Maverick Master

Fumble

Medium Humanoid (Talent), Any Alignment

STR
8 (-1)
DEX
16 (+3)
CON
17 (+3)
INT
20 (+5)
WIS
13 (+1)
CHA
10 (+0)
Full Force (3/Day).

When the maverick deals damage with a power, they can deal maximum damage instead of rolling damage dice.

Overwhelming Power (3/Day).

When a creature succeeds on a saving throw against a power the maverick manifests, the maverick can force the creature to reroll the saving throw with a -4 penalty. The creature must use the new roll.

Powers.

In addition to the other powers in this stat block, the maverick can manifest the following powers, using Intelligence as their manifestation ability (power save DC 17):

At will: rewrite, shared thoughts

3/day each: adapt, extinguish, distant voice, guise, veritas

1/day each: broadcast, fold space, read thoughts, reminisce

Actions

Psychic Stab (1st-Order Power).

One creature the maverick can see within 120 feet of them must succeed on a DC 17 Intelligence saving throw or take 27 (4d10 + 5) psychic damage.

Flay (3/Day; 5th-Order Power).

The maverick shoots forth a 15-foot cone of pure psionic energy. Each creature in the area must make a DC 17 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.

Melt (3/Day; 6th-Order Power).

The maverick chooses a manufactured mundane metal object no larger than Medium that they can see within 60 feet of them. If the object isn't being carried or worn by a creature, it melts into useless slag. If the object is being carried or worn by a creature, that creature must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 49 (9d10) fire damage and the object melts into useless slag. On a success, the creature takes half as much damage and the object doesn't melt.

Icon of Fear (1/Day; 3rd-Order Power; Concentration).

The maverick picks one creature they can see within 120 feet of them. Each creature of the maverick's choice within 30 feet of the target must succeed on a DC 17 Wisdom saving throw or be frightened of the target for 1 minute (save ends at end of turn).

Reactions

Shock Absorption.

When the maverick takes damage, they halve the damage they take.

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