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.