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D & D 3.5e Character: Shisro
Description
NameShisro
Age241
GenderFemale
RaceElan
ClassTelepath 5 / Thrallherd 3
Height5'11''
Weight150 lbs
SkinPale
EyesBrown
HairRed
Information
Level8
Experience28,000
Fav. HandRight
OriginSigil
AlignmentNeutral
FaithDeist
Fav. ClassPsion
Background
Carry Capacity0
Current Carry Weight0
Portrait
Abilities
 basictemporary
STR8 -1 8 -1
DEX8 -1 8 -1
CON12 +1 12 +1
INT20 +5 22 +6
WIS14 +2 14 +2
CHA12 +1 12 +1
Stats
HP33 of 33
HP temp of
AC16
AC flat footed16
AC touch9
Conditions
Initiative +1
Hit Dice d
Base Attack Bonus3
Speed
Walking30
Loaded
Running
Travel
Forced March
Flying
Swimming
Climbing
Saves
Fortitude +5 ( CON )
Reflex +3 ( DEX )
Willpower +11 ( WIS )
Weapons
NameTouch
Att. Bonus Dmg Crit Range Type Weight Size
+2
Specials
NameRange Touch
Att. Bonus Dmg Crit Range Type Weight Size
+2
Specials
NameDagger, Adamantine
Att. Bonus Dmg Crit Range Type Weight Size
+3 1d4
Specials Adamantine
Armor Sets & Shield
NameMithril Chain Shirt
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Light 4 6 1 10 % 30 12.5 lbs
Specials
NameDarkwood Heavy shield +1, Animated
Type AC Max Dex Bonus Check Penalty Spell Failure Speed Weight
Shield 3 0 %
Specials Animated, Darkwood
Spell Slots
  SL 0 SL 1 SL 2 SL 3 SL 4 SL 5 SL 6 SL 7 SL 8 SL 9
known
per day
Belongings
Money: 0 cp, 0 sp, 300 gp, 10 pp
Bag of Holding Type 1
Flasks and Vials
Gloves of Object Reading (XPH p.174)
Headband of Intellect +2
Cloak of Resistence + 2
Notes

PP: 80
Powers Known: 17
Maximum Power Level: 4
Skills
Skill NameBase AttrBonus
    Appraise INT +6
Autohypnosis WIS +10
    Balance DEX -1
Bluff CHA +1
    Climb STR -1
Concentration CON +12
Craft: INT +6
Craft: INT +6
    Craft: INT +6
    Decipher Script INT +6
Diplomacy CHA +11
    Disable Device INT +6
    Disguise CHA +1
    Escape Artist DEX -1
    Forgery INT +6
Gather Information CHA +1
    Handle Animal CHA +1
    Heal WIS +2
    Hide DEX -1
    Intimidate CHA +1
    Jump STR -1
Knowledge: Psionics INT +19
Knowledge: Planes INT +15
Knowledge: Arcane INT +16
    Knowledge: INT +6
    Knowledge: INT +6
    Listen WIS +2
    Move Silently DEX -1
    Open Lock DEX -1
    Perform: CHA +1
    Perform: CHA +1
    Perform: CHA +1
Profession: WIS +2
Profession: WIS +2
Psicraft INT +13
    Ride DEX -1
    Search INT +6
Sense Motive WIS +7
    Sleight of Hand DEX -1
    Spellcraft INT +6
    Spot WIS +2
    Survival WIS +2
    Swim STR -1
    Tumble DEX -1
    Use Magic Device CHA +1
    Use Psionic Device CHA +1
    Use Rope DEX -1
™ & © Wizards of the Coast
D & D 3.5e Character Sheet v1.01, made by Tillerz - Updated: 2024-05-11

The statblocks of your features

Elan Racial Traits


  • Aberrations: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person

  • Medium

  • Naturally Psionic: Elans gain 2 bonus power points at 1st level. This effect does not grand them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. (For definition of immediate action, see page 59 of the XPH)

  • Resilience (Su): When an elan takes damage, she can spend power points to reduce the damage she is about to take by 2 hit points for every 1 power point she spends. 

