims with its photogeneration ability. The blight then wraps itself around a blinded victim (if possible), constricting and biting.
Blights reproduce by fission, the posterior halves of their bodies dropping off and becoming new blights over a period of 24 hours.

BLOOD BIRD (RED DEATH)
A mutated scarlet tanager, half as tall as a human, scans for prey with keen black eyes. It is armed with a wicked serrated beak and dagger-like spurs on its wings.
BLOOD BIRD (RED DEATH) CR 1
XP 400
N Small animal
Init +2; Senses low-light vision; Perception +10
DEFENSES
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
Immune mind-affecting effects, radiation
OFFENSE
Speed 10 ft., fly 80 ft. (average)
Melee bite +4 (1d4), 2 spurs +2 (1d4)
STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Multiattack
Skills Fly +10, Perception +10, Stealth +11
Genotype Modifiers +8 Perception
ECOLOGY
Environment temperate forests, hills, and plains
Organization solitary, pair, or murder (3—6)
Treasure incidental
SPECIAL ABILITIES
Radioactive Blood (Ex) Successful melee attack against blood bird; save Fort DC 12; frequency 1/round
for 4 rounds; effect 1 Constitution damage; cure 1 save.

Blood birds are mutated red tanagers with radioactive flesh and blood. They have very few natural predators. Carrins often employ blood birds for hunting and protection. When not serving carrins, blood birds live in small familial groups called murders. They mate for life, and are fiercely territorial.

BRUTORZ (BIG WALKER)
A large jet-black horse, its shoulder as high as a human’s head, stands with a proud bearing, its head held high on its powerful neck, and its long flowing tail trailing behind it.
BRUTORZ (BIG WALKER) CR 5
XP 1,600
N Large animal
Init +6; Senses low-light vision, scent; Perception +12
DEFENSES
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 60 (8d8+24)
Fort +9, Ref +8, Will +3
OFFENSE
Speed 50 ft.
Melee 2 hooves +13 (1d6+7), bite +7 (1d4+3)
Space 10 ft.; Reach 10 ft.
Special Attacks trample (2d6+10, DC 21 Reflex half)
STATISTICS
Str 25, Dex 14, Con 17, Int 10, Wis 13, Cha 10
Base Atk +6; CMB +14; CMD 26
Feats Diehard, Endurance, Improved Initiative, Weapon Focus [hoof]
Skills Perception +12, Sense Motive +18
Genotype Modifiers +12 Sense Motive
Languages Understands (but cannot speak) Horse; telepathy 100 ft.
ECOLOGY
Environment cold and temperate plains
Organization solitary, pair, or herd (6—30)
Treasure incidental

Brutorz are powerful mutated horses (percherons) with coloration that ranges from pure white to jet-black and soft beige to chocolate brown. They are as intelligent as a human, and are telepathic and intuitive. Though they prefer to coexist peacefully with other creatures, brutorz are formidable fighters when necessary.

CAL-THEN (FLYING RIPPER)
A monstrous, forest-green, roach-like insect the size of a horse bursts from the foliage, snapping mandibles that appear to be plated with metal.
CAL-THEN (FLYING RIPPER) CR 9
XP 6,400
N Large vermin
Init +3; Senses blindsight 120 ft., darkvision 60 ft.; Perception +4
DEFENSES
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
hp 135 (18d6+72)
Fort +15, Ref +9, Will +6
Immune cold, fire, mind-affecting effects
OFFENSE
Speed 40 ft., fly 60 ft. (average)
Melee bite +21 (3d6+13 and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (3d6+13)
STATISTICS
Str 28, Dex 16, Con 18, Int –, Wis 11, Cha 2
Base Atk +13; CMB +23 (+27 to start or maintain a grapple); CMD 33
Skills Climb +21, Fly +1, Perception +4, Stealth +3 (+7 in forest)
Genotype Modifiers +12 Climb, +4 Perception, +4 Stealth (+8 in forest)
ECOLOGY
Environment cold and temperate forests
Organization solitary
Treasure incidental

The most feared insect of Gamma Terra, cal-thens are large predatory insects that inhabit coniferous forests and stalk their prey with deadly cunning and skill. They can detect creatures and objects with their long antennae, and fearlessly attack even the largest creatures. Their serrated mandibles are coated with an organic metal, allowing them to rend the toughest armor.
With a successful DC 25 Craft [weapons] check, a cal-then mandible can be fashioned into a longsword or scimitar with a +2 enhancement bonus on attack and damage rolls. Such a weapon deteriorates quickly, rotting away after one year.

