View Full Version : D&D 3.x Class Nifft's Kleptologue (spellthief re-write) [PEACH]

2016-10-30, 08:34 PM

The kleptologue is a re-write of the spellthief, aimed at campaigns where magic is not rare, where psionics are present (but uncommon), and where the magic-psionics transparency rules are in effect. This seems to be a common set of campaign world choices.

Play this class if you want:
- To be a Rogue with some unusual magical tricks.
- To frustrate and hamstring enemy spellcasters.
- To apply teamwork and creativity to multiply the power of your party's primary casters.
- To use your knowledge about the monsters of the world to remove their defenses and help your team shine.

Advice for DMs:
- Remember that a Psionic manifester can never spend more power points per power than her Manifester Level, which is at most her character level. Augmentations for even a 1st level power will eventually go up to 20, but she can't spend 20 points on a power until her character is level 20.
- Remember that dispel magic works on Psionic powers, just like dispel psionics works on Magic spells.
- If the above rules are followed, then Psionics is balanced along side Magic.
- Psionics is probably weird to most NPCs, but no weirder than a Warlock, a Binder, a Totemist, or a Dragonborn.

Image stolen directly from the Dungeons & Dreamboats thread.

"Since when do Wizard whisper in fear of these so-called 'Kleptologues'? What do my mighty brothers and sisters of the Art have to fear from some upstart with strange powers? They are mere thieves, and like the thieves before them, they shall fall to the puissance of our considerable defenses."

Kleptologues are thieves first and foremost. Their psionic powers are strange to many, even the most learned sages, and their ability to steal magical powers is rightly feared by the mighty.

Here are some roleplaying ideas:

Driven by Envy: You are jealous of the power of primary spellcasters (Clerics, Wizards, and Druids). You worked hard to hone your physical skills, but you were never good enough to compete with them. The stress of your situation triggered your latent psychic abilities, and you realized that even if you couldn't be what you had always wanted to be, you could at least steal it from those who could. You see the world as a zero-sum game: for one person to win, another must lose. You aim to win, and damn the bodies you must step over to get there.

Grasping at Beauty: You paid another silver, and sat down to watch the Illusionist's show. But somehow, the show wasn't the same as it was last year. Before, you had wondered at the marvelously strange creatures and images. This time, you were seeing something else, something under the images, a structure of ineffable beauty. You tried to tell your brother about it, but he couldn't see anything past the barmaid's bosom. So you crept under the benches and over to the most beautiful structure of all. You reached out for it, and ... it was the gnome who had been putting on the show, and you'd taken his invisibility spell for yourself.

Every Coin Counts: You need an edge, see? There's nobody gonna give you half a nocked nickle if you can't prove that you got an edge. My edge? Sure, I'll tell ya. Ain't no loss spilling that pint. My edge is that I can steal a coin from your purse, or steal a spell from your soul. I can hit a bull's eye with a dart, and I can pull the dart back with my mind. I've learned every trick a second-story man can take from these streets, and then I took that knowledge up the Griff Mountains, where I had to duck griffons to get to the monastery. Stayed there a year, I reckon. They beat the vice out of my body, and they beat their weird powers into my head, but I'm not a monk, see? I'm a thief. So my powers are all my own, original, get me? That year at the monastery was the hardest thing I ever done, but it got me my edge.

HD: d6

Starting GP: 4d4 x 10

Skills (6 + Int): Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Info (Cha), Knowledge (local, psionics) (Int), Open Lock (Dex), Perception (Wis), Psicraft (Int), Search (Int), Speak Language, Stealth (Dex), and Use Psi Device (Cha).

Class Features
Powers Known
Max Power Level

1st+0002Sneak Attack +1d6, Steal Effect, Trapfinding0*21st
2nd+1003Detect Psionics, Steal Spell or Power13
3rd+2113Steal Energy Resistance 1034
4th+3114Steal Spell-Like Ability552nd
5th+3114Sneak Attack +2d676
6th+4225Discover Powers and Spells117
7th+5225Absorb Effect1583rd
8th+6/+1226Special Ability199
9th+6/+1336Sneak Attack +3d62310
10th+7/+2337Steal Spell Resistance27114th
11th+8/+3337Steal Energy Resistance 203512
12th+9/+4448Special Ability4313
13th+9/+4448Sneak Attack +4d651145th
15th+11/+6/+1559Steal Insight6716
16th+12/+7/+2 5510Special Ability79176th
17th+12/+7/+2 5510Sneak Attack +5d69118
18th+13/+8/+3 6611Steal Energy Resistance 3010319
19th+14/+9/+4 6611Steal Energy Immunity11520
20th+15/+10/+5 6612Special Ability12721

Weapon and Armor Proficiency: Kleptologues are proficient with all simple weapons and with light armor but not with shields. Because of her intense mental and physical training, a kleptologue can cast stolen arcane spells while wearing light armor without incurring any arcane spell failure chance. However, a kleptologue wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure as normal (PHB p.123).