  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does no need to eat or drink for 24 hours



 

Discipline (Telepath)

Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items.
Inquisitor - Psionic
Description
You know when others lie
Prerequisite
Wis 13
Benefit
To use this feat, you must expand your psionic focus (see Concentration skill description, page 37). You gain a +10 bonus on a Sense Motive check to oppose a Bluff Check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn't lying, you still expend your psionic focus.
Psicrystal Affinity - Psionic
Description
You have created a psicrystal.
Prerequisite
Manifest level 1st.
Benefit
This feat allows you to gain a psicrystal. See Psicrystals, page 21 (XPH), for details on how psicrystals work.
Psicrystal Containment - Psionic
Description
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Prerequisite
Psicrystal Affinity, manifest level 3rd
Benefit
You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal's psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal cannot focus itself - only the owner can spend the time to focus the crystal.
Telepathic Communication - Psionic
Description
You gain the supernatural ability to communicate with any creature with your telepathy.
Prerequisite
Replaces 5th level telepath bonus feat.
Benefit
You gain the supernatural ability telepathy from page 316 of the Monster Manual. You can communicate telepathically with any other creature that has a language within 5 feet per manifester level. You can address multiple creatures at once telepathically, although maintaining telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

http://archive.wizards.com/default.asp?x=dnd/psm/20070411a
Mindsight - General
Description
A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are.
Prerequisite
Telepathy special quality.
Normal
Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.
Benefit
A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.

Thrallherd (Ex)

A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.
Those who answer a thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.
 
As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd’s Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.
 
As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts).
 
A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd’s first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.
 
Use this table instead of the one with the Leadership feat to determine the level of a thrallherd’s thrall and the number of believers of various levels a thrallherd can attract.

Psionic Charm (Ex)

At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn’t already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd’s manifester level.

The statblocks of your proficiencies

Weapon Proficiency

Club
Dagger
Heavy crossbow
Light crossbow
Quaterstaff
Shortspear

Languages

Common
Abyssal
Draconic
Infernal
Celestial

Statblocks for your spells.

Level 1 Spells

Inertial Armor - Psychokinesis
LevelPsion/wilder 1, psychic warrior 1
Components
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration1 hour/level (D)
Saving Throw
Spell Resistance
Description
Power Points: 1; see text
Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor.

Your inertial armor can be invisible or can appear as a colored glow, at your option.

The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment
For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.
Vigor - Psychometabolism
LevelPsion/wilder 1, psychic warrior 1
Components M
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration1 min./level
Saving Throw
Spell Resistance
Description
Power Points: 1
You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.

Augment
For every additional power point you spend, the number of temporary hit points you gain increases by 5.
Charm, Psionic - Telepathy (Charm) [Mind-Affecting]
LevelTelepath 1
Components
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne humanoid
Duration1 hour/level
Saving ThrowWill negates
Spell ResistanceYes
Description
Power Points: 1
As the charm person spell, except as noted here.

Augment
You can augment this power in one or more of the following ways.

If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
If you spend 4 additional power points, this power’s duration increases to one day per level.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.
Entangling Ectoplasm - Metacreativity (Creation)
Level Psion/wilder 1
Components M
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne Medium or smaller creature
Duration5 rounds
Saving ThrowNone
Spell ResistanceNo
Description
You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration.

Augment
For every 2 additional power points you spend, this power can affect a target one size category larger.
Detect Psionics - Clairsentience
LevelPsion/wilder 1, psychic warrior 1
Components
XP Cost
Casting Time1 standard action
Range0 ft.
Target Cone -shaped emanation centered on you
DurationConcentration, up to 1 min./level (D)
Saving ThrowNone
Spell ResistanceNone
Description
Power Points: 1
You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round
Presence or absence of psionic auras.

2nd Round
Number of different psionic auras and the strength of the most potent aura.

3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.)

