Talk:Psychic (Apath)

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Discipline Template

XXX.

Phrenic Pool Ability: Charisma.

Bonus Spells: [XXX] APG (1st), [XXX] OA (4th), [XXX] OA (6th), [XXX] OA (8th), [XXX] OA (10th), [XXX] OA (12th), [XXX] OA (14th), [XXX] OA (16th), [XXX] OA (18th).

Discipline Powers: XXX.

XXX (xx): XXX

XXX (xx): XXX

XXX (xx): At 5th level,

XXX (xx): At 13th level,

Incantor

An incantor strives to control the future, selecting which path the world should take by indirect means. An incantor can change the result of seemingly random events and at high levels they can even affect changes in the past.

Phrenic Pool Ability: Wisdom.

Bonus Spells: forbid action UM (1st), [XXX] OA (4th), [XXX] OA (6th), [XXX] OA (8th), [XXX] OA (10th), [XXX] OA (12th), [XXX] OA (14th), nine lives ARG (16th), [XXX] OA (18th).

Discipline Powers: XXX.

XXX (xx): XXX

XXX (xx): XXX

XXX (xx): At 5th level,

XXX (xx): At 13th level,

Rethor

A rethor controls the past by controlling the collective story that is history.

Phrenic Pool Ability: Charisma.

Bonus Spells: liberating command UC (1st), [XXX] OA (4th), [XXX] OA (6th), [XXX] OA (8th), [XXX] OA (10th), [XXX] OA (12th), [XXX] OA (14th), [XXX] OA (16th), [XXX] OA (18th).

Discipline Powers: XXX.

XXX (xx): XXX

XXX (xx): XXX

XXX (xx): At 5th level,

XXX (xx): At 13th level,

xx

A xxx controls the present by controlling and checking ionformation.

Phrenic Pool Ability: Charisma.

Bonus Spells: liberating command UC (1st), [XXX] OA (4th), [XXX] OA (6th), [XXX] OA (8th), [XXX] OA (10th), [XXX] OA (12th), [XXX] OA (14th), [XXX] OA (16th), [XXX] OA (18th).

Discipline Powers: XXX.

XXX (xx): XXX

XXX (xx): XXX

XXX (xx): At 5th level,

XXX (xx): At 13th level,

Empathy

You become a beacon of health and healing. Your emphatically reach out to others, touching and restoring their minds and bodies, sometimes at the expense of your own mind and body.

Phrenic Pool Ability: Wisdom.

Bonus Spells: Cure light wounds (1st), restoration (lesser) (4th), cure serious wounds (6th), restoration (8th), breath of life (10th), heal (12th), restoration (greater) (14th), mass cure critical wounds (16th), mass heal (18th).

Discipline Powers: Your mind reaches out to others to heal and absorb their hurt.

Absorb Damage (Su) After casting a conjuration (healing) spell on another creature not immune to mind-affecting effects, you have the option to transfer any remaining hit point damage, attribute damage, and attribute drain from the target to yourself. You can also transfer conditions in the same manner. The target is healed, but you suffer the condition, damage, or drain you transfer, and this transfer bypasses all defenses. You cannot transfer damage or effects you are immune to.

Emphatic Healing (Su) Any conjuration (healing) spell you learn from the psychic class gains the mind-affecting descriptor. Such a spell uses neither positive or negative energy and cannot damage undead.

Healing Trance (Su) At 5th level you can enter a healing trance. As an full-round action you can enter or leave a meditative state conductive to healing. While in this trance you are helpless and incapable of physical actions and all conditions and effects you suffer are suppressed. You heal at an accelerated rate, 24 hours passing in the span of an hour, and the duration of all effects likewise expire faster. You can only perform purely mental actions that target only yourself. You cannot prepare spells. Your body continues to fight poison, disease, and similar ailments while in the trance, but you are immune to further damage from such lingering effects. You do not age, breathe, sleep, eat, drink, or excrete. You are dimly aware of your surroundings and take a -10 penalty on Perception checks, but you are instantly aware if your body is moved or harmed.

Healing Network (Su) At 13th level you form a healing network with all living allies within 30 ft. who are not immune to mind-affecting effects. You gain fast healing 1 for each ally (not including yourself) in range, to a maximum of fast healing 10.

Psykoprojection

You can call creatures shaped by your own subconscious.

Phrenic Pool Ability: Charisma.

Bonus Spells: summon monster I (1st), summon monster II (4th), summon monster III (6th), planar binding (lesser) (8th), summon monster V (10th), planar binding (12th), summon monster VII (14th), planar binding (greater) (16th), summon monster IX (18th).

Discipline Powers: Creatures of dream and nightmare serve you.

Gifted Summoner: You count as having Spell Focus (conjuration), but only for the purpose of feat prerequisites and gain Augment Summoning as a bonus feat.

Signature Summons (Su): You gain Versatile Summon Monster as a bonus feat. When you use a summon spell to summon a creature with an alternate template gained from Versatile Summon Monster, that spell has a casting time of one standard action.

Dream Creatures (Su) At 5th level, you gain one of the following feats as a bonus feat, and can ignore the prerequisites of all these feats: Expanded Summon Monster, Moonlight Summons, Nimble Natural Summons (this works with summon monster for you), Scouting Summons, Starlight Summons, Versatile Summon Monster.

Mark of Identity (Su) At 13th level, you can apply the Versatile Summon Monster feat to any creature you summon, not just those that would ordinarily get the celestial or fiendish template. You must still follow the limitations of the template you wish to apply.