Marksman Powers
  • An A following a power's name indicates the power can be augmented.
  • An X indicates that the power carries an experience point cost.
  • Powers marked with a HC originally appeared in Hyperconscious: Explorations in Psionics by Bruce R. Cordell and are included in a table at the end of this page.

Certain powers behave slightly different for a marksman manifesting them; such differences (if any) are noted in italics on this list if the power originated in another book.

1ST-LEVEL MARKSMAN POWERS

Astral Traveler: Enable yourself or another to join an astral caravan-enabled trip.
BoltA: You create a few enhanced short-lived bolts, arrows, or bullets.
BoostA : Launch a projectile without its launcher.
Burst: Gain +10 ft. to speed this round.
CatfallA: Instantly save yourself from a fall.
Chameleon: Gain +10 enhancement bonus to Hide checks.
Conceal Thoughts: You conceal your motives.
Detect Psionics: You detect the presence of psionics.
Dissolving WeaponA: Your weapon deals 4d6 acid damage.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Far HandA: Move small objects at a limited distance.
Float: You buoy yourself in water or other liquid.
FoxholeA : Quickly ‘dig’ a trench or shelter.
Metaphysical WeaponA: Weapon gains +1 bonus.
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.
Prevenom WeaponA: Your weapon is mildly poisonous. [Ranged weapons bestow this effect on their ammunition]
Trick Shot: Small moving object performs one stunt.
VigorA: Gain 5 temporary hit points.

2ND-LEVEL MARKSMAN POWERS

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.
Detect Hostile Intent: You can detect hostile creatures within 30 ft. of you.
Ephemeral BoltA: Create phasing projectiles with a delayed-damage effect.
Levitate, Psionic: Subject moves up and down at your direction. [Manifest as a psychic warrior]
Localized WindstormA: Increase or decrease winds in a small, controllable area.
Psionic Scent: Gain the scent ability.
Share Pain: Willing subject takes some of your damage.
Sustenance: Go without food and water for one day.
Wall Walker: Grants the ability to walk on walls and ceilings.

3RD-LEVEL MARKSMAN POWERS

Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
Control AirA: You have control over wind speed and direction.
Danger SenseA: Gain +4 bonus against traps.
Darkvision, Psionic: See 60 ft. in total darkness.
Dimension SlideA: Teleports you a very short distance.
Energy Adaptation, SpecifiedA: Gain resistance 10 to one energy type.
Escape Detection: You become difficult to detect with clairsentience powers.
Hustle: Instantly gain a move action.
The Arrow Knows the WayA: Ranged attacks follow imaginary path to target.
TouchsightA: Your telekinetic field tells you where everything is.
Ubiquitous Vision: You have all-around vision.

4TH-LEVEL MARKSMAN POWERS

Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis.
Evade BurstA: You take no damage from a burst on a successful Reflex save.
Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile.
Keen Edge, Psionic: Doubles normal weapon’s threat range.
Mirror ShotA: Reflects alternate realities, partially duplicating a projectile in midair.
Physical AccelerationA: You move faster, gain +1 on attack rolls, AC, and Reflex saves.
Psychic ReformationA,X: Subject can choose skills, feats, and powers anew for previous levels.
Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
Truevenom Weapon: Your weapon is horribly poisonous. [See Prevenom Weapon]
Zealous FuryA: Subsequent attacks are as accurate as previous ones.

5TH-LEVEL MARKSMAN POWERS

Adapt Body: Your body automatically adapts to hostile environments.
Barrage: Execute a flurry of swift attacks against nearby targets.
Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level.
Inertial Barrier: Gain DR 5/-.
Power Resistance: Gain PR equal to 12+level.
True Seeing, Psionic: See things as they really are.

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