Psionics: Ratiovitality Power List

From Trinity Wiki
Revision as of 12:01, 17 April 2015 by GnomeWorks (Talk | contribs)

Jump to: navigation, search

A list of ratiovitality powers for the psionicist class. The list got too long, so it's split into a number of pages now.

The power index includes a full index of all powers in all disciplines, as well as an explanation of some of the terms used in these descriptions.

 

Psionic Powers
Power Index | Clairsentience · Imagiportation · Metacreativity · Psychokinesis · Ratiovitality · Telepathy

 

Ratiovitality Power Descriptions

The following are the ratiovitality powers in alphabetical order.

Base Power

This is the base power of the ratiovitality discipline.

 

BIOFEEDBACK
Classes: Psi
Discipline: Ratiovitality
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration (Swift)
Saving Throw: None
Psionic Resistance: Yes
You breathe in and out deeply, taking conscious control of your physiological processes.
You can manifest powers with the [Biofeedback] descriptor without disrupting your concentration on this power, even if you fail the Manifestation check. Powers with the [Biofeedback] descriptor with a duration of "Concentration" are maintained when you concentrate on maintaining this power.
 
DEVOTION
You gain fast healing 1 + 1/four manifester levels.
You gain a +2 insight bonus on Vitality checks.
Augmentation (1 PP): Increase the fast healing by 1.
 
SCIENCE
You gain fast healing 1d6 + 1d6/four manifester levels.
You gain a +4 insight bonus on Vitality checks.
Augmentation (2 PP): Increase the fast healing by 1d6.
 
ART
In addition to the benefits gained from this power as a science, you gain regeneration (acid, fire, and psychic damage cause you to lose your regeneration for 1 round).
Your insight bonus on Vitality checks increases by +4.
Augmentation (2 PP): You gain the benefits of the Diehard feat.
 

 

Other Powers

Other powers of the ratiovitality discipline.

 

ACCELERATE METABOLISM
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You accelerate your metabolism, allowing you to move faster.
When you are using biofeedback, you may activate this power. If you do, you gain the haste status. As your knowledge of this power improves, you gain additional actions.
 
DEVOTION
You gain the haste status.
Augmentation (1 PP): Gain a +2 haste bonus on Initiative checks.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you gain an additional move action on each of your turns.
Augmentation (8 PP): Gain an additional move action on each of your turns.
 
ART
In addition to the benefits gained from this power as a devotion, you gain an additional standard action on each of your turns.
Augmentation (14 PP): Gain an additional standard action on each of your turns.
 

 

BODY ADJUSTMENT
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: See text
Saving Throw: None
Psionic Resistance: Yes
You can go without some necessary elements for life, for a time.
When you are using biofeedback, you may activate this power. If you do, you can go without food or water for an extended period. As your knowledge of this power grows, you can ignore other requirements, such as air.
 
DEVOTION
When you manifest this power, you do not need to eat or drink for 24 hours.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, except as follows.
For 24 hours after manifesting this power, when you concentrate on your biofeedback power, you also do not need to breathe. If you are already suffocating, rounds you spend concentrating on this power do not count for purposes of suffocation, though once you cease concentrating, the suffocation resumes where it had left off.
 
ART
In addition to the benefits gained from this power as a devotion and science, except as follows.
For 24 hours after manifesting this power, when you concentrate on your biofeedback power, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.
 

 

BODY CONTROL
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You can control the entirety of your body, melding it into that of another.
When you are using biofeedback, you may activate this power. If you do, you gain the ability to meld yourself into the body of another creature, or another creature into yours. As your knowledge of this power progresses, the resulting fusion gains the abilities of both yourself and the target, and you can eventually divide yourself into two disparate bodies.
 
