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Starting at 3rd level, you gain the Rift Strike talent. If you already have the Rift Strike talent. It does not count against your Psionic Talents known, but cannot be switched out on leveling up. When you use your Phase Rift power as an action, you can make a single weapon attack as a bonus action. Starting at 3rd level, your wandering mind adapts to new situations constantly.

At the end of a long rest select two skills you do not have proficiency in, until the end of your next long rest, you can add half your proficiency modifier rounded down to ability checks for those skills. Starting at 6th level, once per turn, you automatically gain one illusory duplicate as per the blurring modifier when using your Phase Rift power. Additionally, your first attack roll before the end of your turn after using Phase Rift gains advantage.

Starting at 10th level, your unspent Psionic Mastery points are not lost until the start of your next turn, but can only be used to cast flicker. Additionally, when you roll for the effect of flicker or blink you can expend 1 psi point to reroll the result. You can select which of the two results you would like to use.

Starting at 14th level, your understanding of how to traverse space expands to a previously incomprehensible scale. You gain the ability to cast planeshift and teleport.

You can cast one of these spells per day once without expending a spell slot or use of innate psionics. Once you do this, you must complete a long rest before you can use them again, or use your 7th level or Higher use of Innate Psionics instead of the spell selected for that level to cast these spells again before completing a long rest.

If you already have one of these spells selected for your 7th level Innate Psionic power, you can select a new 7th level spell from the Psion list for that slot. Additionally at 14th level, your phase rift no longer has to go in a straight line, though it can only pass through a creature's space once.

At 1st level when you select this archtype, you gain a deep intrinsic tie to elemental power, granting you the ability to manipulate it. You gain the psionic discipline of Psychokinetics.

Additional at 1st level, when you deal fire, cold, lightning or force damage, you take on an aspect of that element until the end of your next turn or you take a new primordial aspect. You can additionally spend 1 psi point to gain resistance to the element to the start of your next turn. If you are a specialized in an element, you you can do this without spending a psi point for the element you are specialized in. The appearence of the aspect manifesting itself may vary, perhaps your hair becomes fire and radiate heat or your skin takes on an icy sheen, but whatever the nature and consequence of the aspect is apparent to observers.

Starting at 3rd power, your powers become a living extension of your mind, weaving an extension of your will into reality, allowing you to manipulate your powers in more advanced ways.

When you use a power or alternate effect of psychkinetics, you can apply one of the following modifiers:. When you use a power or spell that makes a ranged spell attack, you can convert it to a melee spell attack such as forming it a weapon shape , and when you would make an attack that would make a melee spell attack, you can instead form into a shape and hurl it at a target within 15 feet making a ranged spell attack.

When you use a spell or power that targets an area, you can select a number of creatures equal to the psi points spent in the area of effect for the spell or power to be ignored.

The power passes harmless around these creatures and they automatically suceeed on their saving throw against the effect, and they take no damage if they would normally take half damage on a successful save against the effect. When you use a spell or power, you can let it rage out of control. You can must use the new roll. Starting at 10th level, when you enter a primordial aspect, you can expend 1 psi point to fully manifest that element, replacing the primordial aspect with the following effect.

If you are specialized in that element, it does not require a psi point to fully manifest the power. If you are not in a primordial aspect, you can fully manifest a power as bonus bonus action for 2 psi points or 1 psi point if are specialized in that power.

Starting at 14th level, you can expend 5 psi points to cast shapeshift to assume elemental forms. When you cast shapeshift in this way it has nor verbal or material components, but you can only assume the form of a Water Elemental, Fire Elemental, or Air Elemental. If you are specialized in an element, the cost is reduced to 3 psi points, but you can only assume the form associated with your specialization Water Elemental for cold, Fire Elemental for fire, or Air Elemental for lightning.

A Water Elemental assumed with this form does not have the Freeze property. Once you cast shapeshift this way, you cannot do so until you complete a short or long rest. A dangerous branch of psionics that are born from the ability to sap energy from other creatures, tearing from them their thoughts, their mind, and ultimately their vitality for your own consumption. A feared branch of power, it is often believed to be one of the roots of psionic power as it is a branch of power found in many of the most ancient and terrible practitioners of psionics, such as brain eating squid faced monsters and ancient psionic space whales editor note: OGL.

