0-Level Highlord Powers (Talents)
Blinding Flash: Dazzle an opponent.
Conceal Thoughts: You conceal your motives.
Detect Akasha: You can detect the presence of akasha and essence.
Detect Psionics: You detect the presence of psionics.
Distract: Target gets –4 bonus on Perception and Sense Motive checks.
Ectoplasmic Trinket: Create a small, fragile, temporary object.
Float: You buoy yourself in water or other liquid.
Fortify, Lesser: Gain a +1 bonus on saving throws.
Missive: Send a one-way telepathic message to subject.
My Light: Your eyes emit 20-ft. cone of light.
Sense Poison: Detect the presence of poison in a creature.
Telekinetic Punch: Deal 1 force damage to target.
Telepathic Lash: Humanoid creature of 4 HD or less loses next action.
Unearthly Terror: Terrify an enemy with sustained images.
Vim: Gain 1 temporary hit point.
1st-Level Highlord Powers
Absorb Dorje: Make a dorje part of your body, manifest its power as if it were a power known.
Absorb Weapon: Merge a weapon within your body, concealing it from view.
Animus Overload: Consume a target’s animus points to deal damage to them.
Astral Traveler: Enable yourself or another to join an astral caravan- enabled trip.
Biofeedback: Gain DR 2/–.
Bite of the Wolf, Karak’s: Gain bite attack for 1d8 damage.
Bullet Time: Dodge incoming ranged attacks.
Burst: Gain +10ft. to speed this round.
Call Weaponry: Create temporary weapon.
Call to Mind, Lanis’s: Gain additional Knowledge check with +4 competence bonus.
Catfall: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus on Stealth checks.
Circumstance Shield: Gain a +2 bonus to Initiative. Discharge for a bonus to a single Reflex save.
Claws of the Beast: Your hands become deadly claws.
Compression: You grow smaller.
Corrosive Aura: Surround yourself with a mist of acid that deals nearby creatures.
Dazzling Swordplay: Dazzle next creature struck.
Deaden Attack: Your attacks with weapons deal non-lethal damage.
Dissipating Touch: Touch deals 1d6 damage.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Elongate Extremities: You lengthen your legs or your arms.
Empty Mind: Gain +2 on Will saves until your next action.
Energy Dagger: Form a dagger out of psionic energy charged with your active energy type.
Energy Touch: You charge your touch with your active energy.
Entangling Debris: Psychokinetically manipulate material to grasp and entangle creatures in an area.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Environment Shield: Insulate target against hostile environmental effects.
Essence Defilement: Burn a creature's essence and weaken them.
Essence Infusion: Grant target one temporary point of essence.
Expansion, Karak's: Become one size category larger.
False Veil: You draw upon the proto-magics of akasha to weave an extremely minor veil on the target.
Force Screen: Invisible disc provides +4 shield bonus to AC.
Fortify: You gain a +2 resistance bonus on saves.
Foxhole: Quickly ‘dig’ a trench or shelter.
Grip of Iron: Your iron grip gives +4 bonus on grapple checks.
Guidance of the Ancestors: Use the minds of spirits to make Knowledge checks untrained.
Hammer: Melee touch attack deals 1d8/round.
Inertial Armor: Tangible field of force provides you with +4 armor bonus to AC.
Inevitable Strike, Roshan’s: Gain an insight bonus on your next attack.
Know Direction and Location: You discover where you are and what direction you face.
Malfunction: Cause technological equipment to glitch.
Mark of the Shroud: Mark a creature to know its condition and to extend its chance at being raised.
Metaphysical Claw: Your natural weapon gains +1 bonus.
Metaphysical Weapon: Weapon gains +1 bonus.
Morbid Fascination: Peer into the ethereal plane to find creatures.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Precognition, Tactical: Gain +2 enhancement bonus to combat maneuvers.
Precognition: Gain +2 insight bonus to one roll.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Prevenom Weapon: Your weapon is mildly venomous.
Prevenom: Your claws gain a poison coating.
Prophetic Song, Euterpe’s: Grant allies a +1 insight bonus on attack rolls while you concentrate.
Reject Essence: Target that fails its saves has its essence burned and takes akashic damage.
Restore Essence: Target's burned essence is recovered.
Seance: Contact a dead creature to ask questions.
Sense Link: You sense what the subject senses (single sense).
Shield Wall, Krakatal’s: Gain or improve proficiency with tower shields.