DEVOTION
As part of manifesting this power, you must touch a creature. The creature must be willing to be affected by this power.
You meld into the touched creature, psionically fusing with their form. At the time of manifesting, it is decided if you or the creature touched are the host and the other is the passenger. While fused, the passenger is dormant and unaware; if you are the passenger, the only action you can take is to maintain your biofeedback power. Any other effects that were on the passenger do not affect the host, and vice versa, while the power is in effect. The passenger does not need to eat, drink, or sleep, has no concept of time, and is not aware of surroundings or anything that occurs to the host. The host can discharge the passenger as a standard action that does not provoke attacks of opportunity. If the host is killed or the power ends, the passenger is immediately discharged adjacent to the host (or the host's last location for effects such as disintegration). You cannot be under the effect of hidden body and fusion at the same time.
Augmentation (4 PP): The passenger is aware of everything the host is aware of, although the passenger can still take no actions while fused.
 
SCIENCE
As part of manifesting this power, you must touch a creature. The creature must be willing to be affected by this power.
You and another willing, corporeal, living creature of the same or smaller size fuse into one being. As the manifester, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.
The fused being has your current hit points plus the other creature’s current hit points. The fused being possesses all the class features of both creatures, such as maneuvers, powers, spells, and the like. Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the higher of yours and the other creature’s, and the fused being also has the higher Hit Dice or manifester level — this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the higher of the manifester levels that you or the other creature possessed before becoming fused.
You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends.
When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through.
Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.)
If a fused being is killed, it separates into its constituent creatures, both of which are also dead.
 
ART
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your Force-aligned equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any Force-aligned equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on. Your duplicate has all other physical traits you had at the time you manifest this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your duplicate. Your duplicate has the same number of hit points you did at the time this power was manifested.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, your hit points become the average between the current hit points of you and your duplicate. This could potentially leave you with negative hit points, but it can’t reduce your hit points so low as to kill you when the duration ends.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level and are sickened for ten minutes. If you die, your duplicate remains in existence and is sickened for ten minutes, and is for all intents you.
You can have only one duplicate in existence at one time; your duplicate cannot use this power. You cannot use this power with a duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, using effects on your duplicate that would drain it of hit points or other resources and grant them to you have no effect other than to harm your duplicate.
All beneficial powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. Any detrimental powers affecting your duplicate end when the duration ends, unless you die and your duplicate survives, in which case any detrimental effects on your duplicate continue. All ability damage, ability drain, and ability burn damage is added together, although as stated above, your hit points become the average hit points between you and your duplicate.
 

 

CHAMELEON
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You willfully change the color of your skin, allowing you to blend into the background.
When you are using biofeedback, you may activate this power. If you do, you manipulate the coloration of your skin to more closely match your surroundings. As your mastery of this power improves, your ability to match your surroundings improves, allowing you to move faster and eventually becoming effectively cloaked.
 
DEVOTION
You gain a +2 insight bonus to Hide checks, and an additional +1 bonus per two manifester levels.
Augmentation (1 PP): Increase the insight bonus by +1.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you can use the Hide skill even if you do not currently have cover or concealment.
Augmentation (2 PP): Increase your maximum speed while moving while using the Hide skill by +10 feet, to a maximum of double your move speed (this allows you to take a double move action without breaking stealth).
 
ART
In addition to the benefits gained from this power as a devotion and science, you can use the Hide skill while being observed, and attacks against you have a 0% miss chance.
Augmentation (1 PP): Increase the miss chance of attacks against you by 10%, to a maximum of 80%.
Augmentation (5 PP): You gain the cloaked status while this power is active.
 

 

COCOON
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You harden your skin into a tough carapace.
When you are using biofeedback, you may activate this power. If you do, you manipulate the structure of your skin, bones, and other bodily structures, strengthening you against physical harm. As your understanding of this power advances, your ability to manipulate and modify your body becomes extreme, such that while manifesting it your appearance visibly undergoes extreme transformations, skin hardening into plates and bones protruding from beneath your skin, intertwining with your muscles.
 
DEVOTION
You gain a +1 armor bonus to AC, plus an additional +1 for every two manifester levels.
Augmentation (1 PP): Increase the armor bonus to AC by +1.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you gain a +1 natural armor bonus to AC, plus an additional +1 for every three manifester levels.
Augmentation (2 PP): Increase the natural armor bonus to AC by +1.
 