It has been refined by those that seek greater power either from ambition or desperation, and unlocks a terrible but effective path.

One example of mortal creatures walking this path is the houses of dark elves, who developed their dark powers from their study of feral vampiric brain eating monsters. At 1st level when you select this archetype, you gain the ability to consume the psionic power of others. You gain the psionic discipline of Consumption. Additionally at 1st level, your powers grant you intuition that allows you to better adapt and survive as a mind hunter.

You gain proficiency in Stealth and Deception. When you use psionic abilities, you can make an Intelligence Deception check contested by a target's Wisdom Insight to conceal your use of psionic powers, suppressing their usual visible indicators. If you spend psi points on the ability, you must subtract the psi points spent from your Intelligence Deception roll result concealing greater uses of psionics being more difficult.

Starting at 3rd level, you gain the psionic talent Mind Devourer; this talent ignores the normal level restriction, and does not count against your Psionic Talents known, but cannot be switched out on leveling up.

Additionally, you can gain the benefit of this talent from a range of 30 feet when the creature is killed by one of your Psionic powers. As with all Psion subclasses, the 2nd psionic discipline can be selected from any of the available options, but the combination of Consumption and Telepathy is the default selection.

Your features do not rely on this combination, but it opens some interesting possibilities in the Talents, and will best represent some of the sources of inspiration for the subclass. Starting at 10th level, you can trigger Mind Devourer anytime you deal psychic damage to a target within 30 feet, regardless if it kills the target or not.

Further, you can have additional psi points over your normal limit equal to your half your Intelligence modifier rounded down when gaining psi points from Mind Devourer, but any additional psi points are lost when you complete a short or long rest. Even when used with Mind Vampire, Mind Devourer still requires a reaction to use, meaning that it can still effectively trigger once per round. All normal restrictions of Mind Devourer still apply such as a minimum Intelligence ability score of the target.

Starting at 14th level, your Mind Leech ability always gains the Shredding modifier, and it does not cost a psi point to add the modifier. Further, you can use additional power to leave their mind further vulnerable. You can spend additional psi points on the Shredding modifier to further reduce their next Wisdom, Intelligence or Charisma saving throw up to 2 additional points to reduce it by a total of 3d4.

Once this is effect has been applied to a creature, you cannot spend additional psi points on the Shredding modifier against the creature until 1 hour has passed. Enhancement is the ability to interact with a creature's nature and abilities with your Psionic power.

You can focus your psionics to enhance your abilities. Whenever you make a skill check using Strength or Dexterity, you can add 1d4 to the result. You empower the body of a target creature you can see with your Psionics. The target gains 1d6 temporary hit points and the next time the target deals damage, it deals 1d6 additional damage to one application of that damage roll. Any remaining temporary hit points from this power fade when you use it again. You can spend Psi Points up to your per use limit to add the following modifiers to Enhancing Surge you can add multiple modifiers.

The points must be spent when choosing the target of the power. Swift 2 psi points : The target gains an additional action. That action can be used only to take the Attack one weapon attack only , Dash, Disengage, Hide, or Use an Object action. Resilient 3 psi points : the target gains resistance to all damage until the start of your next turn. Additionally, when you learn the Enhancement psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:.

If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. You can cast alter self at will, without expending a spell slot or psi points. You gain the cure wounds spell, and can cast it as a first level spell by expending 1 psi point. You can cast it at a higher level by spending an additional psi point for each level above first.

When you cast cure wounds on a creature, you can use Enhancing Surge on the target creature as a bonus action. The mutate K and polymorph spells are added to your Enhancement Alternate Effects list. Unless you know it from another source, you can only target yourself when casting polymorph.

When you use Enhancing Surge targeting yourself, you can choose to make your Strength or Dexterity ability score equal to your Intelligence ability score until the start of your next turn. When you target only yourself with Enhancing Surge, you can use the power as a bonus action instead of an action, but the damage and temporary hit points the base power grants are reduced to 1d4 when using the power this way.

The mass cure wounds and reincarnate spells are added to your Enhancement Alternate Effects list. Reincarnate requires its normal material components when cast this way.

Projection is the ability to project what is in your mind to the outside world with your Psionic power. As an action, you can use your powers to project an inanimate object you imagine into your hands. It cannot be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature.

