Psychic > Empath/Psyker/Clairvoyant

Psychic Req. 18 Intelligence   1. Psychic Speak: Passive Costs: 4 HP   You can communicate mentally either with words or pictures with people you’ve created a significant bond with. Or project your voice with your mind out into any space you can see.   2. Telekinesis: At-Will Action Costs: 5 HP   You can attempt to physically manipulate inanimate objects within sight with your mind, for reasonably simple actions, you must roll 10 or higher. For more difficult tasks you must roll 3 higher than the relevant check or roll. For every space away from you the target is you get an additional -1 to your roll.   3. Psystrike: At-Will Attack Costs: 3 HP   Fire a psychic blast at an opponent. This deals magic damage to them equal to your INT + INT mod+ magic weapons damage. On critical hits, this skill’s damage is psychic and they must roll over 15 on a con check to use actions the following round.   4. Psyshield: Passive Costs: 4 HP   You may make block attempts with your INT mod.   5. Stop: Daily^15 Interrupt Costs: [5+level] HP   Attempt to cease an objects or persons motion. Roll a d20 and add your INT mod, if the result is over 18 you succeed.   6. Detection: Daily^4 Action Costs: 4 HP   You project your soul aura in a 3 range circle around you becoming completely aware of everything within that circle. For each round you channel, the circle gets 1 range bigger and the life cost upkeep you pay gets 1 bigger as well. The upkeep is equal to the cost   7. Read Mind: Daily^10 Action Costs: 10 HP   Read someone’s surface thoughts. Roll INT against their INT or WIS. If they roll higher than you, they will become aware that someone is accessing their mind. If used in combat you predict someones next attack target, as well as their method of attack.   8. Psychic Projection: Daily^7 Interrupt Costs: 15 HP   Transfer a big part of your consciousness into someone else’s mind, as a passive observer, allowing you to see and hear everything that they can, and allowing you to make INT checks for other foreign bodies inhabiting their mind. Your own body will be considered stunned for as long as you are in this state, and you will take 5 damage at the end of every round. If you are cleansed of the stun you will be returned to your own mind, you can cleanse this stun at will.   9. Psychic Control: Daily Action Costs: [20+level] HP   Issue a three or less word command to a non-boss, non-player target, for the following 1+1d4 rounds they will be forced to obey that command to the best of their own ability. This ability may only be used on a target that you can see and that can hear you.   Tier 2s:   Empath   Psyker   Clairvoyant

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