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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.

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