The item behaves as a solid object. Weapons created with this feature deal force damage. You project an ethereal creation from your mind taking the shape of a medium or smaller creature, weapon, or other object. This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack.

In a hit, the target takes 1d8 force damage. While the Astral Construct is active, you can spend Psi Points up to your per use limit to issue commands that effect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued, and each command can only be issued once per turn. Strike 2 psi point : The construct makes an attack even if it has already attacked.

Relocate 1 psi point : The construct disappears and reappears anywhere within 60 feet of you. Solidify 1 psi point : Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is not in another creature's space.

The construct becomes ethereal again if it drops to zero hit points. Grab 1 psi point : Can only be used while your construct is Solidified. A target creature within 5 feet of your construct must make a Strength saving throw or become restrained by the construct. At the end of the creatures turns it can repeat the saving throw.

The condition ends of the construct becomes ethereal again. Grow 1 psi points : Your construct increases by one size, and its number of damage dice increases by one. It returns to its normal size at the start of your next turn. It can only gain one additional die for example, up to 2d8. Replicate 3 psi points : You use Relocate, but the original does not disappear.

Until the end of your turn, you have another construct and control both with the same action commands only affect one of your choice.

Pick one construct to fade at the start of your next turn or use Sustain. This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the construct's hit points to its maximum. Additionally, when you learn the Projection psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:. You gain the ability to solidify some of your projections into real objects, you can cast fabricate and wall of stone expending psi points equal to the spell level.

You learn to project a swarm of ethereal objects. As an action, you can expend 5 psi points to cast animate objects. When cast in this way, the spell creates new ethereal objects rather than animating existing ones. Telekinesis is the ability to interact with physical objects and energy with your psionic powers. When you gain this feature, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it.

You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.

You can spend 1 or more psi point to increase how much you can lift by pounds per psi point spent for 1 turn. You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 5 feet in a direction of your choosing or be knocked prone. You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force you can add multiple modifiers.

Crushing 2 psi points : The target is restrained until the end of its next turn if it fails its saving throw. Zone of psi points : You can target all creatures in a 5 foot radius. The radius doubles for each point spent 5 ft. Additionally, when you learn the Telekinesis psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:.

When you use the Telekinetic Force power, you can unleash it as a blast of kinetic power. You can use your power as a ranged psionic attack applying damage and effect on hit. You can only select the Hammering modifier when you use it in this way.

You can expend a psi point to gain 10 additional feet of movement and the effect of spiderclimb , feather fall , or levitate until the start of your next turn. At the start of your next turn you can expend a psi point to maintain the effect before it would end. You gain the Telekinetic Weapon psionic power as part of your Telekinetic Discipline in addition to your other psionic powers , giving the ability to fling weapons as per the power.

You focus your telekinetic power spreading it thin to create a large barrier. As an action you can expend 2 psi points to create a wall of weak telekinetic force up to 40 feet long, or as a 15 radius around you.

This barrier is visible as small objects hover and float within it. If you create it around yourself, it moves when you move. Ranged attacks that pass through this barrier are made with disadvantage as their trajectory is deflected. You can maintain this barrier by concentrating, as if concentrating on a spell, for up to 1 minute after creating it.

The spell animate objects is added to your Alternate Effect list for Telekinesis. Additionally, as a reaction to a ranged weapon attack you can see being made against a target within 60 feet of you, you can expend 1 psi point to add or subtract 2d4 to or from that attack roll.

You can do this after the attack is rolled, but before you know the outcome of the roll. The spell fissure K is added to your Alternate Effect list for Telekinesis Additionally, as a reaction to a melee attack being made against you, you can expend 1 psi point to shove the creature away. The creature must make a Strength saving throw, or be knocked 10 feet backwards. If this puts the attack out of reach, it automatically misses.

You learn to focus your mental grip. You can make an Intelligence Athletics check when you make an Athletics check. Additionally, when you initiate a grapple in this method, you can attempt to grapple a creature within 30 feet. Maintaining a grapple like this requires Concentration, as if concentrating on a spell, and the grapple ends if concentration is lost.

Telepathy is the ability to interact with the minds of other creatures using your psionic abilities. When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw. You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion you can add multiple modifiers.

