Psionic Powers
Claws of the Cat
Strength or Dexterity
Level: Battle Mind 1
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 hour/level
Power Points: 2
This power is similar to the Claws of the Bear power, only slightly weaker. Your hands and fingers lengthen slightly, and you grow claws on your fingers of both hands. The power grants you a claw attack (which does not provoke attacks of opportunity) that deals 1d6 points of slashing damage (plus Strength modifier). You are considered armed. Unlike the claws of the bear, you can grasp and manipulate objects, but suffer a -2 penalty to all checks and rolls (including weapons) as long as this power remains in effect. You can use this power in conjunction with feats (including weapon finesse), powers, or spells allowing additional attacks on yoru turn, and it can be used with multiple attacks gained through level advancement.
Bio-Regeneration
Constitution
Level: Battle Mind 3, Telepath 4
Display: Visual, Material
Manifestation Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15
This ability allows oneself to will themselves free of disease or poison and back to health, and heal physical damage and injury. Although this ability does not regenerate limbs, it does cure the user of one disease or poison (can only cure and heal one, so if the user is inflicted by 2 different poisons or diseases, must pick one to cure and heal) and heals any ability damage done by them, or can heal 3d6 points of damage, or can heal 1d4 points of ability damage from any other source. The user can only select one of these choices, so they user can not heal 3d6 points of damage and also cure a poison or disease, must select one or the other. While this power is manifesting, the user can not partake in any strenuous actions, such as attacking, running, or full defense actions, only simple actions like dodging, walking at normal speed, or hiding, nor manifesting other psionic powers.
Healing Touch
Constitution
Level: Battle Mind 2, Telepath 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Power Points: 4
By touching a creature and channeling your psychic powers through your hand, you can heal physical injuries of the target. You can heal a creature willing, or unconscious target without making a touch attack, but an unwilling or one in the middle of combat requires a touch attack. You can only heal organic creatures, those made of metal, such as robots, or minerals or other inorganic material can not be healed. You heal the touch target 2d4 points of damage, and a successful Treat Injury check (DC 15) can heal an extra +2 points of damage.
Increased Healing
Constitution
Level: 1
Display: Material
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3
By channeling your psychic energies into your body's healing ability, you can greatly improve it for short periods of time. You gain fast heal 1 for as long as the power is manifested, or unless you are knocked unconscious before the duration is up.
Psychic Diagnosis
Intelligence
Level: 1 Telepath
Display: Visual, Material
Manifestation Time: Move equivalent action
Range: Touch or 1 foot per level
Target: 1 creature
Duration: Varies
Power Points: 2
Your eyes glow a soft green as you use your psychic powers to sense what is wrong with a person. You are able to, with a Concentration check (DC 13), and one round of concentration, determine if the target is poisoned, diseased, or how badly injured (know current hit points compared to normal), or affected by drugs, or magic, or other ailment, but only determine one of these (GM choice for which is most potent or damaging to the target). A second full round of concentration will allow the user to discover another ailment, or know exactly what the previously known ailment is (Concentration check is the same each round), and so on for further rounds. Each round the user concentrates grants a +1 bonus to any Treat Injury checks they, or someone the inform, for curing or healing the target, up to a maximum of +5. For example, Joe falls unconscious, then Bob the psychic uses psychic diagnosis. In the first round he discovers Joe is poisoned, a second round of concentration will reveal Bob was poisoned with arsenic.
Completely unknown, alien or new poisons, diseases or ailments will increase the Concentration DC by +1 or more, up to a maximum of +5, GM determination.
Resist Cold
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3
You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the cold. You or the touched target is immune to extreme cold temperatures, gaining cold resistance 5 and immune to cold exposure until the duration ends. When struck by a cold attack, there is a brief flash of blue light as the field protects against the attack.
Resist Heat
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3
You are able to create a barely noticeable field of psychic energy around you that glows softly, to protect you or one target you touch from the heat. You or the touched target is immune to extreme hot temperatures, gaining fire resistance 5, and heat exposure until the duration ends. When struck by a fire attack, there is a brief flash of red light as the field protects against the attack.