Psionic Aura Strength
Power or Item Aura Strength
Faint Moderate Strong Overwhelming
Functioning power
(power level) 3rd or lower 4th-6th 7th-9th 10th+
(deity-level)
Psionic item
(manifester level) 5th or lower 6th-11th 12th-20th 21st+
(artifact)
Lingering Aura Duration
Original Strength Duration
Faint 1d6 minutes
Moderate 1d6 × 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength
A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Lingering Aura
A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Demoralize - Telepathy [Mind-Affecting]
LevelPsion/wilder 1
Components
XP Cost
Casting Time1 standard action
Range30 ft.
Target30-ft.-radius spread centered on you
Duration1 min./level
Saving ThrowYes
Spell Resistance
Description
Power Points: 1
You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected.

Augment
For every 2 additional power points you spend, this power’s range and the radius of its area both increase by 5 feet, and the power’s save DC increases by 1.

Level 2 Spells

Read Thoughts - Telepathy [Mind-Affecting]
LevelTelepath 2
Components
XP Cost
Casting Time1 standard action
Range60 ft.
TargetCone-shaped emanation centered on you
DurationConcentration, up to 1 min./level (D)
Saving Throw Will negates; see text
Spell ResistanceNo
Description
Power Points: 3
You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires.

Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject.

Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Suggestion, Psionic - Telepathy (Compulsion) [Mind-Affecting, Language-Dependent]
LevelTelepath 2
Components
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne creature
Duration1 hour/level or until completed
Saving ThrowWill negates
Spell ResistanceYes
Description
Power Points: 3
As the suggestion spell, except as noted here.

Augment
For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Control Sound - Psychokinesis [Sonic]
LevelPsion/wilder 2
Components
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./ level)
TargetOne sound or mixture of related sounds
DurationConcentration, up to 1 min./level; see text
Saving ThrowNone
Spell Resistanceno
Description
Power Points: 3
You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.

Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.
Levitate, Psionic - Psychoportation
LevelNomad 2, psion/wilder 2, psychic warrior 2
Components
XP Cost
Casting Time1 standard action
RangePersonal or close (25 ft. + 5 ft./2 levels)
TargetYou or one willing creature or one object (total weight up to 100 lb./level
Duration10 min./level (D)
Saving ThrowNone
Spell Resistance Yes (harmless, object)
Description
Power Points: 3
As the levitate spell, except as noted here.

Special
When a psion, wilder, or a psychic warrior manifests this power, the target is the manifester (not a willing creature or an object).

Level 3 Spells

Empathic Transfer, Hostile - Telepathy [Mind-Affecting]
LevelTelepath 3, psychic warrior 3
Components
XP Cost
Casting Time1 standard action
RangeTouch
TargetCreature touched
DurationInstantaneous
Saving ThrowWill half
Spell ResistanceYes
Description
Power Points: 5
You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer.

You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage.

The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject.

Augment
You can augment this power in one or both of the following ways.

For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation).
If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.
Dispel, Psionics - Psychokinesis
LevelPsion/wilder 3
Components
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./level)
TargetOne manifester, creature, or object; or 20-ft.-radius burst
Duration Instantaneous or 1d4 rounds; see text
Saving ThrowNone
Spell ResistanceNo
Description
Power Points: 5
You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by dispel psionics, or can be ended only if you manifest dispel psionics at a high enough manifester level. Dispel psionics can end spell-like effects just as it does powers.

The effect of a power with an instantaneous duration can’t be dispelled, because the psionic effect is already over before the dispel psionics can take effect.

You choose to use dispel psionics in one of two ways: a targeted dispel or an area dispel.

Targeted Dispel
One object, creature, or power is the target of the dispel psionics power. You make a dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect.

If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface is temporarily closed. A psionic item’s physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this.

You automatically succeed on your dispel check against any power that you manifested yourself.

Area Dispel
When dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the dispel psionics power so far as that target is concerned) or until you fail all your checks. The creature’s psionic items are not affected.

For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel.

For each ongoing area or effect power whose point of origin is within the area of the dispel psionics power, you can make a dispel check to dispel the power.