CARRIN (DARK EMPEROR)
A gangling, nine-foot-tall vulture-like humanoid wearing a black hooded cloak and robe clutches a large spear in its taloned hands.
CARRIN (DARK EMPEROR) CR 9
XP 6,400
LE Large monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +21
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 52 (8d10+8)
Fort +3, Ref +8, Will +9
Immune carrin poison (its own and that of other carrins); Power Resistance 25
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee longspear +12/+7 (2d6+6), bite +7 (1d8+2)
Ranged quill +9 (1d6+4 plus poison), 15 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks mind blast
STATISTICS
Str 18, Dex 15, Con 12, Int 19, Wis 17, Cha 16
Base Atk +8; CMB +13; CMD 25
Feats Power Attack, Skill Focus [Perception], Weapon Focus [bite], Weapon Focus [longspear]
Skills Acrobatics +7, Bluff +8, Climb +18, Fly +14, Intimidate +17, Perception +21, Sense Motive +8,
Survival +17
Genotype Modifiers +4 Perception
Languages Raptor and 4 local human languages; telepathy 100 ft.
ECOLOGY
Environment any temperate or warm
Organization solitary, pair, or coalition (5—30)
Treasure standard (includes longspear)
SPECIAL ABILITIES
Mind Blast (Ex) As a standard action that does not provoke an attack of opportunity, a carrin can create
a 60-ft. cone of psionic energy. Creatures in the cone must succeed on a DC 17 Will save or be stunned for 3d4 rounds.
Poison (Ex) Quill—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Constitution
damage; cure 1 save.
Psionic Charm Monster (Ex) As spell, CL 8th, DC 17 Will negates.
Psionic Detect Thoughts (Ex) As spell, CL 8th, DC 17 Will negates.
Psionic Suggestion (Ex) As spell, CL 8th, DC 17 Will negates.

Carrins are super-intelligent mutated vultures with psionic powers, given to conquest and scheming.

CENTISTEED (FAST TROTTER)
A large, mutated, insectoid horse with more than a dozen legs tramples the ground with its many hooves. It has blotchy coloration, a pair of insectoid compound eyes, long antennae instead of ears, and small mandibles instead of teeth.
CENTISTEED (FAST TROTTER) CR 5
XP 1,600
N Large animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSES
AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
hp 45 (6d8+18)
Fort +8, Ref +8, Will +6
Defensive Abilities force field generation (at will, free action, DR 5/–)
OFFENSE
Speed 60 ft.
Melee bite +9 (1d4+6), 4 hooves +7 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (4d6+9, DC 19 Reflex half)
STATISTICS
Str 23, Dex 16, Con 17, Int 2, Wis 13, Cha 6
Base Atk +4; CMB +11; CMD 24
Feats Diehard, Endurance, Multiattack
Skills Perception +17
Genotype Modifiers +4 Perception
ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (6—30)
Treasure incidental

Centisteeds are mutated insectoid horses that roam the plains in herds. They are very skittish, and prone to panicked stampeding. When a centisteed feels threatened, it generates a force field to ward off potential attacks. A rider must succeed on a DC 25 Ride check to avoid falling off of a centisteed that generates a force field.

DABBER (BROWN BEGGAR)
This creature is a bipedal mutated racoon, half the height of a human, wearing a green cloak and brown leather armor and carrying a sleek metallic rifle.
DABBER (BROWN BEGGAR) CR 6
XP 2,400
N Small humanoid (mutated animal)
Init +3; Senses low-light vision, scent; Perception +11
DEFENSES
AC 16, touch 14, flat-footed 13 (+3 Dex, +2 armor, +1 size)
hp 38 (7d8+7)
Fort +3, Ref +5, Will +8 (+10 against mind-affecting effects)
OFFENSE
Speed 20 ft.
Melee short sword +5 (1d4-1/19-20), bite +0 (1d4-1)
Range longbow +10 or +8/+8 with Rapid Shot (1d6/x3), 100 ft.;
Range longbow +11 or +9/+9 with Rapid Shot (1d6+1/x3) within 30 ft.
Special Attacks photogeneration 6/day (standard action, no attack of opportunity, 30-ft.-radius burst,
blind 1d4+3 rounds, DC 16 Reflex save negates)
STATISTICS
Str 8, Dex 17, Con 13, Int 14, Wis 16, Cha 11
Base Atk +5; CMB +4; CMD 17
Feats Point-Blank Shot, Rapid Shot, Skill Focus [Perception], Weapon Focus [longbow]
Skills Acrobatics +8, Climb +12, Perception +11, Stealth +12
Languages Racoon and 2 local human languages; telepathy 100 ft.
ECOLOGY
Environment any temperate
Organization solitary, pair, pack (3—6), or clan (10—100, plus 50% noncombatants, plus an 8-HD
sergeant per 20 adults, plus a leader with 9—11 HD)
Treasure standard (includes leather, short sword, longbow, and 20 arrows)
SPECIAL ABILITY
Psionic Charm Monster (Ex) As spell, CL 7th, DC 16 Will negates, a creature targeted with this ability
(whether the saving throw succeeds or fails) is immune to subsequent uses of this ability by the same dabber for 24 hours.
Psionic Major Image (Ex) As spell, CL 7th, DC 16 Will negates.
Psionic Wall of Force (Ex) As spell, CL 7th, standard action to maintain.
Psionic Telekinesis (Ex) As spell, CL 7th, CMB +10, DC 16 Will negates (object only).

Dabbers are highly intelligent, highly curious, bipedal mutated racoons. They possess powerful psionic abilities, causing many superstitious folk to regard them as wizards and witches.
Dabbers live in small familial groups. Clans consist of as many as a hundred such groups, dwelling in hidden and/or easily defended communities, often in treetop villages or underground warrens.
Intrigued by shiny objects (especially artifacts of the ancients), dabbers are not above stealing them, or even taking them by force (along with anything else that strikes their fancy), especially if a request for the object is refused in a rude or hostile manner.