Power Points/Day: A kleptologue's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Kleptologue. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items. A 1st-level kleptologue gains no power points for her class level, but she gains bonus power points (if she is entitled to any), and can manifest either of the powers she knows with those power points.

Powers Known: A kleptologue begins play knowing two kleptologue powers of her choice. Each time she achieves a new level, she unlocks the knowledge of a new power.

Choose the powers known from the kleptologue power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a kleptologue to learn powers from the lists of other classes.) A kleptologue can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a kleptologue can manifest in a day is limited only by her available power points: those which she gains from her class and abilities, and those which she steals from her foes.

A kleptologue simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.

The Difficulty Class for saving throws against kleptologue powers is 10 + the power's level + the kleptologue's Intelligence modifier.

Maximum Power Level Known: A kleptologue begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a kleptologue must have a Intelligence score of at least 10 + the power's level.

Sneak Attack (Ex): A kleptologue deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature (PHB p.50). If a kleptologue gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.

Trapfinding (Ex): A kleptologue can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PHB p.50).

Steal Spell Effect (Su): A kleptologue can siphon an active spell effect from another creature. A kleptologue who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell or power affecting the target. If the target is willing, a kleptologue can steal a spell effect with a touch as a standard action.

The kleptologue can choose which power or spell effect to steal; otherwise, the DM determines the stolen effect randomly. If a kleptologue tries to steal an effect that isn't present, the stolen effect is determined randomly from among those currently affecting the target. A kleptologue can't steal an effect if its caster or manifester level exceeds her class level + her Intelligence modifier.

Upon stealing an effect, a kleptologue gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the effect's duration expires, whichever comes first). If the effect's duration hasn't expired by this time, the effect returns to the creature that originally benefited from it.

A kleptologue can steal the effect of a power or spell only if the spell could be cast on her by the original caster or manifester. For example, a kleptologue couldn't gain the effect of an animal growth spell (unless the kleptologue is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a kleptologue tries to steal the effect of a power or spell which can't apply to her, the effect is still suppressed on the original target of the spell for 1 minute per kleptologue class level.

This ability does not work on spell effects that are immune to dispel psionics (such as bestow curse).

Detect Psionics (Sp): A kleptologue of 2nd level or higher can use detect psionics a number of times per day equal to her Intelligence bonus, if any (minimum 1). Her manifester level is equal to her kleptologue class level.

Steal Power or Spell (Su): A kleptologue of 2nd level can siphon psionic powers and spell energy away from her target and use either herself. A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a psionic power and power points, or a prepared spell, or the potential to cast a specific known spell, from her target. If the target is willing, a kleptologue can steal a spell or power with a touch as a standard action.

The target of a steal power or spell attack loses one 0-level or 1st-level spell from memory if he prepares spells ahead of time, or one 0-level or 1st-level spell slot if he is a spontaneous caster, or one 1st level power and one power point if he is a manifester. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute, and a manifester loses the ability to manifest that power for 1 minute. If the target has no power points, and no spells prepared (or has no remaining spell slots, if he is a spontaneous caster), this ability has no effect. A kleptologue can choose which power or spell to steal; otherwise, the DM determines the prize randomly. If a kleptologue tries to steal a power or spell that isn't available, the stolen power or spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level kleptologue who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent him from casting magic missile. If the same kleptologue stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells he might also have prepared).

After stealing a power or spell, a kleptologue can cast the spell herself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A kleptologue can cast this spell even if she doesn't have the minimum ability score normally required to cast a spell of that level. The kleptologue must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a kleptologue can convert the stolen spell power into temporary power points, to fuel any kleptologue power that she knows (effectively, this gives the kleptologue free power points). Stolen spells and temporary power points must be used within one hour of theft; after that, the stolen power fades away with no effect.