Terrifying 1 psi point : The target is frightened of you until the end of your next turn if it fails its saving throw. Meddling 2 psi points : You make one creature invisible to target creature or cause the creature to see something that is not there with the effect of minor illusion until the start of your next turn if it fails its saving throw. Overwhelming 3 psi points : The target is stunned until the end of its next turn if it fails its saving throw.

Additionally, when you learn the Telepathy psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:. You gain the ability to use your Telepathy to project images into the minds of creatures with perfect clarity, interposing it over their reality. The spells silent image , major image , hallucinatory terrain and seeming are added to your Telepathic Discipline alternate effects list costing psi points equal to their spell level.

You specialize in the subtly touch, picking stray thoughts and soothing concerns without overtly intruding upon a mind. You gain expertise the Persuasion skill, though you are reduced to normal proficiency against creatures that are immune to mental influence or charm such a creature under the effect of mindblank.

You can communicate the opening a creature to your allies. When a creature fails a saving throw against your Telepathic Intrusion, you can take the Help action targeting that creature as a bonus action, helping another creature that you can telepathically communicate with. When you take the Help action in this way, the range of it becomes 30 feet. Your telepathic communication gains an unlimited range as long as you have communicated with the creature within the last day, and the target willingly maintains the link.

However, it takes an action to focus to communicate over distance if you cannot see the target or for the target to communicate with you if they cannot see you. You can maintain a link with a number of people equal to your Intelligence modifier in this way. Transposition is the ability to modify the properties of space and manipulate dimensional boundaries with your psionic powers. On your turn, you can replace your movement by teleporting 5 feet in any direction to a space you can see.

This distance increases by 5 feet at 5th level to 10 feet , at 11th level to 15 feet , and becomes equal to your movement speed at 17th level. This replaces all movement for your turn when used.

You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but cannot pass through objects, buildings or terrain more than 4 inches thick.

Any creature in the path of this tear must make a Dexterity saving throw or take 1d8 force damage. You can spend Psi Points up to your per use limit to add the following modifiers to Phase Rift you can add multiple modifiers.

Blurring psi point : You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent up to a maximum of 3. One remaining image fades at the start of each of your turns. Long psi points : You can travel an additional 10 feet for each point spent. Echoing 2 psi points : You immediately Phase Rift again with the same action. Ethereal 2 psi points : You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy.

If your Phase Rift would end inside a space you cannot occupy, the power fails. Additionally, when you learn the Transposition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:. When use your Phase Rift power, you can instead empower a piece of ammunition, granting it the following special properties:. You can expend 1 psi point to make a single weapon attack against any target you pass through with Phase Rift as part of the same action.

You can make this attack against a target once per turn. You can spend Psionic Mastery points on this talent. When you use Phase Rift you can choose to leave a 5 foot wide tear in reality behind, forming a line between your starting location and ending location until the start of your next turn. Any creature that enters this area for the first time or ends their turn in it must make a saving throw against the effect of Phase Rift as if they'd been hit by it.

Psychokinetics is the mental art of spontaneously creating and controlling energy; sapping energy to freeze or spontaneously creating bursts of fire or arcs of lightning. Dangerous and destructive, it provides devastating power. When you gain this feature, you can manipulate energy in minor ways at will.

As an action you can cause a light that casts 30 feet of bright light and 30 feet of dim light, cause things you touch to catch fire as if touched by a match, cause small arcs of electricity, freeze or thaw up to 5-foot cube of water.

Any ongoing effect you create lasts 1 minute. You can have up your Intelligence modifier simultaneous effects, after which another ends the oldest ongoing effect. You can use your mind to create a burst of elemental power, blasting a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold, fire, force or lightning damage.

For each die of cold damage dealt, the creature's movement speed is reduced by 5 feet until the end of their next turn, for each die of fire damage dealt by the original attack, the creature takes 1d4 fire damage at the start of its next turn, and for each die of lightning damage dealt, an arc of lightning strikes another creature of your choice within 20 feet, dealing 1d4 lightning damage damage from these effects do not add additional bonuses, such as Empowered Psionics.

You can spend Psi Points up to your per use limit to add the following modifiers to you can add multiple modifiers. Lasting 1 psi point : Your Elemental Blast leaves a 5 foot radius sphere of devastating behind where it strikes until the start of your next turn.