ART
In addition to the benefits gained from this power as a devotion and science, you gain DR X/-, where X is equal to one-half your manifester level.
Augmentation (2 PP): Increase the DR by +1.
Augmentation (5 PP): Instead of gaining DR X/-, you instead gain the protect status.
 

 

ENDOCRINE CONTROL
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You take mental command of an aspect of your physiology, allowing you to produce unusual effects.
When you are using biofeedback, you may activate this power. If you do, you gain the ability to directly manipulate your endocrine system, allowing you to manipulate your body in a variety of ways; in addition, your ability to directly manipulate the adrenalin in your body gives you greater strength.
 
DEVOTION
When you take damage from a slashing or piercing weapon in melee, the creature that attacked you takes acid damage equal to 1d6 + 1d6/3 manifester levels, as your acidic blood sprays from the wound.
You gain a +2 enhancement bonus to your Strength, plus an additional +2 for every four manifester levels.
Augmentation (4 PP): Increase the Strength bonus by +2.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, when you make a melee or ranged attack against a creature with a natural weapon that deals slashing or piercing damage, that weapon deals an additional 1d6 points of poison damage, plus an additional 1d6 poison damage for every four manifester levels.
Your base enhancement bonus to Strength from this power increases by +2.
 
ART
In addition to the benefits gained from this power as a devotion and science, your body projects spikes, filled with a variety of toxins and hormones distilled from your body with various deleterious effects. Treat these spikes as armor spikes. Whenever a creature would take damage from your armor spikes, it must also make a Fortitude save against the saving throw DC of this power; if the save fails, roll 1d8 and consult the table below.
 
Endocrine Control: Status Effects
1 The target gains ongoing poison 5 damage, plus an additional 5 damage for every three manifester levels.
2 The target becomes blind.
3 The target becomes slowed.
4 The target becomes confused.
5 The target becomes immobilized.
6 The target becomes nauseated.
7 The target becomes muted.
8 The target becomes asleep.
 
The effect lasts for 1d4 rounds + 1 round/3 manifester levels.
Augmentation (6 PP): When a creature would be subject to your armor spikes, roll an additional 1d8 for an effect. Creatures damaged by your armor spikes must make a Fortitude save against each status effect separately. Multiple copies of the same effect do not stack, but the creature must make a save against each instance separately.
 

 

ENERGY ADAPTATION
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You attune your body to an energy type.
When you are using biofeedback, you may activate this power. If you do, you modify your body in such a way that it becomes resistant to an energy type. As your knowledge of this power improves, you eventually can protect yourself against multiple energy types simultaneously, gain immunity to them, or even use that energy to refuel yourself.
 
DEVOTION
Choose one energy type. You gain energy resist 5 against that energy type, plus an additional +5 for every four manifester levels.
Augmentation (1 PP): Increase the energy resist by 2.
 
SCIENCE
You may choose one or two energy types.
If you choose one, you gain immunity to that energy type.
If you choose two, you gain energy resist 10 against those types, plus an additional +5 for every three manifester levels.
Augmentation (6 PP): You can choose another energy type. If you initially chose one, you gain immunity to that energy type; if you initially chose two, you gain energy resist against it as per above.
 
ART
You may choose one, two, or three energy types.
If you choose one, you gain energy absorb against that energy type equal to your manifester level.
If you choose two, you gain immunity to those energy types.
If you choose three, you gain energy resist 20 against those types, plus an additional +10 for every three manifester levels.
Augmentation (2 PP): If you chose one energy type, increase the energy absorb granted by this power by +1.
Augmentation (6 PP): You can choose another energy type. If you initially chose one, you gain energy absorb against that energy type as per above; if you initially chose two, you gain immunity against it; if you initially chose three, you gain energy resist against it as per above.
 