For each ongoing power whose area overlaps that of the dispel psionics power, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).

Time Hop - Psychoportation
LevelPsion/wilder 3
Components
XP Cost
Casting Time 1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetOne Medium or smaller creature, or one object weighing 300 lb. or less
Duration1 round/level; see text
Saving ThrowWill negates
Spell ResistanceYes
Description
Power Points: 5
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Augment
You can augment this power in one or both of the following ways.

For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
Telekinetic Thrust - Psychokinesis
LevelPsion/wilder 3
Components
XP Cost
Casting Time1 standard action
RangeMedium (100 ft. + 10 ft./ level)
Target One or more objects or creatures with a total weight of 250 lb. or less
DurationInstantaneous
Saving ThrowWill negates or Will negates (object see text
Spell ResistanceYes or Yes (object see text
Description
Power Points: 5
You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level.

You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).

Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power.

If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Augment
For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds.

Level 4 Spells

Dominate, Psionic - Telepathy (Compulsion) [Mind-Affecting]
LevelTelepath 4
Components
XP Cost
Casting Time1 round
RangeMedium (100 ft. + 10 ft./level)
TargetOne humanoid
DurationConcentration
Saving ThrowWill negates
Spell ResistanceYes
Description
Power Points: 7
As the dominate person spell, except as noted here.

Augment
You can augment this power in one or more of the following ways.

If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
If you spend 1 additional power point, this power’s duration is 1 hour rather than concentration. If you spend 2 additional power points, this power’s duration is 1 day rather than concentration. If you spend 4 additional power points, this power’s duration is 1 day per manifester level rather than concentration.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Schism - Telepathy [Mind-Affecting]
LevelTelepath 4
Components
XP Cost
Casting Time1 standard action
RangePersonal
TargetYou
Duration1 round/level (D)
Saving Throw
Spell Resistance
Description
Power Points: 7
Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.

Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.

Your second mind takes its first action on your turn in the round after schism is manifested.

Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.

Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.
Wall of Ectoplasm - Metacreativity (Creation)
LevelPsion/wilder 4
Components
XP Cost
Casting Time1 standard action
RangeClose (25 ft. + 5 ft./2 levels)
TargetWall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level
Duration 1 min./level (D)
Saving ThrowNone
Spell ResistanceNo
Description
Power Points: 7
You fashion a roiling wall of ectoplasm, imbuing it with solidity. The wall cannot move once it is formed. It is 1 inch thick per four manifester levels and occupies up to one 10-foot square per level. Each 10-foot square of the wall has 10 hit points per inch of thickness and hardness 5. A section of the wall whose hit points drop to 0 is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 + 2 per inch of thickness.

The wall of ectoplasm is susceptible to dispel psionics, but it gains a +4 bonus on any check to determine whether the wall is negated. Spells, powers, and breath weapons cannot pass through the wall in either direction (though they could damage it). It blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). The wall is opaque, so neither vision nor gaze attacks operate through it. The wall does not block psychoportive travel, such as that provided by the psionic teleport power.

You can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level or into a sphere or hemisphere with a radius of up to 1 foot per level.

The wall of ectoplasm must be continuous and unbroken when manifested. If its surface is interrupted by any object or creature, the power fails.
Dominate, Psionic - Telepathy (Compulsion) [Mind-Affecting]
LevelTelepath 4
Components
XP Cost
Casting Time1 round
RangeMedium (100 ft. + 10 ft./level)
TargetOne humanoid
Duration Concentration
Saving ThrowWill negates
Spell ResistanceYes
Description
Power Points: 7
As the dominate person spell, except as noted here.

Augment
You can augment this power in one or more of the following ways.

If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.
If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.
For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
If you spend 1 additional power point, this power’s duration is 1 hour rather than concentration. If you spend 2 additional power points, this power’s duration is 1 day rather than concentration. If you spend 4 additional power points, this power’s duration is 1 day per manifester level rather than concentration.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Created by

vezril.

Statblock Type

Character Sheet (2020)

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