Psionic Powers


Stormwrack


PSION/WILDER POWERS

4th level

Blackwater Mind: Those attempting to telepathically contact you are incapacitated.

PSYCHIC WARRIOR POWERS

3rd level

Waterborn: Gain the aquatic subtype and a swim speed.

HELMSMAN
Clairsentience
Level: Seer 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 3

When you manifest this power, you become more in tune with the ship around you. There is a sudden muting of all the normal shipboard noises in your vicinity when it is activated, as though the ship were suddenly holding its breath.

You are in communion with the ship, understanding the nuances of its condition. Under your direction, the ship’s speed increases by 10 feet/round. In addition, you gain a bonus equal to one half your manifester level (round down) when making Profession (sailor) checks while aboard the ship on which you manifested the power. This can be used even if you do not actually have ranks in the skill.

Augment: You can augment this power in one of three ways:

  • 1. For every 2 additional power points spent, you gain a bonus equal to one-half your manifester level for one other skill of your choice: Balance, Climb, Craft (woodworking), or Use Rope. This bonus only applies while you are on the ship in which you manifested the power.
  • 2. For every 4 additional power points spent, the ship speed increases by another 10 feet/round.
  • 3. You can spend 4 additional power points to gain tremorsense while on board the ship, allowing you to detect the presence of all creatures within 30 feet of you that are in contact with the ship.

HELMSMAN, TRUE
Clairsentience
Level: Seer 6
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 11

As helmsman, save that your understanding and communion with the ship has reached truly unearthly levels. At this level of understanding, your mind merges with the nascent sentience of the ship’s spirit, allowing you to form a powerful gestalt understanding with it.

At any point, you can redirect your senses to any part of the ship as though you were manifesting the clairvoyant sense power, though the point of viewing can move up to 30 feet per round and you gain the benefit of the specialized shipboard tremorsense (see helmsman) through that manifestation. Moreover, you gain the ability to speak with the ship itself. The ship’s personality contains elements of all the people who have captained it in its existence, so that a ship with an esteemed military past will seem to be very orderly and precise in its thoughts, while a ship that has seen generations of pirate captains is likely to be more rapacious and violence seeking.

The ship can relate its entire history, though its understanding of things outside of itself will tend to be somewhat incomplete—it can relate what the hazards of sailing into a given harbor were like, but it can’t necessarily tell you what the shore-folk called that harbor.

Augment: As helmsman.

WATER-BORN
Psychometabolism
Level: Egoist 3, psychic warrior 3
Display: Visual, olfactory, auditory; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 5

With the smell of the sea and the sound of rushing waves, your body adapts itself perfectly to the aquatic environment, becoming slightly clammy to the touch.

You gain the aquatic subtype and a swim speed equal to your base land speed. In this form you are perfectly amphibious, capable of breathing air or water equally.

Augment: By spending an additional 2 power points, you can adapt your body to survive even in the terrible lightless depths of the ocean trenches, becoming immune to the pressure damage. This does not, however, grant you the ability to see in those depths.

BLACKWATER MIND
Telepathy [Mind-Affecting]
Level: Psion/wilder 4
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 7

You surround your mind in mental patterns inspired by the blackwaters of the ocean depths, confusing and distressing those who try to telepathically contact your mind. Anyone who attempts to manifest a telepathic power that targets you must make a Will save (DC equal to this power’s DC). Those who fail the Will save suddenly find themselves trapped in what seems to be a smothering, lightless place of unimaginable pressure and bitter cold. Such targets are dazed, shaken, and blinded for 2d6 rounds.

This power does not actually protect from telepathic intrusion; rather, it is an attack triggered in response to a telepathic intrusion by another. You might still be affected by the attacker’s power, even if the attacker is in turn affected by yours. The only clue that you have activated this power is the momentary darkening of your eyes, which turn a deep black hue, like the seas’ abyssal depths.

Augment: For every 2 additional power points you spend, you gain a +1 bonus on saving throws to resist any powers that trigger the blackwater mind.