A kleptologue can steal powers and spells up to to one-half her manifester level (rounded down). Thus, at 4th level, she can steal powers and spells of up to 2nd level, and for every two levels gained after 4th, the maximum power and spell level stolen increases by one (up to a maximum of 9th-level powers and spells at 18th level). Whenever she steals a psionic power, she also steals enough power points to manifest that power without augmentation. (There are feats which can increase this baseline.)

When a stolen spell is converted into temporary power points, it is converted into the minimum number of power points that would be necessary to manifest an unaugmented power of that spell's level. Thus, a magic missile spell stolen from a 9th level wizard could either be saved as 9 spell levels, or cast as a 9th level spell (creating 5 magic missiles), or converted into a single temporary power point.

At any one time, a kleptologue can possess a maximum number of stolen power points plus stolen spell levels equal to her manifester level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level kleptologue can have two stolen 2nd-level spells, or one 2nd-level spell and 2 stolen power points, or any other combination of power points and spell levels totaling four. If she steals power points or a spell that would cause her to exceed this limit, she must choose to lose stolen spells sufficient to reduce her total number of stolen spell levels to no more than her maximum.

A kleptologue can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a kleptologue of 6th level or higher could steal a wizard's empowered magic missile, but only if she specifically chose to steal empowered magic missile. If she chose to steal an unmodified magic missile, she couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A kleptologue couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus he has no prepared empowered magic missile spell. (Since powers are never prepared, this is only relevant when stealing spells.)

This ability works only against spells and psionic powers. It has no effect on psi-like or spell-like abilities (but see the steal spell-like ability class feature, below).

Steal Energy Resistance (Su): Beginning at 3rd level, a kleptologue can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which her target is resistant or immune. If the target is willing, a kleptologue can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity (but see the steal energy immunity class feature, below).

If the target has more than one type of resistance to energy, a kleptologue can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a kleptologue chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a kleptologue gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A kleptologue can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a kleptologue might use this ability to gain resistance to fire and resistance to cold, but she could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, the maximum resistance she can steal increases to 20.

At 18th level, the maximum resistance she can steal increases to 30.

Steal Psi-Like or Spell-Like Ability (Su): At 4th level and higher, a kleptologue can use a sneak attack to temporarily steal a creature's psi-like or spell-like ability. A kleptologue who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a kleptologue can steal a spell-like ability with a touch as a standard action.

This psi-like or spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to the maximum level power that th kleptologue could know (as indicated on the table). A kleptologue can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the kleptologue can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the kleptologue can't steal it.

A kleptologue can use a stolen psi-like or spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A kleptologue must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the kleptologue uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Discover Powers and Spells (Ex): A kleptologue of 6th level or higher who steals a power from a manifester or a spell from a spellcaster with her steal power or spell ability automatically learns the names of all other spells prepared, spells known, or powers known by the target that are of the same spell level as the stolen power or spell. This knowledge allows the kleptologue to better choose what to steal on subsequent attacks.

For example, a 13th-level kleptologue who steals disintegrate from an enemy sorcerer would also discover the names of all other 6th-level spells known by that sorcerer.

Absorb Effect (Su): Beginning at 7th level, if a kleptologue's power resistance negates a spell targeting her, or if she makes a successful save against a power or spell that targets her, she can use an Immediate action to attempt to absorb the energy for later use. This ability affects only spells that have the kleptologue as a target, not effect or area spells. A kleptologue can't absorb a power or spell of a higher level than she could steal with her steal power or spell ability (see above).

To absorb a spell that targets her, a kleptologue must succeed on a manifester level check against a DC of 10 + (the spell's caster level or power's manifester level). Failure indicates that the spell has its normal effect -- which might be nothing, since she did already make her save. Success means that the spellthief suffers no effect from the spell and can cast the spell later (or convert its energy into temporary power points) as if she had stolen the spell with her steal power or spell ability. Her normal limit of total spell levels stolen still applies.

Special Ability: On attaining 8th level, and at every four levels thereafter (12th, 16th, and 20th), a kleptologue gains a special ability of her choice from among the following options:

Evasion (Ex): As the Rogue class ability.

Opportunist (Ex): Once per round, the kleptologue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the kleptologue's attack of opportunity for that round. Even a kleptologue with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Skill Mastery (Ex): The kleptologue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A kleptologue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the kleptologue's ability to wriggle free from magical effects that would otherwise control or compel her. If a kleptologue with slippery mind is affected by a telepathy power, or an enchantment spell or effect, and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Uncanny Dodge (Ex): The kleptologue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If she already has uncanny dodge from a different source, she automatically gains improved uncanny dodge instead.