 

HAMMER
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You alter your physiology slightly, focusing more mass into your hands.
When you are using biofeedback, you may activate this power. If you do, your hands become slightly enlarged, as you strengthen the bone, muscle, and sinew within to offer more striking power.
 
DEVOTION
Your unarmed attacks deal 1d8 damage, plus an additional 1d8 damage for every four manifester levels. You are considered armed even while not holding a weapon. If you are larger or smaller than Medium, adjust the damage of this power accordingly.
Augmentation (3 PP): Increase the damage your unarmed attacks deal by 1d8.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, your unarmed attacks are considered Psionic and adamantine for purposes of DR and hardness.
 
ART
In addition to the benefits gained from this power as a devotion and science, choose one special weapon quality, with a bonus no greater than one-quarter your manifester level. Your unarmed attacks gain that quality. The quality must be one your unarmed attack qualifies for.
Augmentation (4 PP): You can choose an additional special weapon quality.
 

 

IMMOVABILITY
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You root yourself to the universe, and become immobile.
When you are using biofeedback, you may activate this power. If you do, you stitch yourself into the fabric of the universe, becoming almost impossible to move. You can use this power even while in midair.
 
DEVOTION
You gain a +8 bonus on all Strength checks that would force you to move, such as bull rush attacks. You gain a +8 bonus on saving throws against Force effects that would force you to move, and when subject to forced movement (push, pull, or slide), you are moved one less square.
While this power is active, you gain the immobilized status. If you lose that status, this power immediately ends.
 
SCIENCE
You gain a +16 bonus on all Strength checks that would force you to move, such as bull rush attacks. You gain a +12 bonus on saving throws against Force effects that would force you to move, and when subject to forced movement (push, pull, or slide), you are moved two less squares. Effects that would relocate you without physical movement, such as teleportation, have a 50% chance to fail.
While this power is active, you gain the immobilized status. If you lose that status, this power immediately ends.
 
ART
You gain a +20 bonus on all Strength checks that would force you to move, such as bull rush attacks. You gain a +20 bonus on saving throws against Force effects that would force you to move. You are immune to forced movement. Effects that would relocate you without physical movement, such as teleportation, automatically fail.
While this power is active, you gain the immobilized status. If you lose that status, this power immediately ends.
 

 

KAYACHIKITSA
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You take conscious control of the flow of energy within your body, and direct it outwards.
When you are using biofeedback, you may activate this power. If you do, all of your Ratiovitality powers with a range of Personal gain a range of Touch, can target a single creature, and allow a Fortitude save to negate.
While this power is active, when you manifest a power, you can choose to target either yourself or a creature you touch. While you maintain contact with the creature and maintain concentration on your biofeedback power, the touched creature gains the benefit of the power rather than you. If you lose physical contact with the creature, this power immediately ends, as do all your active powers that were targeting the creature.
While this power is active, you can have any number of copies of a single power active; each copy must have a different target.
 
DEVOTION
You can affect a touched creature with biofeedback as a devotion.
Augmentation (2 PP): The effects on the target linger for 1 round after you lose contact with the creature or cease concentrating on this power. Each time you select this augmentation, the effect lingers for an additional round.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you can affect a touched creature with biofeedback as a science, or any other power with the [Biofeedback] descriptor as a devotion.
 
ART
In addition to the benefits gained from this power as a devotion and science, you can affect a touched creature with biofeedback as an art, or any other power with the [Biofeedback] descriptor as a science.
 

 

METAMORPHOSIS
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You willfully force your body to change its shape, granting yourself new abilities.
When you are using biofeedback, you may activate this power. If you do, you gain the ability to modify your body as though you were a metamorph while this power is active. As you progress in your knowledge of this power, your modifications become more extensive.
 
DEVOTION
As part of manifesting this power, you can purchase metamorph mutations, of Minor grade. You have 1 MP to spend.
Once selected, you cannot change the mutations you have chosen without allowing this power to end and manifesting it again.
Augmentation (2 PP): Gain +1 MP to spend.
 
