Discipline psychoportation; Level highlord (sovereign) 1
Display mental, visual
Manifesting Time 1 swift action
Range personal (see text)
Target you (see text)
Duration 1 round/level
Saving Thow none; Power Resistance no
Power Points 1
DESCRIPTION
You must be a highlord following the tenets of dominance to manifest this power. You cannot learn this power with the Expanded Knowledge feat or similar abilities.
You expand your presence, using the minds of your collective as psychoportive beacons. Even if you’re standing in plain view, you seem to be everywhere and nowhere, appearing in the corner of a creature’s vision, laying a reassuring hand on an ally’s shoulder, pushing a blade through a foe’s chest, or even all of these at once.
While under the effect of this power, you threaten all spaces within 5 feet of you, and can make attacks of opportunity against targets within this area with any weapon you are wielding, even if it isn’t a melee weapon or can’t reach that space. In addition, you can treat yourself as being within any of those spaces for the purposes of your vision, and for determining line of effect to targets of your psionic powers and highlord class features. During your turn, you can also treat yourself as within each of those spaces for the purposes of making attacks (including drawing line of sight and effect, and determining threatened area).
If a creature within your collective occupies a space in this power’s area, this power’s area expands to all spaces adjacent to that creature. This effect can chain through multiple collective members, allowing the power’s area it continue to change as your collective repositions.
Augment: This power can be augmented in one or more of the following ways.
Tactical Upload: As a swift action, the highlord can quickly distribute his knowledge of tactics directly to chosen members of his collective. Each chosen member of the collective temporarily gains a teamwork feat known by the highlord, even if they don’t qualify for them normally. At 5th level and every 4 class levels thereafter, the highlord can share an additional teamwork feat that he knows with each chosen member of the collective. This decree lasts for a number of rounds equal to the highlord’s Charisma modifier. When the decree ends, the highlord's teamwork feats cease being shared. The highlord must know at least one teamwork feat in order to choose this decree.
The fisherking’s nature is such that they can bind people and places together to form kingdoms, and that which a fisherking has bound together reflects their soul. As a swift action the fisherking can activate a 30-foot radius aura centered on themself that causes the world around them to reflect their inner nature. This effect ends if the fisherking is knocked unconscious or if they choose to end it as a swift action. When shaping their veils for the day, the fisherking can select one of the following effects for this ability. Creatures within this area, other than the fisherking, gain bonuses or take penalties depending on the effect selected, as indicated below:
This ability may be invested with essence, increasing the radius by 5 feet for each point of essence invested. For every two points of essence invested in this ability any bonuses or penalties to d20 rolls caused by this ability are increased by 1.
At 9th level the fisherking’s aura increases to a 60-foot radius. In addition, when the fisherking uses a hex with a range other than “touch” they can treat the range as being equal to the radius of this aura.
At 17th level the fisherking’s aura increases to a 90-foot radius.
As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.
Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.