FEN (FISH FOLK)
A bipedal mutated fish emerges from the water. It wears scaly armor, has a shield fashioned from a seaturtle shell strapped to one fin-like arm, and is armed with a serrated sword fashioned from a swordfish skull.
FEN (FISH FOLK) CR 3
XP 800
NG Medium humanoid (aquatic, mutated animal, shapechanger)
Init +1; Senses low-light vision, scent; Perception +6;
Init +3; Senses low-light vision; Perception +9 in bird form
DEFENSES
AC 18, touch 11, flat-footed 17 (+1 Dex, +3 armor, +2 shield, +2 natural);
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) in bird form
hp 26 (4d8+8)
Fort +3, Ref +5, Will +2;
Fort +3, Ref +7, Will +2 in bird form
OFFENSE
Speed 20 ft., swim 20 ft.;
Speed 10 ft., fly 60 ft. (average) in bird form
Melee longsword +7 (1d8+3/19-20), tail slap +1 (1d6+1);
Melee bite +4 (1d6+1), 2 talons -1 (1d4) in bird form
Range light crossbow +4 (1d8/19-20), 80 ft.
STATISTICS
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 11;
Str 12, Dex 17, Con 15, Int 10, Wis 12, Cha 11 in bird form
Base Atk +3; CMB +6; CMD 17
Base Atk +3; CMB +4; CMD 17 in bird form
Feats Skill Focus [Perception], Weapon Focus [longsword]
Skills Fly +4, Perception +6, Swim +18
Skills Fly +6, Perception +8, Swim +10 in bird form
Genotype Modifiers +2 Perception in bird form, +8 Swim in humanoid form
Languages Fish
ECOLOGY
Environment any aquatic or coasts
Organization solitary, pair, or lyceum (3—10)
Treasure standard (includes fishscale armor equal to studded leather, seaturtle-shell shield equal to a
heavy wooden shield, swordfish-skull sword equal to a longsword, longbow, and 20 arrows)
SPECIAL ABILITY
Change Shape (Ex) Can shift into a Medium osprey-like bird form as a standard action that does not
provoke an attack of opportunity, as the polymorph spell (CL 10th). All equipment worn or carried by the fen falls to the ground upon shifting into bird form, and must be reequipt in the usual manner when the fen shifts back to humanoid form.

Fens are intelligent, shapeshifting, mutated fish, adapted to surviving on land for as long as 24 hours. After this time, regardless of form, they take 1 Constitution damage per hour until immersed in water, at which point they can heal the Constitution damage through rest or other means.
Fens are found in coastal regions and large lakes, and swim in schools called lyceums, hunting together at dawn and at dusk. They are omnivores, eating both the flora and the fauna of their aquatic environments. They generally prefer to live and let live, and have been known to trade with other peaceful sentients.

FLESHIN (FLYING FISH)
A human-sized flying fish with great wing-like pectoral fins, a row of spiny dorsal fins running down its spine, and a gaping mouth full of shark-like teeth bursts from the water and flies toward its prey.
FLESHIN (FLYING FISH) CR 4
XP 1,200
N Medium animal (shapechanger)
Init +2; Senses low-light vision, scent; Perception +10;
Init +1; Senses low-light vision; Perception +10 in gator form
DEFENSES
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural);
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural) in gator form
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2;
Fort +6, Ref +4, Will +2 in gator form
OFFENSE
Speed swim 60 ft., fly 60 ft. (average)
Speed 20 ft., swim 30 ft. in gator form
Melee bite +4 (1d6+1), spine -1 (1d4 plus poison);
Melee bite +7 (1d8+6 plus grab), tail slap +1 (1d12+2), 2 tentacles +1 touch (paralysis) in
gator form
Special Attacks paralysis (tentacle—touch, paralyzed 1d6+3 rounds, DC 14 Fortitude negates) in
gator form
STATISTICS
Str 13, Dex 15, Con 17, Int 1, Wis 12, Cha 2;
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 in gator form
Base Atk +2; CMB +3; CMD 15;
Base Atk +2; CMB +7 (+11 to start or maintain a grapple); CMD 17 in gator form
Feats Skill Focus [Perception], Weapon Focus [bite]
Skills Fly +5, Perception +10, Stealth +2, Swim +9;
Skills Fly +4, Perception +10, Stealth +1 (+5 in water, +15 submerged except eyes and nostrils),
Swim +12 in gator form
Genotype Modifiers +8 Swim (can take 10 even when distracted, can use run action);
Genotype Modifiers +8 Swim (can take 10 even when distracted, can use run action), +4
Stealth in water (plus +10 cover bonus if submerged except for eyes and nostrils) in gator form
ECOLOGY
Environment any aquatic
Organization solitary, pair, or school (4—16)
Treasure incidental
SPECIAL ABILITIES
Change Shape (Ex) Can shift into gator form as a standard action that does not provoke an attack of
opportunity, as the polymorph spell (CL 10th).
Poison (Ex) Spine—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage;
cure 1 save.

Fleshins are human-sized, shapeshifting, predatory, mutated flying fish that inhabit large bodies of water. They cannot breathe air, but hold their breath when attacking prey outside the water.

GATOR (GREEN HISSER)
A mutated alligator emerges from the bog, hissing and loping toward you on dog-like legs, a pair of long green tentacles lashing wildly from the top of its head.
GATOR (GREEN HISSER) CR 4
XP 1,200
N Medium animal
Init +1; Senses low-light vision; Perception +10
DEFENSES
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
Immune radiation
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +7 (1d8+6 plus grab), tail slap +1 (1d12+2), 2 tentacles +1 touch (paralysis)
Special Attacks paralysis (tentacle—touch, paralyzed 1d6+3 rounds, DC 14 Fortitude negates)
STATISTICS
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 (+11 to start or maintain a grapple); CMD 17
Feats Skill Focus [Perception], Weapon Focus [bite]
Skills Perception +10, Stealth +4 (+8 in water, +18 submerged except eyes and nostrils), Swim +12
Genotype Modifiers +8 Swim (can take 10 even when distracted, can use run action), +4 Stealth
in water (plus +10 cover bonus if submerged except for eyes and nostrils)
ECOLOGY
Environment temperate and warm rivers and swamps
Organization solitary or pair
Treasure incidental

Gators are mutated alligators that inhabit the rivers and wetlands of Gamma Terra. They are very aggressive when hunting or defending their territory.

