Magnetarch
Hit dice: 6
Magnetarch 1
Skills increase: Allure: 1, Diplomacy: 1, Psionics: 1
Specialisations increase: Persuasion: 1
Enhanced Personality. Whenever This Creature makes Allure, Bluff, Diplomacy or Intimidation it can use any number of PP to add 1d6 to the check for each PP used.
Magnetarch. This Creature gains 2 PP that it can use to power Psionic Abilities from Telekinesis and Telepathy disciplines. It regains half of PP at the end of every rest. If This Creature uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever This Creature finishes a rest, it can select a number of Telekinesis and Telepathy Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. This Creature's psionic attack modifier equals its Allure(CHA) check and its psionic difficulty class equals 8 + its Allure(CHA) modifier.
Magnetarch 2
Skills increase: Bluff: 1, Focus: 1, Society: 1
Enhanced Personality. Whenever This Creature makes Allure, Bluff, Diplomacy or Intimidation it can use any number of PP to add 1d6 to the check for each PP used.
Magnetarch. This Creature gains 4 PP that it can use to power Psionic Abilities from Telekinesis and Telepathy disciplines. It regains half of PP at the end of every rest. If This Creature uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever This Creature finishes a rest, it can select a number of Telekinesis and Telepathy Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. This Creature's psionic attack modifier equals its Allure(CHA) check and its psionic difficulty class equals 8 + its Allure(CHA) modifier.
1 PP: Centre of Attention. For the next 10 min This Creature gains advantage to performance and oration checks. Creatures within ⨂ m, where ⨂ is This Creature's CHA gain one level of disadvantage on all Perception and Focus checks as long as they can see or hear This Creature.
Magnetarch 3
Requirements: Creature level: 6
Skills increase: Allure: 1, Diplomacy: 1, Psionics: 1
Specialisations increase: Persuasion: 1
Enhanced Personality. Whenever This Creature makes Allure, Bluff, Diplomacy or Intimidation it can use any number of PP to add 1d6 to the check for each PP used.
Magnetarch. This Creature gains 6 PP that it can use to power Psionic Abilities from Telekinesis and Telepathy disciplines. It regains half of PP at the end of every rest. If This Creature uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever This Creature finishes a rest, it can select a number of Telekinesis and Telepathy Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. This Creature's psionic attack modifier equals its Allure(CHA) check and its psionic difficulty class equals 8 + its Allure(CHA) modifier.
Social Blur. This Creature gains 1d4 to all checks to hide in crowded spaces or to pretend it is someone or something else, for each Magnetarch Psionic Ability it has active.
1 PP: Centre of Attention. For the next 10 min This Creature gains advantage to performance and oration checks. Creatures within ⨂ m, where ⨂ is This Creature's CHA gain one level of disadvantage on all Perception and Focus checks as long as they can see or hear This Creature.
Magnetarch 4
Trait increase: CHA: 1
Enhanced Personality. Whenever This Creature makes Allure, Bluff, Diplomacy or Intimidation it can use any number of PP to add 1d6 to the check for each PP used.
Gentle Manipulator. Using Magnetarch Psionic Abilities does not break This Creature's stealth and is not visible by creatures observing This Creature. They must make separate Perception or Insight checks to discover effects of those abilities.
Magnetarch. This Creature gains 8 PP that it can use to power Psionic Abilities from Telekinesis and Telepathy disciplines. It regains half of PP at the end of every rest. If This Creature uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever This Creature finishes a rest, it can select a number of Telekinesis and Telepathy Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. This Creature's psionic attack modifier equals its Allure(CHA) check and its psionic difficulty class equals 8 + its Allure(CHA) modifier.
Social Blur. This Creature gains 1d4 to all checks to hide in crowded spaces or to pretend it is someone or something else, for each Magnetarch Psionic Ability it has active.
1 PP: Centre of Attention. For the next 10 min This Creature gains advantage to performance and oration checks. Creatures within ⨂ m, where ⨂ is This Creature's CHA gain one level of disadvantage on all Perception and Focus checks as long as they can see or hear This Creature.