SCIENCE
As part of manifesting this power, you can purchase metamorph mutations, of Minor or Lesser grades. You have 2 MPs to spend.
Once selected, you cannot change the mutations you have chosen without allowing this power to end and manifesting it again.
Augmentation (2 PP): Gain +2 MPs to spend.
 
ART
As part of manifesting this power, you can purchase metamorph mutations, of Minor, Lesser, or Improved grades. You have 3 MPs to spend.
Augmentation (2 PP): Gain +2 MPs to spend.
 

 

PURIFY
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You willfully force your body to flush away toxins, leaving your refreshed.
When you are using biofeedback, you may activate this power. If you do, you can remove poisons, diseases, and radiation from your body. As you progress in your knowledge of this power, you can use it to remove stronger, more bizarre effects.
You must be able to take at least mental actions in order to use this power; thus, you cannot use this power while petrified or similarly rendered unable to take action.
 
DEVOTION
When you manifest this power, make a Manifester level check; this check is used against each poison, disease, and instance of radiation you currently have. The DC to remove a given affliction is DC 11 + the Force-user level of the origin of the effect; if the effect is not Force-aligned, then the DC is 11 + the HD of the creature that caused it.
If you beat the DC of a given poison, disease, or instance of radiation, you immediately remove it.
This effect can also remove ongoing damage, but only if it is dealing poison damage.
Augmentation (2 PP): Gain a +1 insight bonus to the Manifester level check.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you can also attempt to remove ability damage and ability drain.
 
ART
In addition to the benefits gained from this power as a devotion and science, you can attempt to remove any status ailment except dead.
 

 

SIZE CONTROL
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You can expand or compress your body.
When you are using biofeedback, you may activate this power. If you do, you can increase or decrease your size. As your knowledge of this power grows, you can make more extreme modifications.
 
DEVOTION
When you manifest this power, you can choose to either increase or decrease your size.
Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself.
Compression: This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This power doesn’t change your speed.
All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile weapons deal less damage.
Expansion: This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size.
If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size.
All your equipment, worn or carried, is similarly expanded by this power. Melee and projectile weapons deal more damage.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, except you can increase or decrease your size by up to two categories instead.
Alternatively, when you manifest this power, you can choose one of the following other effects.
Two-Dimensional: You compress your normal form into two dimensions, flattening yourself completely. You gain a +10 bonus to Hide checks, and can slip through the thinnest of cracks by edging sideways, so long as you have sufficient vertical clearance; you also gain a +8 bonus on Grapple checks.
Stretch: You mentally force your appendages to become stretchable. Your natural reach is doubled, you gain a +20 insight bonus to your movement speed, a +4 insight bonus on Tumble checks, an a +8 insight bonus on Grapple checks.
Augmentation (4 PP): Choose an additional modification. You cannot select both compression and expansion.
 
ART
In addition to the benefits gained from this power as a devotion and science, you can modify your body in a variety of ways simultaneously. When you manifest this power, choose a way to modify your body as normal (compression, expansion, two-dimensional, or stretch); in addition, when using compression or expansion, increase or decrease your size by up to three categories instead.
During your turn, you may act as though you had whichever modification would be most helpful. You may make attacks as though under the effects of expansion, may treat your AC against opportunity attacks as though under compression, and move as though affected by two-dimensional and stretch.
At the end of each of your turns, choose a modification to retain until your next turn, as though you had manifested this power and selected that modification as normal.
 

 

SYNESTHETE
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You modify your sensory organs, allowing you to perceive the world in unusual ways.
When you are using biofeedback, you may activate this power. If you do, you modify your sensory organs, allowing you to see sound, feel light, and similar other modifications. With greater understanding of this power, you unlock senses that most do not possess, greatly expanding your ability to perceive things.
 