Skate: Subject slides skillfully along the ground.
Skills as One: You and another share training in a skill.
Stomp: Subjects fall prone and take 1d4 nonlethal damage.
Sunder Investment: Target's essence is forcibly uninvested.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
Transfer Animus: Transfer your animus points to another.
Transfer Energy: Move charges from one technological device to another.
Veil Magnification: Target suffers a penalty when saving against your veils.
Veil Restoration: Restore a suppressed veil.
Vigor: Gain 5 temporary hit points.
Ward the Mind: Gain immunity to possession and protection against attacks by incorporeal creatures.
2nd-Level Highlord Powers
Ablative Armor: Your armor temporarily performs above specification.
Animal Affinity, Lanis’s: Gain +4 enhancement to one ability.
Arcanix Spellsieve: Increase the power of target’s casting or siphon some of the power of the spell cast.
Blackest Shade: Create a shadow creature to serve you.
Body Adjustment: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body Purification: Restore 2 points of ability damage.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Coordinate as One: Shared perceptions improve offense or defense.
Dead Hand: One of your hands becomes ethereal.
Deflect: Avoid a single ranged attack.
Defy Gravity: You move up and down, forward and back, via mental support.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension Swap: You and ally or two allies switch positions.
Dissolving Touch: Your touch deals 4d6 acid damage.
Dissolving Weapon: Your weapon deals 4d6 acid damage.
Distracting Strikes: Next creature struck suffers penalty on attack rolls and cannot make attacks of opportunity.
Ectoplasmic Charged Armor: Coat your form in charged ectoplasm that reacts to attacks.
Ectoplasmic Obelisk: Create a short-lived obstacle that blocks movement and line-of-sight.
Empathic Transfer: Transfer another’s wounds to yourself.
Empowering Arcanix Aura: Gain bonus to saves against spells and gain benefits if you succeed on saves.
Endorphin Surge: You incite a rush of endorphins, augmenting your physical form.
Energy Adaptation, Specified: Gain resistance 10 to one energy type.
Entangling Strike: Next creature struck is entangled; expend focus to deal damage if creature tries to concentrate.
Epidermal Fissure: Engorge a creature’s muscles, granting them +4 to Strength and Intimidate checks, but causing them to take bleed damage.
Ephemeral Bolt: Create phasing projectiles with a delayed-damage effect.
Essence Theft: Deal damage and burn target's essence, gain a temporary point of essence.
Everyman: Gain +10 to Disguise checks to appear ordinary.
False Future: Show the target incorrect glimpses into the future, moving them 5 feet.
Feat Leech: Borrow another’s psionic or metapsionic feats.
Freezing Sting: Next attack deals additional damage; expend focus to cause penalty on attacks the creature struck makes.
Heightened Vision: See 60 ft. in total darkness.
Hustle: Instantly gain a move action.
Improvise: Ready an action without specifying a trigger event.
Kinetic Arsenal: Control weapons with psychokinesis.
Memory Revelation: View a target’s memory or show them your memory.
Mental Mist: Cause affected creatures to believe they are surrounded by mist.
Mindscape Generation: Create a mindscape and draw a creature into a psychic duel.
Missive, Mass: You send a one-way telepathic message to an area.
Painful Strike: Your natural weapons deal an extra 1d6 nonlethal damage.
Prowess: Instantly gain another attack of opportunity.
Proximity Strike: Next attack deals additional damage and allows you to teleport the struck creature back to you.
Psionic Lion’s Charge: You can make full attack in same round you charge.
Psionic Recharge: Grant charge to technological item.
Psionic Scent: Gain the scent ability.
Psychic Bodyguard: Make an ally’s Will save for them.
Psychic Interference: Disrupt foes’ effectiveness with sustained hallucinations.
Read Thoughts: Detect surface thoughts of creatures in range.
Repositioning Strike: Next attack swaps your position with the struck creature; expend focus to allow an ally to treat the struck creature as flanked.
Resist Toxin: Your body becomes temporarily immune to poison.
Share Pain: Willing subject takes some of your damage.
Shocking Strike: Next attack deals electricity damage; expend focus to deal additional damage.
Sidestep: Avoid a single melee attack.
Sonic Blast: Next attack deals sonic damage; expend focus to trip target.
Steal Animus: Steal the target’s animus points with a touch.
