Difference between revisions of "Psychic (Apath)"
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'''Healing Network (Su) ''' | '''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 the area, to a maximum of fast healing 10. | 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 the area, to a maximum of fast healing 10. | ||
+ | |||
+ | === Heroism === | ||
+ | {{wip}} | ||
+ | You inspire yourself and others to bravery and heroism. | ||
+ | |||
+ | '''Phrenic Pool Ability:''' Charisma. | ||
+ | |||
+ | '''Bonus Spells:''' | ||
+ | ''[hhttp://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril anticipate peril] | ||
+ | (1st), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/b/bestow-insight bestow insight] | ||
+ | (4th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/h/heroism] | ||
+ | (6th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/t/telekinetic-charge telekinetic charge] | ||
+ | (8th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/e/echolocation echolocation] | ||
+ | (10th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/t/transformation transformation] | ||
+ | (12th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/m/mind-blank mind blank] | ||
+ | (14th), | ||
+ | ''[hhttp://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience moment of prescience] | ||
+ | (16th), | ||
+ | ''[http://www.d20pfsrd.com/magic/all-spells/f/foresight foresight] | ||
+ | (18th). | ||
+ | |||
+ | ''Discipline Powers: | ||
+ | Your psychic powers enhances the bodies of you and others. | ||
+ | |||
+ | ''' Way of Life (Su) ''' | ||
+ | When unarmored and unencumbered, the psychic of the way adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. In addition, a psychic of the way gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four psychic of the way levels thereafter, up to a maximum of +5 at 20th level. | ||
+ | These dodge bonuses to Armor Class apply against touch attacks. She loses these bonuses when she is flat-footed, immobilized, or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or if she is denied her dexterity bonus to armor class. | ||
+ | This makes you an intuitive practitioner of [[Martial_Arts_(Apath)#Way_of_Life|Way of Life]] martial arts. | ||
+ | |||
+ | '' XXX (Su): ''' | ||
+ | |||
+ | '''Uncanny Dodge (Su): ''' | ||
+ | At 5th level, | ||
+ | A psychic with uncanny dodge gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. A psychic of the way with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her or if she is helpless or immobilized. | ||
+ | |||
+ | ''' Improved Uncanny Dodge (Su)''' | ||
+ | At 13th level, higher the psychic can no longer be flanked. This defense denies a rogue the ability to sneak attack the psychic by flanking her, unless the attacker has at least four more rogue levels than the target has psychic levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. | ||
=== Inner Outsiders === | === Inner Outsiders === |
Revision as of 23:18, 10 March 2016
Unofficial rules compendium | |
|
Psychic Disciplines
Aura
The aura psychic focuses on her own aura, on projecting her aura, and on reading the auras of others.
Phrenic Pool Ability: Charisma.
Bonus Spells: magic aura (1st), analyze aura (4th), aura sight (6th), aura alternation (8th), wall of force (10th), phantom limb (12th), mage's sword (14th), mind blank (communal) (16th), akashic form (18th).
Discipline Powers: Your powerful aura can manifest and grant you abilities.
Glowing Aura (Su) You can glow in the dark at will, as light but with a personal range. By spending one point of your phrenic pool, you can increase the effective level of this effect to half your psychic level, overcoming darkness effects of a level lower than this.
Manifest Aura (Su) You can manifest or dismiss your aura as a swift action. When your aura is manifest, you gain the benefits of the mage armor spell, but you also show off the color of your aura, allowing anyone to use the read aura psychic unlock as a standard action by observing your aura.
Defensive Aura Mastery (Su) At 5th level, you becomes a master at using force armors, and the armor bonus of mage armor and bracers of armor stack when worn by you. These bonuses do not otherwise stack.
Flash of Aura (Su) At 13th level, you can cause your aura to to flash, projecting an aspect of your personality. This works as judgement light, and you can choose any of the listed effects and need not know or use the corresponding judgement. This is a swift action that costs one point from your phrenic pool. You can add additional effects yo the flash by paying an additional 2 points from your phrenic pool, but you cannot duplicate any effect with a single flash.
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.
Empathic Healing (Su) Any occult conjuration (healing) spell you cast gains the mind-affecting descriptor.
