King Ars Primer+Standard Actions
A highlord learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a highlord can join any number of willing targets into his collective (up to his limit, see below). The highlord must have line of sight to each target, each target must have a Wisdom score of at least 1, and all targets must be within medium range (100 feet + 10 feet per class level). The collective can contain up to his Charisma modifier or half his highlord level, whichever is higher. The highlord is always considered a member of his own collective, and does not count against this limit.
You may attempt to force a living creature into your collective as a standard action. The target may attempt a Will save (DC 10 + half manifester level + Wisdom modifier) to resist. If the target fails the save, it may attempt another Will save at the same DC every 24 hours thereafter, but is otherwise unable to leave the collective unless you allow it.
If you expend your psionic focus using this feat, the action required to attempt to force a living creature into your collective is instead a move action.
Normal: Only willing creatures may be added to a collective. Creatures may leave the collective as a free action.
Special: Creatures forced into your collective using Unwilling Participant are considered willing members for any collective-related effects unless they succeed on another Will save at the same DC to resist being forced into the collective. A successful save means the creature resisted the specific effect but is still a member of the collective.
Discipline psychometabolism
Level cryptic 0 (see note), dread 0, psion/wilder 0, psychic warrior 0, vitalist 0
MANIFESTING
Display Material, olfactory
Manifesting Time 1 standard action
EFFECT
Range Personal
Target You
Duration 1 min./level
Power Points Psionic focus or 1
DESCRIPTION
You suffuse yourself with power, gaining 1 temporary hit point. This temporary hit point overlaps (does not stack) with temporary hit points from any source, including previous manifestations of this power.
Discipline: Telepathy [Mind-Affecting]; Level: Cryptic 0, dread 0, gambler 0, gifted blade 1, highlord 0, marksman 0, psion/wilder 0, psychic warrior 0, tactician 0, voyager 0
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless); Power Resistance: Yes (harmless)
Power Points: Psionic focus or 1
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
Discipline: Psychometabolism; Level: Gifted blade 1, highlord 1, psychic warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1
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 of 1), a –1 size penalty on attack rolls and AC 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 does not 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.
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.
Augment: You can augment this power in one or more of the following ways.
- If you spend 6 additional power points, this power increases your size by two size categories instead of one. You gain a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to your increased size.
- If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action.
- If you spend 2 additional power points, this power’s duration is 10 minutes per level rather than 1 minute per level.
Mythic Karak’s Expansion
Your size increases by an additional category. The benefits and penalties associated with your increased size category, as well as the increase of the natural reach, are also appropriately adjusted. This stacks with the 6 power point augment of the non-mythic version of this power.
Discipline Clairsentience; Level All 1
Manifesting Time 1 standard action
Display Auditory, Visual
Manifesting Time 1 standard action
Range Touch
Target One creature
Duration Instantaneous
Saving Throw Will negates (harmless); Power Resistance No
Power Points 1
Description
Your touch restores one of the creature’s suppressed veils, immediately causing it to reform around them. Choose one of the creature’s veils that have been suppressed for a set duration. That veil is immediately restored, as if the duration of the suppression had ended. If other abilities are tied to that veil being suppressed (such as the psiweaver’s psiweaving ability) those abilities are resolved as normal for the veil’s suppression ending.
Augment For every 2 additional power points you spend, you may choose and restore an additional veil with this power.
Discipline Psychometabolism; Level All 1
Display Olfactory, Visual
Manifesting Time 1 standard action
Range Touch
Target One creature
Duration 1 minute
Saving Throw None; Power Resistance No
Power Points 1
Description
Your touch infuses a creature with essence. Choose one of the creature’s essence receptacles; it is invested with 1 temporary point of essence. The chosen essence receptactle’s essence capacity increases by 1.
Augment This power can be augmented in the following ways:
- For every 2 additional power points you spend, increase the duration of this power by 1 minute
- For every 2 additional power points you spend, increase the temporary essence by 1. This does not further increase the receptacle’s essence capacity.
Royal Mandate (Su)
With a word, the rajah spurs on her allies, creating an opportunity to recover her strength. As a standard action, a rajah can issue a command to one of her allies within close range (25 feet plus 5 feet per two rajah levels) that can perceive her. When she does so, she chooses one of the following orders to issue, and the affected ally may obey the command as a free action (even if it isn’t their turn).
Attack: The affected ally makes a melee or ranged attack at their highest attack bonus.
Bolster: The affected ally gains a morale bonus equal to the rajah’s initiation modifier to their AC or on a saving throw of the rajah’s choice (Fortitude, Reflex, or Will) for one round. If they are suffering from an ongoing effect that allows for a saving throw, they may instead make a save against that effect with a morale bonus to that save equal to the rajah’s initiation modifier. A successful saving throw ends or reduces this ongoing effect as if they had passed the original saving throw.
Move: The affected ally moves up to their speed, provoking attacks of opportunity as normal.
In addition, when the rajah uses this ability, she may reallocate her essence, and may swap any single readied maneuver with another maneuver that she knows. A maneuver swapped this way is readied and unexpended.
At 3rd level, the enthraller gains Mass Charm as a bonus talent. When using a language-dependent charm with this talent, the enthraller chooses a single one of their known languages. Each affected creature must be able to hear and understand the chosen language to be affected by the charm.
As a standard action, the enthraller can maintain any number of charms they applied with the language-dependent descriptor that require concentration. When doing so, they choose a single language. Each creature affected by a charm maintained in this way must be in range of the enthraller’s charms and must hear and understand the chosen language for the enthraller to maintain the effect.
This replaces the fisherking’s peerless hex class feature.
As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis, and aegis is subject to spell resistance.
Multiple aegises of the same talent can be placed on a single creature, and the creature can benefit from them when they are providing different effects. This means Armored Magic can give a target both armor and shield, and Energy Resistance can grant resistance to multiple energy types to the same target.
Armored Magic (aegis)
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
Ward
As a standard action, you may create a ward centered on yourself with a radius of up to 10 feet + 5 feet per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move (however, if the ward is created entirely on top of a vehicle, it will move with that vehicle). If a ward affects targets inside it, its effects are subject to spell resistance.
When you gain the Protection sphere, you gain the following ward:
Barrier
You may create a ward that creates a mostly-transparent wall of force at its perimeter. While this barrier does not block line of sight, it does block line of effect; thus, while you could still target a creature through the barrier (such as for an attack that attempts to break the barrier and still deal damage to the creature on the other side), the barrier does stop attacks, movement, breath weapons, and any spells or sphere effects that rely on line of effect until the barrier is destroyed. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level). Creatures inside a space where a barrier is created are shunted to the nearest empty space on the outside.
A barrier has hit points equal to twice your caster level and a Break DC of 15 + 1/2 your caster level. A barrier can hold weight, up to 2,400 lbs. + 250 lbs. per caster level; beyond that, a barrier simply shatters as if broken with a Strength check. If a barrier is broken anywhere, the entire effect ends.
If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hit points to damage targets on the other side. If you maintain your barrier through concentration, its hit points are renewed each round on your turn.