Strength of My Enemy: Siphon away your enemy’s strength and grow stronger.
Suppress Veil: Suppress one veil.
Suspend Psionics: Temporarily pause the duration of beneficial powers manifested on you.
Sustenance: Go without food and water for one day.
Sympathetic Drain: Sacrifice hit points to cause a target to lose an equal amount of hit points.
Telekinetic Bola: Animate several objects around you for defensive and offensive use.
Thought Shield: Gain PR 13 against mind-affecting powers.
Wall Walker: Grants ability to walk on walls and ceilings.
Wardrobe Malfunction: Disassemble an enemies’ armor at a distance.
Wintry Grasp: Immobilize struck creature.
3rd-Level Highlord Powers
Battlesense: Mental heads-up display allows for improved teamwork.
Biokinetic Endurance: Reduce damage to your physical ability scores.
Captivity Bond: Target takes only nonlethal damage.
Caustic Retribution: Transform a creature’s blood into caustic fluid, allowing them to damage enemies they bleed on.
Charge Weapon: Infuse a weapon with energy damage.
Claws of the Vampire: Heal half of your claw’s base damage.
Cloned Twin: Create a copy of yourself and shunt your mind between your body and your clone’s.
Cold of the Grave: Block pain, reducing ability damage and ignore morale effects.
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Danger Sense: Gain +4 bonus against traps.
Delayed Response: Cause the target to act last.
Dimension Slide: Teleports you very short distance.
Dispatch: Set up and deliver spectacular finishing strikes.
Disruption: Block the target’s ability to cast spells, manifest powers, or use some other mental abilities.
Duodimensional Claw: Increases your natural weapon’s threat range.
Ectoplasmic Carpet: Create a temporary flying carpet that has various utility uses.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Ectoplasmic Grapnel, Syonique’s: Use a ray of ectoplasm to perform a variety of functions.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Empathic Understanding: All creatures within 30 feet understand each other’s language and intentions.
Escape Detection: You become difficult to detect with clairsentience powers.
Essential Block: Target cannot reallocate or burn essence, or has one receptacle blocked on a successful save.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Exhalation of the Black Dragon: Your acid breath deals 3d6 damage to a close target.
Expose Weakness: Cause a creature to become clumsy.
Form Astral Armor: Create an astral suit like an aegis.
Fracture Pattern: You rewrite a target’s pattern, making them vulnerable to a type of energy damage.
Graft Armor: Your armor becomes an extension of your body.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Heartbinding: Form a protective bond with another creature.
Hurl Enemy: Telekinetically hurl one enemy at another.
Id Autopilot: Control a vehicle or mech through psychokinesis.
Improved Response: Allow a creature to go sooner in combat.
Mental Barrier: Gain +4 deflection bonus to AC until your next action.
Mindscape Transcendence: Enter or exit a mindscape.
Moan of the Sorrowful Dead: Frighten all living creatures in the area.
Occultation, Myra's: You distort the way others perceive and remember you, making it hard for creatures to recall knowledge of you and your kind.
Physical Acceleration: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Reconfiguration: Alter the functionalities of a mech or vehicle.
Respite of Sanity: Target ignores one madness or mind-affecting effect.
Resting with the Fallen: Send your spirit into a corpse to learn its memories.
Shade Venom: Imbue a poison so it can affect incorporeal creatures.
Share Pain, Forced: Unwilling subject takes some of your damage.
Sharpened Edge: Doubles normal weapon’s threat range.
Short Circuit: Disrupt function of technological equipment.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Spiritual Resting Place: Travel to the ethereal plane and gain temporary solace.
Strike as One: Mental bond improves allied combat coordination, allowing unusual flanking angles.
Tactical Suppression: Prevent the target from using a specific feat, power, or skill.
Telekinetic Barrier: Create a barrier that blocks projectiles.
Tormenting the Dead: Lash and torment incorporeal creatures.
Ubiquitous Vision: You have all-around vision.
Vampiric Blade: You heal half of your base weapon damage.
Withstand as One: You and another share the use of the best saving throws between you.
4th-Level Highlord Powers
Alienation: Subject loses ability to communicate with or understand others.
Backlash: Attack a creature who has attacked you, but suffer a daze effect.
Battle Transformation, Galen’s: You gain combat bonuses.
Claw of Energy: Your claws deal additional energy damage.
Correspond: Hold mental conversation with another creature at any distance.