Feat: A kleptologue may gain a bonus feat in place of a special ability.

Steal Power or Spell Resistance (Su): Beginning at 10th level, a kleptologue can use a sneak attack to temporarily steal some or all of a creature's power or spell resistance. A kleptologue who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's power or spell resistance by 5. The kleptologue also gains power resistance equal to 5 + her manifester level (up to a maximum value equal to the original power or spell resistance of the target). If the target is willing, a kleptologue can steal power or spell resistance with a touch as a standard action.

The stolen power or spell resistance benefits the kleptologue for a number of rounds equal to the kleptologue's Intelligence modifier (minimum 1 round) and then returns to the target creature. If the power or spell resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect elapses. A kleptologue can't use this ability on the same creature again until the creature's stolen resistance returns.

Steal Energy Immunity (Su): At 19th level, a kleptologue can steal the very fire from an elemental. A kleptologue who hits an opponent with a successful sneak attack can choose to forgo dealing 4d6 points of sneak attack damage and instead temporarily gain immunity to an energy type to which her target is immune. If the target is willing, a kleptologue can steal energy immunity with a touch as a standard action.

Simultaneously, the target creature's immunity to that energy type is suppressed.

If the target has more than one type of immunity to energy, a kleptologue can choose which kind to steal; otherwise, the DM determines the stolen immunity randomly from among those possessed by the target. If a kleptologue chooses to steal a type of immunity that the target doesn't possess, the stolen type is determined randomly.

The immunity a kleptologue gains from using this ability lasts for 1 minute. If the immunity is derived from a temporary effect (such as a spell), the stolen immunity disappears when the effect expires.

A kleptologue cannot use this ability again until the minute expires, or until she voluntarily relinquieses the immunity (as a free action).

2016-10-30, 08:35 PM
Kleptologue Powers

Assassin's Eyes
Level: Kleptologue 2
Display: Auditory
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 3

You focus your attention on your target, and the weaknesses in his defenses become obvious. Until the start of your next turn, you gain a +4 insight bonus to attacks, and your attacks deal +1d6 sneak attack damage.

Augment: For every 2 additional power points you spend, the insight bonus to attacks increases by +1. For every additional 6 power points you spend, the sneak attack bonus increases by +1d6.

Disruptive Strike
Level: Kleptologue 1
Display: Visual
Manifesting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Power Points: 1

You charge your melee attacks with disruptive psionic energy. Until the start of your next turn, your attacks can inflict precision damage on the undead (including sneak attack, critical hits, and so on).

Augment: If you spend 2 additional power points, you can also inflict precision damage on plants and oozes. If you spend 4 additional power points, you can also inflict precision damage on constructs and elementals.

Far Strike
Psychoportation [Teleportation]
Level: Kleptologue 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Power Points: 3

As you swing your blade, you momentarily teleport the energy of your attack at your foe's body. As part of this power, make a single melee attack against a creature within range. You can use a weapon or a natural attack. Only the energy of the attack is transmitted -- you do not physically strike your opponent, so your weapon is not subject to detrimental effects that would trigger on contact (such as might happen to a steel sword that was used to strike a rust monster).

Augment: For every additional 4 power points you spend, you can make an additional attack against the same creature at your full attack bonus.

Kleptologue Power List

Level 1

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
AttractionA: Subject has an attraction you specify.
BiofeedbackA: Gain DR 2/-.
BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.
Burst: Gain +10ft. to speed this round.
Call to Mind: Gain additional Knowledge check with +4 competence bonus.
CatfallA: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus on Hide checks.
CompressionA: You grow smaller.
Conceal Thoughts: You conceal your motives.
Control FlamesA: Take control of nearby open flame.
Control Light: Adjust ambient light levels.
Create Sound: Create the sound you desire.
DecelerationA: Target’s speed is halved.
Déjà VuA: Your target repeats his last action.
DemoralizeA: Enemies become shaken.
Detect Psionics: You detect the presence of psionics.
Distract: Subject gets -4 on Listen, Search, Sense Motive, and Spot checks.
Disruptive StrikeA: Inflict precision damage on undead for 1 round; augment to affect plants, oozes, constructs, and elementals.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
EmpathyA: You know the subject’s surface emotions.
Empty MindA: Gain +2 on Will saves until your next action.
Entangling Ectoplasm: You entangle a foe in sticky goo.
Far HandA: Move small objects at a limited distance.
Float: Buoy yourself in water or other liquid.
Force ScreenA: Invisible disc provides +4 shield bonus to AC.
HammerA: Melee touch attack deals 1d8/round.
Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC.
My LightA: Your eyes emit 20-ft. cone of light.
Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws.
Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls.
Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls.
Skate: Subject slides skillfully along the ground.
StompA: Subjects fall prone and take 1d4 nonlethal damage.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken SkinA: Gain +1 enhancement bonus to your AC for 10 min./level.
Telempathic Projection: Alter the subject’s mood.
VigorA: Gain 5 temporary hit points.

