0-Level Marksman Powers (Talents)
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.
Far Hand: Move small objects at a limited distance.
Float: You buoy yourself in water or other liquid.
My Light: Your eyes emit 20-ft. cone of light.
Telekinetic Punch: Deal 1 force damage to target.
Trick Shot: Your ranged attacks defy the laws of physics.
1st-Level Marksman Powers
Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
Bolt: You create a few enhanced short-lived bolts, arrows, or bullets.
Bullet Time: Dodge incoming ranged attacks.
Burst: Gain +10 ft. to speed this round.
Catfall: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus to Hide checks.
Deaden Attack: Your attacks with weapons deal non-lethal damage.
Deflect Missiles: Gain protection against ranged attacks.
Elfsight: Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
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.
Foxhole: Quickly ‘dig’ a trench or shelter.
Inevitable Strike, Roshan’s: Gain an insight bonus on your next attack.
Metaphysical Weapon: Weapon gains +1 bonus.
Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive: Gain +1 insight bonus on your attack rolls.
Prescience, Offensive: Gain +2 insight bonus on your damage rolls.
Prevenom Weapon: Your weapon is mildly poisonous. [Ranged weapons bestow this effect on their ammunition]
Psychokinetic Cannon: Launch a projectile without its launcher.
Reject Essence: Target that fails its saves has its essence burned and takes akashic damage.
Restore Essence: Target's burned essence is recovered.
Sense Minds: Detect non-mindless creatures with pinpoint accuracy.
Sunder Investment: Target's essence is forcibly uninvested.
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.
2nd-Level Marksman Powers
Blanketing Assault: Your cover fire ability affects all creatures within 10 ft.
Blinding Shot: You charge a piece of ammunition with psychokinetic energy.
Body Adjustment: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body Purification: Restore 2 points of ability damage.
Captivity Bond: Target takes only nonlethal damage.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
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.
Dissolving Weapon: Your weapon deals 4d6 acid damage.
Entangling Cover: Your cover fire ability also entangles the target.
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.
Gravitational Well: Cause the target to draw attacks toward it.
Kinetic Arsenal: Control weapons with psychokinesis.
Kinetic Reload: Use telekinesis to reload your firearm.
Knockdown: Your ranged attack knocks enemy prone.
Localized Windstorm: Increase or decrease winds in a small, controllable area.
Payload: Deliver alchemical items with your weapon’s shots.
Pinning Shot: Bind a creature or door.
Psionic Recharge: Grant charge to technological item.
Psionic Scent: Gain the scent ability.
Share Pain: Willing subject takes some of your damage.
Sidestep: Avoid a single melee attack.
Sonic Blast: Next attack deals sonic damage; expend focus to trip target.
Suppress Veil: Suppress one veil.
Sustenance: Go without food and water for one day.
Wall Walker: Grants the ability to walk on walls and ceilings.
Wind Strike: Attacks with your wind reader ability also daze your targets.
Windtunnel: Gusts of air propel your shots further than usual.
3rd-Level Marksman Powers
Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Control Air: You have control over wind speed and direction.
Danger Sense: Gain +4 bonus against traps.
Dimension Slide: Teleports you a very short distance.
Ectoplasmic Grapnel, Syonique’s: Use a ray of ectoplasm to perform a variety of functions.
Energy Adaptation, Specified: Gain resistance 10 to one energy type.
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.
Flexible Trajectory: Ranged attacks follow imaginary path to target.
Ghostslayer’s Blade: Give a weapon ghost touch and undead bane.
Gravitational Anchor: Alter gravity to direct toward the creature or object you touch.
Heightened Vision: See 60 ft. in total darkness.
Hustle: Instantly gain a move action.
Physical Acceleration: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Spray: Split a projectile into multiple to strike adjacent targets.
Touchsight: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.
4th-Level Marksman Powers
Atmospheric Generation: Generate a globe of controlled atmosphere.
Aura Sight: Reveals creatures, objects, powers, or spells of selected alignment axis.
Barrage: Execute a flurry of swift attacks against nearby targets.
Collateral Damage: Your projectiles deal splash damage.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Gravitic Charge: Amplify object’s gravitational pull.
Inertial Barrier: Gain DR 5/-.
Lifeseeker: Detect all living creatures within 60 feet, even through walls.
Mirror Shot: Reflects alternate realities, partially duplicating a projectile in midair.
Pierce the Veils: See things as they really are
Sharpened Edge: Doubles normal weapon’s threat range.
Slip the Bonds: You cannot be held or otherwise rendered immobile.
Steadfast Perception: See through illusions, gain +6 bonus on Perception checks.
Truevenom Weapon: Your weapon is horribly poisonous. [Ranged weapons bestow this effect on their ammunition]
Zealous Fury, Zelladariath’s: Subsequent attacks are as accurate as previous ones.