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Power List: Marksman

Power Level 0 | 1 | 2 | 3 | 4

0-Level Marksman Powers (Talents)

Power Name Augment Description Source
Conceal Thoughts   You conceal your motives. PU
Detect Psionics   You detect the presence of psionics. PU
Distract   Target gets -4 bonus on Perception and Sense Motive checks. PU
Ectoplasmic Trinket   Create a small, fragile, temporary object. PE:APG
Far Hand A Move small objects a limited distance. PU
Float A You buoy yourself in water or other liquid. PU
My Light A Your eyes emit a 20-ft. cone of light. PU
Telekinetic Punch   Deal 1 force damage to target. PE:APG
Trick Shot   Your ranged attacks defy the laws of physics. PE:APG

1st-Level Marksman Powers

Power Name Augment Description Source
Astral Traveler   Enable yourself or another to join an astral caravan-enabled trip. PU
Bolt A You create a few enhanced short-lived bolts, arrows, or bullets. PU
Burst   Gain +10 ft. to speed this round. PU
Catfall A Instantly save yourself from a fall. PU
Chameleon   Gain +10 enhancement bonus to Hide checks. PU
Deaden Attack   Your attacks with weapons deal nonlethal damage. PU
Deflect Missiles A Gain protection against ranged attacks. PE:APG
Elfsight   Gain low-light vision, +2 bonus on Perception checks, and notice secret doors. PU
Foxhole A Quickly ‘dig’ a trench or shelter. PE:APG
Inevitable Strike   Gain an insight bonus on your next attack. PE:APG
Metaphysical Weapon A Weapon gains +1 bonus. PU
Precognition, Defensive A Gain +1 insight bonus to AC and saving throws. PU
Precognition, Offensive A Gain +1 insight bonus on your attack rolls. PU
Prescience, Offensive A Gain +2 insight bonus on your damage rolls. PU
Prevenom Weapon A Your weapon is mildly poisonous. [Ranged weapons bestow this effect on their ammunition.] PU
Psychokinetic Cannon A Launch a projectile without its launcher. PE:APG
Sense Minds   Detect non-mindless creatures with pinpoint accuracy. PE:APG
Vigor A Gain 5 temporary hit points. PU

2nd-Level Marksman Powers

Power Name Augment Description Source
Blanketing Assault   Your cover fire ability affects all creatures within 10 ft. PE:APG
Blinding Shot A You charge a piece of ammunition with psychokinetic energy. PE:APG
Body Adjustment A Heal 1d12 damage. PU
Body Equilibrium   You can walk on nonsolid surfaces. PU
Body Purification A Restore 2 points of ability damage. PU
Cloud Mind   You erase knowledge of your presence from the target’s mind. PU
Concealing Amorpha   Quasi-real membrane grants you concealment. PU
Deflect   Avoid a single ranged attack. PE:APG
Defy Gravity   You move up and down, forward and back, via mental support. PU
Detect Hostile Intent   You can detect hostile creatures within 30 ft. of you. PU
Dissolving Weapon A Your weapon deals 4d6 acid damage. PU
Entangling Cover   Your cover fire ability also entangles the target. PE:APG
Ephemeral Bolt A Create phasing projectiles with a delayed-damage effect. PE:APG
Gravitational Well A Cause the target to draw attacks toward it. PE:APG
Kinetic Reload A Use telekinesis to reload your firearm. PE:APG
Knockdown   Your ranged attack knocks enemies prone. PE:APG
Localized Windstorm A Increase or decrease winds in a small, controllable area. PE:APG
Psionic Scent   Gain the scent ability. PU
Share Pain   Willing subject takes some of your damage. PU
Sidestep   Avoid a single melee attack. PE:APG
Sonic Blast A Next attack deals sonic damage; expend focus to trip target. PE:APG
Sustenance   Go without food and water for one day. PU
Wall Walker   Grants the ability to walk on walls and ceilings. PU
Wind Strike   Attacks with your wind reader ability also daze your targets. PE:APG

3rd-Level Marksman Powers

Power Name Augment Description Source
Concealing Amorpha, Greater   Quasi-real membrane grants you total concealment. PU
Control Air A You have contol over wind speed and direction. PU
Danger Sense A Gain +4 bonus against traps. PU
Dimension Slide A Teleports you a very short distance. PU
Ectoplasmic Grapnel A Use a ray of ectoplasm to perform a variety of functions. PE:APG
Energy Adaptation, Specified A Gain resistance 10 to one energy type. PU
Escape Detection   You become difficult to detect with clairsentience powers. PU
Flexible Trajectory A Ranged attacks follow imaginary path to target. PE:APG
Gravitational Anchor   Alter gravity to direct toward the creature or object you touch. PE:APG
Heightened Vision   See 60 ft. in total darkness. PU
Hustle   Instantly gain a move action. PU
Physical Acceleration A You move faster. gain +1 on attack rolls, AC, and Reflex saves. PE:APG
Touchsight A Your telekinetic field tells you where everything is. PU
Ubiquitous Vision   You have all-around vision. PU

4th-Level Marksman Powers

Power Name Augment Description Source
Aura Sight A Reveals creatures, objects, powers, or spells of selected alignment axis. PU
Barrage   Execute a flurry of swift attacks against nearby targets. PE:APG
Evade Burst A You take no damage from a burst on a successful Reflex save. PU
Inertial Barrier   Gain DR 5/-. PU
Mirror Shot A Reflects alternate realities, partially duplicating a projectile in midair. PE:APG
Pierce the Veils   See all things as they really are. PU
Sharpened Edge   Doubles normal weapon’s threat range. PU
Slip the Bonds   You cannot be held or otherwise rendered immobile. PU
Steadfast Perception   See through illusions, gain +6 bonus on Perception checks. PU
Truevenom Weapon   Your weapon is horribly poisonous. [Ranged weapons bestow this effect on their ammunition.] PU
Zealous Fury A Subsequent attacks are as accurate as previous ones. PE:APG