Creatures that enter this zone for the first time or end their turn in it must make a Constitution saving throw or suffer the secondary effects slow, burn, arc of the blast as if they had been hit by it. Massive psi points : You unleash a massive blast; rather than making an attack roll, all creatures within a 15 foot cone must make a Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent 2 points for 30 foot, 3 points for 60 foot.

Overcharged 0 psi point : You take 1d4 force damage and do not add your Proficiency modifier from the attack or Spell Save DC for your Elemental Blast, but increase the damage it deals by twice your Proficiency modifier.

Additionally, when you learn the Psychokinetics psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:. When you take this Discipline, you may but do not have to select a specialization from the following list.

You may only select a specialization at the time of gaining the Discipline, and cannot change or remove a Specialization once selected.

You can only deal Cold damage with Elemental Blast. When is hit by an attack of your Elemental Blast or fails a saving throw against this power, it becomes frozen until the end of its next turn, giving it disadvantage on its next attack roll or dexterity saving throw, and reducing it's speed by an additional 5 feet to a total of 10 feet. If the attack roll is a critical hit or the target fails their saving throw by 5 or more, the target becomes restrained while frozen.

You can only deal Lightning damage with Elemental Blast, but the size of the damage dice of Lightning damage both the initial damage and arc damage is increased by one step to a d10 initial damage and d10 additional damage per point spent on Amplified, and 1d6 arc damage to a nearby target per die of initial damage.

You can only deal Fire damage with Elemental Blast, but the size of the damage dice of fire damage both the initial damage and burn damage is increased by one step to a d10 initial damage and d10 additional damage per point spend on Amplified, and 1d6 burn damage at the start of their turn per die of initial damage. As an action, you surround yourself with a swirling shield shield of fire, ice, or lightning.

You gain temporary hit points equal to your Psion level. Creatures that strike you while you have these temporary hitpoints take 1d4 damage of the shield type chosen. The powers you wield effect your state of mind, empowering you based on how you wield them. When you deal elemental damage, you gain the related mental property until the start of your next turn.

You gain the ability to cast fire shield without expending psi points; if you have a specialization, it's damage type matches your specialization.

Once you cast it this way, you cannot cast it again until you complete a long rest, or you must spend 4 Psi Points to cast it again early. You can manifest your emotions into elemental powers that take shape in the material realm. While you are in an elemental emotion, you can expend 2 psi points to manifest that emotion as a bonus action into the world; this takes the form of a mephit ice mephit for cold, magma mephit for fire, and dust mephit for lightning.

As your emotion, given form, it acts immediately after your initiative at your directive. It lasts for up to 1 minute after which it naturally fades away or until destroyed.

You cannot manifest more than one emotion at at time, and if it is destroyed, you take 2d6 psychic damage from the backlash. This manifestation is not a sentient creature of its own, and simple a manifestation of your emotion. There is no mechanical limitations on the actions of the manifested emotion, but it is recommended you consider the emotion of which it is manifest when determining it's actions.

Magma mephits will act rashly and aggressively, dust mephits will be restless and easily distracted, and ice memphits will be cold and calculating. Precognition is the ability to see what lies ahead, piercing the veil of the future. Seeing things that most people cannot a Psion with Precognitive abilites can, to a limited extent, know the future; such a future is known by tracing it's roots from the present, and grows more mysterious and cloudy as such roots grow distance.

Such a future can be changed by the actions of the present, particularly by knowledge of said future and action to prevent or change it. This is the function most often leveraged by Precognitive Psions, peering into the future to steer around courses they seek to prevent or steer toward a possible outcome they seek.

Your eyes wander to events before they happen. You can add your proficiency to perception and initiative rolls; if you already are able to add your proficiency to perception, you can add twice your proficiency. If you concentrate on your keeping an eye on the future as if concentrating on a spell , you can use your Intelligence modifier when making Perception instead of Wisdom or Initiative instead of Dexterity ability checks, and make Intelligence saving throws in place of Dexterity saving throws.

You concentrate and peer into the stream of future possibilities, gaining insight into what will happen next; you can select one of the following:. You can spend Psi Points up to your per use limit to add the following modifiers to Seeing you can add multiple modifiers. Withheld 0 psi point : Rather than granting advantage or disadvantage on the next attack, you can grant advantage or disavantage as a reaction to an attack being made until the start of your next turn. Omniscient 1 psi points : The beneficiary of your Seeing is under the effect of bless and guidance until start of your next turn.