GREN (GREEN FOLK)
This humanoid looks like a muscular human with green skin and hair. He wears animal skins, and is armed with a sling and a primitive stone club.
GREN (GREEN FOLK) CR 1/2
XP 200
NG Medium humanoid (human)
Init +1; Senses Perception +1
DEFENSES
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 13 (2d8+4)
Fort +5, Ref +1, Will +1
OFFENSE
Speed 20 ft. (base 30 ft.)
Melee club +6 (1d6+3)
Range sling +3 (1d4+3), 50 ft.
STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 11
Base Atk +2; CMB +5; CMD 16
Feats Skill Focus [Stealth], Weapon Focus [club]
Skills Climb +5, Handle Animal +8, Stealth +3 (+7 in forest)
Genotype Modifiers +8 Handle Animal, +4 Stealth in forest
Languages 1 local human language
ECOLOGY
Environment temperate and warm forests
Organization solitary, pair, band (11—20, plus 2 3rd-level warriors, plus a leader of 3rd—6th level), or tribe
(30—100, plus 150% noncombatants, plus a 3rd-level warrior per 10 adults, plus 5 5th-level warriors, plus 3 7th-level warriors, plus a chieftain of 7th—9th level)
Treasure standard (includes hide armor, club, sling, and 10 bullets)
SPECIAL ABILITIES
Wild Empathy (Ex): A gren can improve the initial attitude of an animal. This ability functions just like a
Diplomacy check to improve the attitude of a person (see Chapter 4 in Pathfinder RPG Core Rulebook). The gren rolls 1d20+2 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the gren and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Grens are tribal, forest-dwelling humanoids, physiologically identical to pure strain humans, except with green skin. Hair color ranges from brown to green, and occasionally blond. Eyes are green, hazel, or brown, and occasionally blue. They are hunter-gatherers, usually nomadic, but a few tribes build primitive treetop villages.

HAWKOID (TERROR BIRD)
A shrill, bloodcurtling shriek splits the air as a human-sized sparrow hawk swoops out of the sky, clad in a tunic, breeches, and leather harness, and clutching daggers in the human-like hands at the ends of its legs.
HAWKOID (TERROR BIRD) CR 5
XP 1,600
N Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 52 (7d10+14)
Fort +4, Ref +8, Will +7
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee dagger +6/+1 (1d4+2/19-20), dagger +6 (1d4+1/19-20), bite +3 (1d6+1)
Ranged composite shortbow +8/+3 (1d6+2/x3), 70 ft.
Special Attacks fear generation
STATISTICS
Str 15, Dex 17, Con 14, Int 10, Wis 15, Cha 12
Base Atk +5; CMB +7; CMD 20
Feats Skill Focus [Fly], Two-Weapon Fighting, Weapon Finesse, Weapon Focus [dagger]
Skills Fly +16, Perception +16
Genotype Modifiers +4 Perception
Languages Raptor
ECOLOGY
Environment temperate forests and hills
Organization solitary, pair, or pack (3—6)
Treasure standard (includes 2 daggers, composite shortbow [+2 Str], and 20 arrows)
SPECIAL ABILITIES
Fear Generation (Ex) Standard action, no attack of opportunity; 1 creature within 60 ft. is frightened
1d6+2 rounds, DC 15 Will negates; a creature targeted with this ability is immune to subsequent uses of the same hawkoid’s fear generation ability for 24 hrs., regardless of saving throw results.

Hawkoids are aggressive mutated sparrow hawks, known to prey on almost any reptile or mammal, including creatures larger than themselves. Hissers and hoops are considered delicacies by these fierce predators. They eschew carrion, and consider carrins disgusting for eating it. Hawkoids take great pride in their ability to fly, and those that lose this ability are despondent and often suicidal.
Hawkoids generally attack landbound prey by swooping down from above on their first attack, then hovering and attacking with melee weapons, or staying on the wing and attacking with ranged weapons. If confronted by multiple opponents, they use their fear generation ability to separate their opponents and pick them off individually.

HISSER (SNAKE FOLK)
A massive mutant snake with a scaly humanoid trunk, arms, and hands slithers closer, hissing loudly and brandishing an oversized club in one hand and an oversized dagger in the other.
HISSER (SNAKE FOLK) CR 8
XP 4,800
N Large monstrous humanoid
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +21
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 95 (10d10+40)
Fort +7, Ref +8, Will +9
Immune sonic
Resist fire 10
OFFENSE
Speed 30 ft.
Melee club +11/+6 (1d8+6), dagger +11 (1d6+3), bite +8 (1d8+3 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (grapple, 1d6+9), sonic blast (30-ft. cone, 3d6+4 sonic, DC 19 Reflex half,
cannot use again for 1d4 rounds)
STATISTICS
Str 23, Dex 12, Con 18, Int 10, Wis 15, Cha 8
Base Atk +7; CMB +14 (+18 to start or maintain a grapple); CMD 24
Feats Skill Focus [Perception], Skill Focus [Stealth], Two-Weapon Fighting, Weapon Focus [bite], Weapon
Focus [club], Weapon Focus [dagger]
Skills Climb +22, Perception +21, Stealth +20, Swim +22
Genotype Modifiers +4 Stealth
Languages Understands (but cannot speak) Snake; telepathy 100 ft.
ECOLOGY
Environment temperate and warm deserts and swamps
Organization solitary, pair, nest (3—10, plus 50% chance of 2—16 squeekers), or clutch (10—100, plus
150% noncombatants, plus a brood queen with 11—14 HD, plus 4 squeekers per hisser)
Treasure standard (includes Large club and Large dagger)

