Psionic PowersRaces of the Wild
LIVING ARROWMetacreativityLevel: Psychic warrior 5 Display: Auditory Manifesting Time: 1 standard action Range: Touch Target: Projectile weapon touched Duration: 1 round/level (D) Saving Throw:Will negates (object) Power Resistance: Yes (object) Power Points: 9 When you manifest living arrow, you give a semblance of life to the projectiles you shoot at your foes (often arrows fired from a bow, but crossbow bolts, sling stones, and other projectile weapons are also subject to this power). The power affects the first projectile you fire each round, granting it semisentience and the ability to alter its course in mid-flight. You can launch a living arrow at a target known to you and within the maximum range of the weapon. The living arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow?s range prevents the arrow from reaching its target. A closed door thwarts a living arrow, as does an otherwise sealed chamber. This effect negates cover and concealment modifiers, but the attack is otherwise rolled normally. The arrow retains any magical properties it would otherwise have, such as an enhancement bonus from the bow or the arrow itself. Augment: You can augment this power in one or both of the following ways.
TELEKINETIC BOOMERANGPsychokinesisLevel: Kineticist 3, psychic warrior 3 Display: Visual Manifesting Time: 1 swift action Range: Touch Target: One object Duration: 1 round/level (D) Saving Throw:Will negates (object) Power Resistance: Yes (object) Power Points: 5 You can imbue an object with an unusually fast-acting version of the returning weapon special ability, so that it returns to you an instant after its attack resolves. Halflings with psionic powers often use telekinetic boomerang on daggers or throwing axes. Unlike a weapon with the returning special ability (see page 225 of the Dungeon Master?s Guide), an object imbued with telekinetic boomerang returns to the thrower?s hand immediately after the attack is resolved, allowing the weapon to be used again on the same turn. Augment: For every additional 2 power points you spend, you can imbue an additional object with the benefit of telekinetic boomerang. CONTRARIAN URGETelepathyLevel: Psion/wilder 3 Display: Auditory and visual Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw:Will negates Power Resistance: Yes Power Points: 5 Contrarian urge forces its target to do the opposite of its general intent for a few seconds. A brief but uncontrollable urge dominates the thoughts of the subject, who will act on that urge to the best of its ability during its next turn. When manifested during combat, contrarian urge almost always convinces its subject to attack an ally rather than a foe. In a social situation, it usually means the subject says something inappropriate or insulting (imposing a ?10 penalty on any Diplomacy or Bluff check being made). The subject comes to its senses at the end of its turn and can act normally thereafter. Augment: For every 3 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. |