Library of Metzofitz Wiki

0-Level Tactician 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.

Fortify, Lesser: Gain a +1 bonus on saving throws.

Missive: Send a one-way telepathic message to subject.

Telepathic Lash: Humanoid creature of 4 HD or less loses next action.

Unearthly Terror: Terrify an enemy with sustained images.

1st-Level Tactician Powers

Animus Overload: Consume a target’s animus points to deal damage to them.

Bullet Time: Dodge incoming ranged attacks.

Call to Mind, Lanis’s: Gain additional Knowledge check with +4 competence bonus.

Circumstance Shield: Gain a +2 bonus to Initiative. Discharge for a bonus to a single Reflex save.

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.

False Veil: You draw upon the proto-magics of akasha to weave an extremely minor veil on the target. 

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.

Precognition: Gain +2 insight bonus to one roll.

Precognition, Defensive: Gain +1 insight bonus to AC and saving throws.

Precognition, Tactical: Gain +2 enhancement bonus to combat maneuvers.

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).

Skills as One: You and another share training in a skill.

Sunder Investment: Target's essence is forcibly uninvested.

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.

Ward the Mind: Gain immunity to possession and protection against attacks by incorporeal creatures.

2nd-Level Tactician Powers

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.

Coordinate as One: Shared perceptions improve offense or defense.

Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.

Dimension Swap: You and ally or two allies switch positions.

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.

Epidermal Fissure: Engorge a creature’s muscles, granting them +4 to Strength and Intimidate checks, but causing them to take bleed damage.

Essence Theft: Deal damage and burn target's essence, gain a temporary point of essence.

Feat Leech: Borrow another’s psionic or metapsionic feats.

False Future: Show the target incorrect glimpses into the future, moving them 5 feet.

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.

Psionic Recharge: Grant charge to technological item.

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.

Share Pain: Willing subject takes some of your damage.

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.

Thought Shield: Gain PR 13 against mind-affecting powers.

Wardrobe Malfunction: Disassemble an enemies’ armor at a distance.

3rd-Level Tactician Powers

Battlesense: Mental heads-up display allows for improved teamwork.

Captivity Bond: Target takes only nonlethal damage.

Charge Weapon: Infuse a weapon with energy damage.

Danger Sense: You gain +4 bonus against traps.

Delayed Response: Cause the target to act last.

Disruption: Block the target’s ability to cast spells, manifest powers, or use some other mental abilities.

Ectoplasmic Carpet: Create a temporary flying carpet that has various utility uses.

Ectoplasmic Grapnel, Syonique’s: Use a ray of ectoplasm to perform a variety of functions.

Empathic Transfer, Hostile: Your touch transfers your hurt to another.

Empathic Understanding: All creatures within 30 feet understand each other’s language and intentions.

Essential Block: Target cannot reallocate or burn essence, or has one receptacle blocked on a successful save.

Expose Weakness: Cause a creature to become clumsy.

Fracture Pattern: You rewrite a target’s pattern, making them vulnerable to a type of energy damage.

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.

Mindscape Transcendence: Enter or exit a mindscape.

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.

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.

Share Pain, Forced: Unwilling subject takes some of your damage.

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.

Withstand as One: You and another share the use of the best saving throws between you.

4th-Level Tactician Powers

Alienation: Subject loses ability to communicate with or understand others.

Battle Transformation, Galen’s: You gain combat bonuses.

Correspond: Hold mental conversation with another creature at any distance.

Deathless Form: Target creature cannot die while affected by this power.

Empathic Feedback: When you are hit in melee, your attacker takes damage.

Hive Control: As Geth’s mind control, except you may control mindless creatures and swarms.

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 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.

Slip the Bonds: You cannot be held or otherwise rendered immobile.

Telekinetic Barrier: Create a barrier that blocks projectiles.

Wall of Ectoplasm: You create a protective barrier.

5th-Level Tactician Powers

Adapt Body: Your body automatically adapts to hostile environments.

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.

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.

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 Tactician Powers

Bind Flesh to Soul: Link the target to the pain of nearby spirits.

Brutalize Wounds: Your target takes more damage than normal from wounds.

Co-opt Concentration: Take control of foe’s concentration power.

Dispelling Buffer: Subject is buffered from one dispel psionics effect.

Latent Programming: Place another power inside a creature’s mind, set to go off on a certain trigger.

Reposition: Teleport multiple creatures short distances to different locations.

Spacial Displacement: Swap two 20 foot cubes of space.

Trigger Power: Sets trigger condition for another power.

7th-Level Tactician Powers

Awestrike: All creatures within 60 feet are rendered helpless by your presence.

Barred Mind, Personal: You are immune to scrying and remote viewing and gain a bonus to mental effects.

Bend Reality: Alters reality within power limits.

Cosmic Awareness: You gain insight bonus on single attack roll, check, or save.

Divert Teleport: Choose destination for another’s teleport.

Evade Burst: You take no damage from a burst on a successful Reflex save.

Immortalized Essence: Target's receptacles are treated as full, and their veils cannot be sundered or suppressed.

Mechanical Combination: Merge multiple constructs into single form.

Phrenic Overload: Creatures within 40 feet take a -4 penalty on attack rolls, saving throws, and skill checks.

Soul Chorus: As metaconcert, except you draw upon the powers of dead creatures.

Technique as One: You and another share the use of one feat between you.

8th-Level Tactician Powers

Ability as One: You and another share one ability score between you.

Assimilate Function: Take over functions of an AI.

Barred Mind: Subject immune to scrying and remote viewing and gains bonus to mental effects.

Coded Incarnation: Transform consciousness into an AI.

Halt Combat: Force all nearby creatures to stop fighting.

Hypercognition: You can deduce almost anything.

9th-Level Tactician Powers

Affinity Field: Effects that affect you also affect others.

Ardent Legion, T’Nail’s: Summon members of your collective to your side.

Assimilate: Incorporate creature into your own body.

Fusion: You combine your abilities and form with another.

Interplanetary Psychoport: Psychoport between planets.

Last Stand: Bolster your allies in combat.

Reality Revision: As bend reality, but fewer limits.

Timeless Body: Ignore all harmful, and helpful, effects for 1 round.