Level 2

Animal AffinityA: Gain +4 enhancement to one ability.
Assassin's EyesA: Gain +4 to attacks, and deal additional sneak attack damage for 1 round.
Body AdjustmentA: Heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body PurificationA: Restore 2 points of ability damage.
Cloud Mind: You erase knowledge of your presence from target’s mind.
Concealing Amorpha: Quasi-real membrane grants you concealment.
Darkvision, Psionic: See 60 ft. in total darkness.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Dimension SwapA: You and an ally switch positions.
Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
Empathic TransferA: Transfer another’s wounds to yourself.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Far StrikeA: Make a melee attack at range.
Feat LeechA: Borrow another's psionic or metapsionic feats.
Hustle: Instantly gain a move action.
Id InsinuationA: Swift tendrils of thought disrupt and confuse your target.
Inflict PainA: Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
Levitate, Psionic: Subject moves up and down at your direction.
Prowess: Instantly gain another attack of opportunity.
Psionic Scent: Gain the scent ability.
Sense Link, Forced: Sense what subject senses.
Share Pain: Willing subject takes some of your damage.
Strength of My EnemyA: Siphon away your enemy’s strength and grow stronger.
Sustenance: You can go without food and water for one day.
Thought ShieldA: Gain PR 13 against mind-affecting powers.
Tongues, Psionic: You can communicate with intelligent creatures.
Wall Walker: Grants ability to walk on walls and ceilings.

Level 3

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Danger SenseA: Gain +4 bonus against traps.
Dimension SlideA: Teleports you very short distance.
Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects.
Dispel PsionicsA: Cancels psionic powers and effects.
Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly.
Empathic FeedbackA: When you are hit in melee, your attacker takes damage.
Empathic Transfer, HostileA: Your touch transfers your hurt to another.
Escape Detection: You become difficult to detect with clairsentience powers.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Graft Weapon: Your hand is replaced seamlessly by your weapon.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mental BarrierA: Gain +4 deflection bonus to AC until your next action.
Share Pain, ForcedA: Unwilling subject takes some of your damage.
Solicit PsicrystalA: Your psicrystal takes over your concentration power.
Telekinetic ForceA: Move an object with the sustained force of your mind.
Telekinetic ThrustA: Hurl objects with the force of your mind.
Time HopA: Subject hops forward in time 1 round/level.
TouchsightA: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

Level 4

Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis.
Correspond: Hold mental conversation with another creature at any distance.
Dimension Door, Psionic: Teleports you short distance.
Energy AdaptationA: Your body converts energy to harmless light.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Inertial Barrier: Gain DR 5/-.
Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
Psychic ReformationX: Subject can choose skills, feats, and powers anew for previous levels.
Psychic Vampire: Touch attack drains 2 power points/level from foe.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Telekinetic ManeuverA: Telekinetically bull rush, disarm, grapple, or trip your target.
Trace TeleportA: Learn destination of subject’s teleport.
Wall of Ectoplasm: You create a protective barrier.

Level 5

Adapt Body: Your body automatically adapts to hostile environments.
Leech FieldA: Leech power points each time you make a saving throw.
Plane Shift, Psionic: Travel to other planes.
Second Chance: Gain a reroll.
Shatter Mind Blank: Cancels target’s mind blank effect.
Teleport, Psionic: Instantly transports you as far as 100 miles/level.
Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
True Seeing, Psionic: See all things as they really are.

Level 6

Aura AlterationA: Repairs psyche or makes subject seem to be something it is not.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Contingency, PsionicX: Sets trigger condition for another power.
Co-opt Concentration: Take control of foe’s concentration power.
Dispelling Buffer: You are buffered from one dispel psionics effect.
Mind Blank, Personal: You are immune to scrying and mental effects.
Null Psionics Field: Create a field where psionic power does not function.
Temporal AccelerationA: Your time frame accelerates for 1 round.


Improved the formatting; added some new powers to compensate for holes in the power list.

Feedback welcome!