Hissers are sentient mutant snakes with a humanoid torso, arms, and hands. Outside of their villages (clutches), they are usually encountered in groups (nests) of up to ten individuals, often accompanied by packs of trained squeekers, which the hissers raise for food and defense. In combat, they use telepathy to coordinate their tactics as though they shared a single mind.
Hisser clutches are typically found on high ground in the swamp, or in caves in the desert. Because hissers use telepathy to communicate, their clutches are silent except for the shrieks of the squeekers. Each clutch is ruled by a brood queen. A nest queen rules over several villages. In Meriga, the hisser nation of Huush is ruled by a grand matriarch known as the Great Mother of Us All.

HOOP (FLOPPSY)
A monstrous bipedal rabbit with muscular humanoid arms and hands, almost half-again as tall as a human, wearing a large chain shirt and armed with a large sword and shield, bounds into view, landing with heavy thuds.
HOOP (FLOPPSY) CR 6
XP 2,400
LE Large monstrous humanoid
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +25
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +4 armor, +2 shield, +5 natural, -1 size)
hp 85 (10d10+30)
Fort +6, Ref +9, Will +9
OFFENSE
Speed 40 ft. (base 50 ft.)
Melee longsword +12/+7 (2d6+5/19-20)
Ranged composite longbow +8/+3 (2d6+5/x3), 110 ft.
Space 10 ft.; Reach 10 ft.
Special Attacks bypass armor (move action, does not provoke attack of opportunity, next attack ignores
target’s armor and shield bonuses to AC)
STATISTICS
Str 21, Dex 15, Con 16, Int 10, Wis 14, Cha 11
Base Atk +7; CMB +13; CMD 23
Feats Skill Focus [Acrobatics], Skill Focus [Perception], Weapon Focus [longsword]
Skills Acrobatics +11 (+15 to jump), Perception +25
Genotype Modifiers +4 Acrobatics checks made to jump, +4 Perception
Languages Hare; telepathy 100 ft.
ECOLOGY
Environment temperate forests and plains
Organization solitary, pair, squad (3—24, plus 2 11-HD lieutenants, plus a captain with 12 HD), or
regiment (10—100, plus 150% noncombatants, plus an 11-HD lieutenant per 10 combatants, plus a captain with 12 HD per 20 combatants, plus a general with 13 HD)
Treasure standard (includes Large chain shirt, Large heavy wooden shield, Large longsword, Large
longbow, and 20 Large arrows)

Hoops are aggressive, militaristic, mutated rabbits with a strange power to bypass armor and shields with prepared attacks. They patrol their territories in well-armed squads, using telepathy to communicate and coordinate attacks on intruders.

HOPPER (JACKALOPE)
A green rabbit the size of a horse with a massive rack of antlers springs across the plain.
HOPPER (JACKALOPE) CR 2
XP 600
N Large animal
Init +3; Senses low-light vision, scent; Perception +13
DEFENSES
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +2
OFFENSE
Speed 60 ft.
Melee gore +6 (1d8+6)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 16, Con 15, Int 1, Wis 13, Cha 7
Base Atk +2; CMB +7; CMD 20
Feats Skill Focus [Perception], Weapon Focus [gore]
Skills Acrobatics +5 (+13 to jump), Perception +13, Stealth +14
Genotype Modifiers +8 Acrobatics checks made to jump, +4 Perception, +10 Stealth
ECOLOGY
Environment temperate plains
Organization solitary or herd (2—20)
Treasure incidental

Hoppers are mutated rabbits with a rack of antlers or curved horns, and the ability to change the color of their fur to match their surroundings like a chameleon. They are easily spooked unless they have been trained. A trained hopper can carry one Medium rider.

