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03.31.2017
Greg Schulze

A student of an elven guild or naturally adept with the power of the mind, the Psi Paths can enhance the self and wield these mental powers against others.

The following are the second three of nine Psi Paths, with the powers listed for each Path, the type of action needed to use the power, and a description of the power, including how often a character can use the power.

Mender
By controlling matter, whether living or unliving, the Mender can rearrange it to better aid his allies.
Psychic Fix (free): Once per combat encounter, a Mender can fix his or one creature’s armor 1d10 + rank Armor Points.
Psychic Heal (free): Once per combat encounter, a Mender can heal himself or one creature 1d10 + rank Life Points.

Nomad
Space and time are not an obstacle to the Nomad, who can move himself and others to where and when he wants them.
Dimension Swap (attack): Once per encounter, a Nomad can make a melee or ranged attack against one creature. The Nomad adds his rank to the attack roll and the Dimension Swap attack inflicts 1d10 + rank psychic damage and the creature and Nomad switch squares.
Hustle (free): Once per encounter, a Nomad can take an extra move action on his turn. This move action does not provoke an attack.

Savant
Whether distant in space or time, the Savant sees all and uses it for his advantage.
Dissonance (attack): Once per encounter, a Savant can make a melee or ranged attack against one creature. The Savant adds his rank to the attack roll and the Dissonance attack inflicts 1d10 + rank psychic damage and the creature gains disadvantage on its next attack roll.
Precognition (free): Once per encounter, a Savant gains advantage on any one aptitude check or attack roll.

The next sneak peek will be about the final three Psi Paths: the Sentinel, Shade, and Telepath. Remember to check out our latest StoryCube release, The Dales of The Great Wyrm Lake: The Draconic Schism, and look for our upcoming ones this spring. And Grab Your Cubes!