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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.

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