HORL CHOO (PORCUPINE PLANT)
A large plant consisting of a mass of long, spear-like quills ambles slowly through the forest like a giant green porcupine.
HORL CHOO (PORCUPINE PLANT) CR 4
XP 1,200
N Large plant
Init -1; Senses blindsight 30 ft., low-light vision; Perception +10
DEFENSES
AC 17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1 size)
Hp 37 (5d8+15)
Fort +7, Ref +0, Will +1
Immune plant traits
OFFENSE
Speed 15 ft.
Melee 2 quills +8 (1d8+5 plus poison)
Ranged quill +2 (1d8+5 plus poison and harpoon), 90 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks dissolving juices
STATISTICS
Str 21, Dex 8, Con 16, Int 7, Wis 10, Cha 8
Base Atk +3; CMB +9 (+13 to start or maintain a grapple); CMD 18
Feats Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus [quill]
Skills Perception +10, Stealth +5 (+15 in forest)
Genotype Modifiers +10 Stealth in forest
ECOLOGY
Environment temperate forests
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Dissolving Juices (Ex) As a standard action that does not provoke an attack of opportunity, the horl choo
can secrete dissolving juices that target all adjacent squares. All creatures in targeted squares must succeed on a DC 11 Reflex save or be coated with dissolving juices that deal 1 Constitution damage per round until washed away with at least 1 gallon of water or some other cleansing medium (requiring a full-round action that provokes attacks of opportunity). A creature reduced to 0 Constitution has been completely dissolved into a nutritive goo which the horl choo can ingest as a full-round action.
Harpoon (Ex) Whenever the horl choo hits and deals damage to a Medium or smaller creature with a
ranged quill attack, the horl choo can attempt a grapple check against the target as a free action that does not provoke an attack of opportunity. This ability functions as the grab special attack. A successfully grappled target can be dragged 1 square closer to the horl choo with a successful grapple check via a tough, thin, 90-ft.-long vine that trails from the base of the barbed quill back to the horl choo’s body. A harpooned creature can attempt a grapple check to escape on its turn each round. The vine can be severed with a slashing weapon (AC 10, DR 20/slashing, 4 hp, Break DC 24).
Poison (Ex) Quill—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Constitution
damage; cure 1 save.

The horl choo is a carnivorous plant that stalks the temperate forests of Gamma Terra, preying on any living creature (except for other plants) that crosses its path. Its primary tactic is to pull a harpooned target to an adjacent square and then use its dissolving juices attack until it has reduced its victim to a nutritive goo, which it then ingests in a matter of seconds.

JAGET (SAVANNAH CAT)
A mutated jaguar crouches in the grass. Its tawny fur is stippled with black, and its forelimbs end in humanoid hands.
JAGET (SAVANNAH CAT) CR 3
XP 800
N Small animal
Init +7; Senses low-light vision; Perception +9
DEFENSES
AC 16, touch 14, flat-footed 16 (+3 Dex, +2 natural, +1 size)
hp 16 (3d8+3)
Fort +4, Ref +8, Will +2
Defensive Abilities improved uncanny dodge as 12th-level scout
Weaknesses –2 saves against poison or drugs, phobia (jagets have an unreasoning fear of sentient
plants, and are automatically shaken if they perceive such a creature within 60 feet)
OFFENSE
Speed 50 ft.
Melee 2 claws +6 (1d3-1), bite +1 (1d4-1)
Special Attacks fear generation
STATISTICS
Str 8, Dex 17, Con 12, Int 6, Wis 12, Cha 11
Base Atk +2; CMB +0; CMD 13
Feats Lightning Reflexes, Weapon Finesse
Bonus Feats Improved Initiative
Skills Perception +9, Stealth +15
Genotype Modifiers +2 Perception, +2 Stealth
Languages Feline; telepathy 100 ft.
ECOLOGY
Environment temperate and warm plains
Organization solitary, pair, or pride (3—10)
Treasure incidental
SPECIAL ABILITIES
Fear Generation (Ex) Standard action, no attack of opportunity; 1 creature within 60 ft. is frightened
1d6+2 rounds, DC 12 Will negates; a creature targeted with this ability is immune to subsequent uses of the same jaget’s fear generation ability for 24 hrs., regardless of saving throw results.
Psionic Telekinesis (Ex) As spell, CL 7th, CMB +8, DC 12 Will negates (object only).

Jagets are mutated jungle cats that have adapted to life on the savannahs. They live in prides, preying on other small plains creatures. Adventurous or outcast jagets are occasionally found serving as companions to other sentients (except for sentient plants), as they are highly valued for their psionic abilities.

KAI LIN (LIZARD BUSH)
A large plant shambles about on a pair of thick, leg-like stalks, resembling a bipedal lizard but clearly composed of leafy vines and trailing roots.
KAI LIN (LIZARD BUSH) CR 3
XP 800
N Large plant
Init -1; Senses blindsight 30 ft., low-light vision; Perception +10
DEFENSES
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
Hp 37 (5d8+15)
Fort +7, Ref +0, Will +1
Immune plant traits, radiation
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d6+4 plus 1d6 electricity), bite +1 (1d8+2 plus 1d6 electricity)
Ranged 2 eye rays +1 touch (1d6 fire), 60 ft.
Space 10 ft.; Reach 5 ft.
Special Attacks dissolving juices
STATISTICS
Str 19, Dex 8, Con 16, Int 7, Wis 10, Cha 8
Base Atk +3; CMB +8; CMD 17
Feats Skill Focus [Perception], Skill Focus [Stealth], Weapon Focus [claw]
Skills Perception +10, Stealth +5 (+15 in forest)
Genotype Modifiers +10 Stealth in forest
ECOLOGY
Environment any temperate or warm
Organization solitary, pair, or pack (3—6)
Treasure incidental
SPECIAL ABILITIES
Dissolving Juices (Ex) As a standard action that does not provoke an attack of opportunity, the kai lin
can secrete dissolving juices that target all adjacent squares. All creatures in targeted squares must succeed on a DC 11 Reflex save or be coated with dissolving juices that deal 1 Constitution damage per round until washed away with at least 1 gallon of water or some other cleansing medium (requiring a full-round action that provokes attacks of opportunity). A creature reduced to 0 Constitution has been completely dissolved into a nutritive goo which the kai lin can ingest as a full-round action.