Crystalline Aura, Kyria’s: You create a swarm of crystals that can attack or defend for you.
Deathless Form: Target creature cannot die while affected by this power.
Energy Adaptation: Your body converts energy to harmless light.
Flexible Trajectory: Ranged attacks follow imaginary path to target.
Fold Space: Teleports you short distance.
Ghostslayer’s Blade: Give a weapon ghost touch and undead bane.
Hive Control: As Geth’s mind control, except you may control mindless creatures and swarms.
Immovability: You are almost impossible to move and gain DR 15/–.
Inertial Barrier: Gain DR 5/–.
Intellect Fortress: Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
Interference Field: All creatures within 20 feet take a -8 penalty to concentration checks.
Psychic Drain: Touch attack drains 2 power points/level from foe.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Psychokinetic Charge: Telekinetically launch an ally across the battlefield.
Raise the Shroud: Separate the material and ethereal planes temporarily.
Relapse: Reactivate a spell or power that affected the target within the past 24 hours.
Scales of Damnation: Drain energy from the spirit world to gain insight.
Sense as One: You and another share extraordinary senses.
Shift the Tide: Target rerolls a d20 roll or may be staggered.
Shrapnel Burst: Deal 9d6 damage to all creatures near you.
Slip the Bonds: You cannot be held or otherwise rendered immobile.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Perception checks.
Tactile Telekinesis: Add +2 to attack and damage rolls, increase your effective Strength for carrying capacity, and gain the rock throwing ability.
Thundering Step: Attack creature and deal additional damage and daze, then teleport away.
Truevenom Weapon: Your weapon is horribly poisonous.
Truevenom: Your natural weapons are covered in horrible poison.
Vanishing Strike: Make a single melee attack and then become invisible and teleport away.
Wall of Ectoplasm: You create a protective barrier.
Weapon of Energy: Weapon deals additional energy damage.
Zealous Fury, Zelladariath’s: Subsequent attacks are as accurate as previous ones.
5th-Level Highlord Powers
Adapt Body: Your body automatically adapts to hostile environments.
Barrage: Execute a flurry of swift attacks against nearby targets.
Biting Cold: Deal extra cold damage and stagger target.
Bonding Strike: Empathically bond two struck creatures together.
Catapsi: Psychic static inhibits power manifestation.
Coded Resurrection: Return deceased soul to life as AI.
Incarnate: Make some powers permanent.
Lifeseeker: Detect all living creatures within 60 feet, even through walls.
Manifest Veil: Shape a veil onto the target.
Mental Evolution: Alter a creature’s mental faculties, uplifting animals or devolving sentients.
Metaconcert: Mental concert of two or more increases the total power of the participants.
Mind Trap: You store a power in your mind as a trap for those who affect you with mind-affecting effects.
Mindscape Invitation: Draw willing creatures into your mindscape from any distance.
Oak Body: Your body becomes as hard as oak.
Power Resistance: Grant PR equal to 12 + level.
Prowess as One: You and another share the use of the highest base attack bonus between you.
Psychofeedback: Boost Str, Dex, or Con at the expense of one or more other scores.
Summoning Strike: Teleport a nearby creature to you and attack it.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
Upheaval: Telekinetically hurl portions of the ground into the air, dealing damage and causing difficulty in moving.
6th-Level Highlord Powers
Barred Mind, Personal: You are immune to scrying and mental effects.
Bind Flesh to Soul: Link the target to the pain of nearby spirits.
Body of Iron: Your body becomes living iron.
Breath of the Black Dragon: Breathe acid for 11d6 damage.
Brutalize Wounds: Your target takes more damage than normal from wounds.
Co-opt Concentration: Take control of foe’s concentration power.
Defer Fatality: You avoid death through suspended animation.
Dispelling Buffer: Subject is buffered from one dispel psionics effect.
Ectoplasmic Voyager: As ectoplasmic form, except that it can affect other creatures and grants greater speed.
Form of Doom, Zikopathik’s: You transform into a frightening tentacled beast.
Latent Programming: Place another power inside a creature’s mind, set to go off on a certain trigger.
Mechanical Combination: Merge multiple constructs into single form.
Reposition: Teleport multiple creatures short distances to different locations.
Spacial Displacement: Swap two 20 foot cubes of space.
Suspend Life: Put yourself into a state akin to suspended animation.
Trigger Power: Sets trigger condition for another power.