DEVOTION
You gain low-light vision (with a base multiplier of x3) and darkvision (with a base distance of 60 feet).
You are immune to the effects of blind, deafen, and gaze attacks, as you shift your sensory organs to allow you to continue to perceive "normally."
You gain a +2 enhancement bonus to your Perception, plus an additional +2 for every four manifester levels.
Augmentation (4 PP): Increase the Perception bonus by +2.
 
SCIENCE
In addition to the benefits gained from this power as a devotion, you gain blindsense (base distance of 30 feet) and tremorsense (base distance of 60 feet).
You can also detect Force effects, to a distance of 60 feet.
Your base enhancement bonus to Perception from this power increases by +2.
Augmentation (2 PP): The base distance for your blindsense and tremorsense increase by 10 feet and 20 feet, respectively.
 
ART
In addition to the benefits gained from this power as a devotion and science, you gain blindsight with a base distance of 20 feet.
Your base enhancement bonus to Perception from this power increases by +2.
Augmentation (3 PP): The base distance for your blindsight increases by 10 feet.
Augmentation (6 PP): You gain lifesense with a base distance of 20 feet.
Augmentation (6 PP): You gain mindsense with a base distance of 20 feet.
 

 

VAMPIRE
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You alter your physiology, allowing you to drain sustenance from other creatures.
When you are using biofeedback, you may activate this power. If you do, you can drain creatures you strike with natural weapons of their vitality, improving your own. As your knowledge of this power improves, you can turn this vital essence into other resources you require.
 
DEVOTION
While this power is active, when you strike a creature with a natural weapon as a standard action and successfully deal damage, you heal hit points equal to one-half the damage you deal.
 
SCIENCE
While this power is active, when you strike a creature with a natural weapon as a standard action and successfully deal damage, you can choose one of the following: heal hit points equal to one-half the damage dealt; gain temporary hit points equal to one-quarter the damage dealt; or regain PP equal to one-tenth the damage dealt.
In addition, you can choose to cause bleeding (1d6).
 
ART
While this power is active, when you strike a creature with a natural weapon as a standard action and successfully deal damage, you can choose one of the following: heal hit points equal to the damage dealt; gain temporary hit points equal to one-half the damage dealt; regain PP equal to one-sixth the damage dealt; or gain temporary PP equal to one-tenth the damage dealt (temporary PP last for 1 round per 2 manifester levels, and are thereafter lost; temporary PP are used first).
In addition, you can choose to cause bleeding (2d6).
 

 

VIGOR
Classes: Psi
Discipline: Ratiovitality [Biofeedback]
Activation Time: Standard action
Range: Personal
Target: You
Duration: Concentration
Saving Throw: None
Psionic Resistance: Yes
You redistribute damage taken throughout your body, making you temporarily more resilient.
When you are using biofeedback, you may activate this power. If you do, you make yourself resistant to damage, gaining temporary hit points. As your knowledge of this power improves, you gain additional hit points, as well as resistances and immunities to a number of effects.
 
DEVOTION
You gain 2 temporary hit points, and an additional 2 for every two manifester levels.
You gain a +2 enhancement bonus to your Constitution, plus an additional +2 for every four manifester levels.
Augmentation (4 PP): Increase the Constitution bonus by +2.
 
SCIENCE
You gain 4 temporary hit points, and an additional 4 for every two manifester levels you have.
You gain a +2 insight bonus on saving throws against [poison] and [death] effects, and against effects that would give you poison, disease, or radiation; this insight bonus increases by +1 for every three manifester levels you have.
You gain a +4 enhancement bonus to your Constitution, plus an additional +2 for every four manifester levels.
Augmentation (1 PP): Increase the insight bonus on saving throws by +1.
Augmentation (4 PP): Increase the Constitution bonus by +2.
 
ART
You gain 10 temporary hit points, and an additional 10 for every two manifester levels you have.
You gain immunity to effects with the [poison] and [death] descriptors. You gain immunity to poison, disease, and radiation.
You gain a +6 enhancement bonus to your Constitution, plus an additional +2 for every four manifester levels.
Augmentation (4 PP): Increase the Constitution bonus by +2.