Liberty's Edge

I may have missed a post in there, but are you going to put all of this cool stuff in one document for the game? I would be happy to draw up some artwork for a game booklet. You did some awesome work there. I used to love GW and am glad that someone is converting it to Pathfinder. Thanks!


Robots, Vehicles, more Monsters, and more info on Eukay will be forthcoming as I complete it. Also, if anyone has a suggestion on how I can post a microsoft paint file here, I'll post my map of Eukay. (Or, I'll send it in an e-mail to anyone who requests it.)


Dave the Barbarian wrote:
I may have missed a post in there, but are you going to put all of this cool stuff in one document for the game? I would be happy to draw up some artwork for a game booklet. You did some awesome work there. I used to love GW and am glad that someone is converting it to Pathfinder. Thanks!

Yes, Dave, it's all from a single, 350-pages-so-far word doc, which I will happily share once I'm finished editing, etc. I'd love to have it illustrated, so definitely feel free to draw some stuff if you are so inclined! :)

Thanks for the encouragement. I've always loved GW too, though D&D has always been my main RPG. Had alot of fun with Call of Cthulhu, too. Cheers!


Errata -- Examiner's Robot Companion Base Stats table heading, after feats, the two bonuses should read Natural Armor bonus, Str/Dex bonus.

Sorry about the disjointed way I've posted some of this (due to info getting truncated, etc.). I will post an open offer to send the word doc to any who request it once I'm finished with it.

Thanks again for all the comments, and if anyone happens to playtest any of this, I'd love to read about it here! Happy gaming!


Michael Johnson 66 wrote:

Yes, Dave, it's all from a single, 350-pages-so-far word doc, which I will happily share once I'm finished editing, etc. I'd love to have it illustrated, so definitely feel free to draw some stuff if you are so inclined! :)

Thanks for the encouragement. I've always loved GW too, though D&D has always been my main RPG. Had alot of fun with Call of Cthulhu, too. Cheers!

If you're typing all of that from scratch, then you're super-human! However, I suspect that you probably converted the text from elsewhere into an editable format in Word? Just curious.

Thank goodness you're going to offer an open offer for your document as I've captured 317 pages into Word thus far and was thinking to myself, "what am I going to do to re-format all of this in a time efficient manner?" LOL

I'm not an expert in stat-blocking nor have I really gone over those, so I wouldn't presume to comment. But a couple of things to point out:

* Should the Esper have access to *all* knowledges as trained skills? I'd figure that would be more in the domain of the examiner.

* Good job on trying to integrate an amaglam of monk / barbarian / fighter features into the Enforcer!

* I see that some psionic abilities still carry an XP cost. Since Pathfinder no longer supports anything that carries an XP cost, someone ought to offer an alternative on how to address that issue to make it compatible.

* Any thoughts on coming up with a "capstone" for reaching 20th level?

* In order to integrate skills, perhaps Knowledge (the ancients) could be efficiently wrapped into Knowledge (arcana) or Knowledge (history)? The same could go for Use Artifact and Use Psionics could be just another part of UMD? I'll have to read up on how DSP (Dreamscarred Press) did on rebalancing some of the 3.5 skills to make them Pathfinderable (there's a thread somewhere on here) so that no one needs to bother with skill excesses so they can wisely and efficiently spend their skill points each level instead of worrying about more skill entries to rank in at the cost of others.

* Should the Esper's main ability be Wisdom? Intelligence or Charisma makes more sense.

That's all I got for the moment. I was also happy to see cybernetics included as well!

Plan on converting CoC? j/k


Urizen wrote:
Michael Johnson 66 wrote:

Yes, Dave, it's all from a single, 350-pages-so-far word doc, which I will happily share once I'm finished editing, etc. I'd love to have it illustrated, so definitely feel free to draw some stuff if you are so inclined! :)

Thanks for the encouragement. I've always loved GW too, though D&D has always been my main RPG. Had alot of fun with Call of Cthulhu, too. Cheers!

If you're typing all of that from scratch, then you're super-human! However, I suspect that you probably converted the text from elsewhere into an editable format in Word? Just curious.

Thank goodness you're going to offer an open offer for your document as I've captured 317 pages into Word thus far and was thinking to myself, "what am I going to do to re-format all of this in a time efficient manner?" LOL

I'm not an expert in stat-blocking nor have I really gone over those, so I wouldn't presume to comment. But a couple of things to point out:

* Should the Esper have access to *all* knowledges as trained skills? I'd figure that would be more in the domain of the examiner.

* Good job on trying to integrate an amaglam of monk / barbarian / fighter features into the Enforcer!

* I see that some psionic abilities still carry an XP cost. Since Pathfinder no longer supports anything that carries an XP cost, someone ought to offer an alternative on how to address that issue to make it compatible.

* Any thoughts on coming up with a "capstone" for reaching 20th level?

* In order to integrate skills, perhaps Knowledge (the ancients) could be efficiently wrapped into Knowledge (arcana) or Knowledge (history)? The same could go for Use Artifact and Use Psionics could be just another part of UMD? I'll have to read up on how DSP (Dreamscarred Press) did on rebalancing some of the 3.5 skills to make them Pathfinderable (there's a thread somewhere on here) so that no one needs to bother with skill excesses so they can wisely and efficiently spend their skill points each level...

I did copy and paste most of this from online 3.5 SRD, then combed through it for rules that could be updated to PF.

I thought about Int and Cha as alternatives to Wis for esper, and even considered letting the esper choose which ability he uses for his psionics at character creation. Finally settled on Wis because it modifies Will saves, leading me to believe that it must be the primary ability of willpower/mental strength. But Int (also a form of mental strength) and Cha (force of will) both make sense, too.