Thwarting 2 psi point : The beneficiary of your Seeing has advantage on the next Saving Throw they make before the start of your next turn. Additionally, when you learn the Precognition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:. When you are subjected to a saving throw, can expend 1 psi point and glimpse into the feature. You know what the effect you saving against is if it is a Spell or Psionic effect as if you passed an Intelligence Arcana or Intelligence Psionics check against it.

Additionally, can add your Intelligence modifier to your saving throw against it regardless of it's nature. When you finish a long rest, your dreams have prepared you for the day to come. Upon waking, you issue reassuring words and advice to your companions to help them survive the day, giving them temporary hit points equal to your Intelligence modifier.

During the next 24 hours, you cannot be surprised. Nullification is the ability to interfere with the supernatural effects of the world, reverting reality back it's original state. When you gain this feature, you can control the aura of interference, wreathing yourself in the disruptive power that asserts reality. You can end minor magical or psionic effects such as the result of cantrips or zero point psionic powers by touching them, and have resistance to illusions or magical damage from things you touch gaining advantage on the saving throw against them, if applicable.

If you are grappling or otherwise touching a spellcasting or psionic creature, at the start of your turn you can expend 1 or more psi to interfere with their abilities until the start of your next turn. In order to cast a spell or use a Psionic power, they must succeed a Saving Throw of their spell casting or psionic ability score against your Psionics DC unless casting a spell with a higher level or using a power with more psi points than the psi points spent on this feature.

You release a burst of raw psionic nullification at a creature you can see within range. The creature must make a Charisma saving throw. On failure, you can apply 1d4 force damage as its existence is disrupted. If the target is a aberration, celestial, construct, elemental, fey, fiend, undead, or a creature with the ability to cast spells or use psionic powers it takes an additional 1d4 force damage, and becomes disoriented; until the end of its next turn, it rolls a d4 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.

You can spend Psi Points up to your per use limit to add the following prefixes to Denial modifying it's functionality you can add multiple prefixes. Aura of 3 psi points : Instead of targeting a creature, it becomes an effect around you with a radius of 20 feet until the start of your next turn; any creature of your choice that enters or starts its turn in the area of effect must save against the power.

Firm 2 psi points : The target creature has disadvantage on the saving throw against the ability. If the property is an innate property of a creature either of the target creature, or effecting the target this power , it is only ended if the psi points exceed the CR or class levels of the target creature, and they return at the end of that creatures next turn.

The supernatural effect cannot be its existence, unless it has less than 10 hit points and it would otherwise qualify. Additionally, when you learn the Nullification psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature:.

Will present text in one or two columns, but does not do a vertical read. Has hyperlinks as has Tome Raider. Can generate a unique identifier for each machine using a reader, probably for use with commercial products. Requires cookies to access the site which I dislike. Download the actual Psion version of the reader which works well from www. Versions exist on many platforms and it does a pretty good job of keeping text looking like the original. I was a beta tester, and it is impressive.

In June Sander announced version 1. Version 1. Check Sander's description of how the PDF porting was done at www. Pdfprinter is a printer driver, this means that almost all programs that can print, can now also be used to create PDF files in the device itself. Version for Psion and compatibles www. Has very handy List and Page views, structures information well, is very fast, and handles giant database documents well. Not free, and a propriety format, and may be locked to serial numbers.

Only handles Tomeraider format files. PC based Tome Binder utilities readily available to produce files. Looks interesting, but I am resisting proprietary formats. PC version also available, as are Windows CE. Gives some false "end of file" messages, I'm told. I gather it hasn't been updated in some time, but seems fairly complete in version 2. Seems pretty complete. Bookmarks, search, screen numbers, horizontal and vertical left or vertical right display. SIS install. Some crashes. Handles HTML badly.

No URL known. Author is jean-luc damnet, jldamnet at antall. This will convert any text file into. Lagerhaltung und Distribution. Lagerhaltung und Distribution Verbessern, optimieren und koordinieren Sie Lager-Workflows mit der betrieblichen Transparenz, mit der jeder Mitarbeiter und jedes Asset sichtbar, verbunden und optimal genutzt wird. Transport und Logistik. Energie- und Versorgungsunternehmen.

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