Psychokinetic Cannon

Discipline: psychokinesis; Level: Marksman 1


Display: auditory, visual
Manifesting Time: 1 swift action; see text


Range: 0 ft.
Target: 1 piece of ammunition or one thrown weapon
Saving Throw: Will negates (Harmless, Object); Power Resistance: Yes (Harmless, Object)
Power Points: 1


You empower one piece of ammunition or one thrown weapon with the impetus of motion it would get from its launcher, in effect firing it by will alone. You may launch a boosted projectile as an attack action (in addition to the swift action of manifesting this power), treating it in all ways as if it had been fired from its intended launcher (shortbow, light crossbow, or sling, sized appropriately to you). Since no actual launcher is involved, reload times are not applicable. Making a ranged attack in this fashion does not provoke attacks of opportunity.

The attack deals 1d8 points of damage regardless of ammunition type or size, has a range increment of 80 ft., and has a critical threat of 19-20 and a x3 critical multiplier.

Any feats or other abilities that work only on specific weapons work if the ammunition type is applicable to the ability (Improved Critical (longbow) for an arrow, for example).

Augment You may augment this power in one or more of the following ways:

1. If you spend an additional 2 power points, you may fire additional projectiles in this fashion as a full attack, up to the number of attacks you could normally make during a full attack action. These are not in addition to normal attacks in a full attack.

2. For every 4 additional power points you spend, the attack gains a +1 enhancement bonus to attack and damage and a +10′ bonus to range.

Section 15: Copyright Notice
Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas Rönnqvist.
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