The XP costs for psionic powers do pose a problem. If anyone has any ideas, I'd appreciate them.

I like the idea of adding some capstone features for each class, and will give that some thought.

Also, I'd like to either convert some existing prestige classes or craft some new ones for this beast. Any ideas on those are most welcome, too.

Since there are only 4 core classes, I wanted each to be highly customizable so that 2 different enforcers almost seem like 2 different combat classes. Also, the idea of a raging, unarmed enforcer beating up monsters with flurry of blows makes me chuckle! :)

Thanks for the appreciation and helpful comments, Urizen!


Michael Johnson 66 wrote:
explanation / direction of project

I'll have to mull on that as well. I do agree with your idea of offering features to make the Enforcer super customizable. Not that I have a problem with additional classes existing in the classic D&D such as the Fighter, Rogue, Monk, Paladin, Ranger, Barbarian, etc... but you did a fine example about how to offer those variants under a single class whereas there could be multiple enforcers yet no two may end up being alike.

I'll have to re-read the list of psionic feats and powers, but hopefully you offered the means to include the Wild Talent feat. It'd also be cool to have some 0 level talents that can be done at-will similar to what has been done with cantrips.

To reiterate what I mentioned earlier, I saw some of these skills re-grouped to a Pathfinder-like format in a thread on here (DSP's psionics), so I take no credit as my idea being original:

Knowledge (ancients) -> Knowledge (history)
Knowledge (psionics) -> Knowledge (arcana)
Psicraft -> Spellcraft
Use Artifacts -> UMD
Use Psionic Device -> UMD

Psionic Focus could operate off of Autohypnosis, which would be the only new skill that you would need to add on the skill list. And concentration checks would be done similar to how they do it for the wizard (but you probably already have that in your docs).

What prestige classes have you been eyeing to convert or create from scratch?


This is pretty awesome. I have long been a GW fan, and a fan of Metamorphosis Alpha before that.

Keep up the good work.

CJ

Scarab Sages

Awesome job Michael!


I agree - incredible. Just found this thread, so I haven't really had a chance to peruse in detail. First glance, I spent most of the time looking at the mutations - that is what makes GW so cool.

2nd wind - heals your con bonus? For this you spent two mutation points? To get 1-5 points of healing per day! Unless there is no other healing in the game, this is way off. Consult Star Wars - 2nd wind - heals 1/4 hit points, or your Con SCORE, whichever is higher. Or maybe make it once per hour. Or a number of times equal to your con modifier +1. As it is, it's lame.

Thick fur - adds +4 to saving throw vs cold - Seems like it should add at least 1 or 2 to natural armor as well. Cold/fire is too restrictive, particularly for the cost.

On initial read, is seems like the beneficial mutations are pretty minor (even the major ones), and the drawbacks pretty bad. Especially compared to the psionic powers. Seems like they should be relatively equal.

Sorry to nitpick, the amount of work is staggering, and for a first draft, it's just incredible!


Urizen wrote:
Michael Johnson 66 wrote:
explanation / direction of project

I'll have to mull on that as well. I do agree with your idea of offering features to make the Enforcer super customizable. Not that I have a problem with additional classes existing in the classic D&D such as the Fighter, Rogue, Monk, Paladin, Ranger, Barbarian, etc... but you did a fine example about how to offer those variants under a single class whereas there could be multiple enforcers yet no two may end up being alike.

I'd like all 4 classes to be super-customizable. I realize Examiner is lacking in options as is, so any ideas on features I could add would be great.

I'll have to re-read the list of psionic feats and powers, but hopefully you offered the means to include the Wild Talent feat. It'd also be cool to have some 0 level talents that can be done at-will similar to what has been done with cantrips.

Yes, Wild Talent is included.

To reiterate what I mentioned earlier, I saw some of these skills re-grouped to a Pathfinder-like format in a thread on here (DSP's psionics), so I take no credit as my idea being original:

Knowledge (ancients) -> Knowledge (history)
Knowledge (psionics) -> Knowledge (arcana)
Psicraft -> Spellcraft
Use Artifacts -> UMD
Use Psionic Device -> UMD

Great idea, I'll definitely do something to this effect. What you have here looks spot on.

Psionic Focus could operate off of Autohypnosis, which would be the only new skill that you would need to add on the skill list. And concentration checks would be done similar to how they do it for the wizard (but you probably already have that in your docs).

Yes, concentration works for espers as it does for wizards.

What prestige classes have you been eyeing to convert or create from scratch?

None in particular, though at first glance, Assassin seems generic enough to appear in almost any PF-based RPG. Maybe Nomad of the Wastelands from d20 Future. I'm also considering not having prestige classes, since the 4 core classes are so customizable. Not sure what to do yet. :/


thelesuit wrote:

This is pretty awesome. I have long been a GW fan, and a fan of Metamorphosis Alpha before that.

Keep up the good work.

CJ

Thanks, CJ! Yeah, I read through all the GW and MA stuff I could find online. What a great concept MA was! A multi-level world of wonders and danger that turns out to be an immense starship. That's cooler than sharks with friggin' laser beams strapped to their backs! ;)


fray wrote:

Awesome job Michael!

Thanks, Fray, glad you like it!

1 to 50 of 129 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / PF Gamma World All Messageboards

Want to post a reply? Sign in.