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 you suffer are suppressed. You live at an accelerated rate, 24 hours passing in the span of an hour. This allows healing and causes effects with a limited duration to expire quickly. You can use purely mental actions that target yourself only, but each round in the trance equals 3 minutes in the world. It does not allow spell preparation. Exiting the trance takes a normal full-round action that is not prolonged. Your body continues to fight poison, disease, and similar ailments while in the trance, but you are immune to further damage from all lingering effects. You do not age, breathe, sleep, eat, drink, or excrete while in this trance. 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 the area, to a maximum of fast healing 10.
Heroism
- This is a work in progress.
You inspire yourself and others to bravery and heroism.
Phrenic Pool Ability: Charisma.
Bonus Spells: [hhttp://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril anticipate peril] (1st), bestow insight (4th), [1] (6th), telekinetic charge (8th), echolocation (10th), transformation (12th), mind blank (14th), [hhttp://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience moment of prescience] (16th), foresight (18th).
Discipline Powers: Your psychic powers enhances the bodies of you and others.
Way of Life (Su) When unarmored and unencumbered, the psychic of the way adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. In addition, a psychic of the way gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four psychic of the way levels thereafter, up to a maximum of +5 at 20th level. These dodge bonuses to Armor Class apply against touch attacks. She loses these bonuses when she is flat-footed, immobilized, or helpless, when she wears any armor, when she carries a shield, when she carries a medium or heavy load, or if she is denied her dexterity bonus to armor class. This makes you an intuitive practitioner of Way of Life martial arts.
XXX (Su): '
Uncanny Dodge (Su): At 5th level, A psychic with uncanny dodge gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. A psychic of the way with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her or if she is helpless or immobilized.
Improved Uncanny Dodge (Su) At 13th level, higher the psychic can no longer be flanked. This defense denies a rogue the ability to sneak attack the psychic by flanking her, unless the attacker has at least four more rogue levels than the target has psychic levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Inner Outsiders
Different aspects of your personality manifest as different creatures, and you can manifest these creatures in the real world.
Phrenic Pool Ability: Wisdom.
Bonus Spells: summon monster i (1st), summon monster ii (4th), summon monster iii (6th), planar ally (lesser) (8th), summon monster v (10th), planar ally (12th), summon monster vii (14th), planar ally (greater) (16th), summon monster ix (18th).
Discipline Powers: Your ideals take tangible form.
Ego Sumoning (Su) You gain Summon Evil Monster, Summon Good Monster, and Summon Neutral Monster as bonus feats. Any time you summon a creature with the celestial template, that creature has a good alignment you specify. When you summon a creature with the counterpoised template, it is lawful neutral, neutral, or chaotic neutral in alignment (your choice). When you summon a creature with the fiendish template, it has an evil alignment of your choice.
Superego (Su) You count as having Spell Focus (summoning) but only for the purpose of prerequisites. When you use a summon monster spell to summon a creature with an alignment exactly matching yours, you can chose one of two benefits: that spell has a casting time of one standard action, or the duration increases to 1 minute per level. You cannot use superego again if you are currently controlling a creature that is benefiting from the ability.
Expanded Ego At 5th level, you gain the benefits of the superego ability when you summon a creature whose alignment is within one step of yours, either on the law-chaos or good-evil axis.
ID Monsters (Su) At 13th level when you use a summon monster spell you can chose one of two benefits: that spell has a casting time of one standard action, or the duration increases to 1 minute per level. You cannot use id monsters again if you are currently controlling a creature that is benefiting from the ability, but you can use superego and id monsters at the same time.
Perfection
- This is a work in progress.
Mind over matter, your psyche controls your body, imbuing it with perfection.
Phrenic Pool Ability: Wisdom.
Bonus Spells: [hhttp://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril anticipate peril] (1st), bestow insight (4th), burst of speed (6th), false life (greater) (8th), true seeing (10th), transformation (12th), mind blank (14th), [hhttp://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience moment of prescience] (16th), foresight (18th).
Discipline Powers: Your psychic powers enhances the bodies of you and others.
Way of The Void (Ex) When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the psychic adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the psychic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. This makes you an intuitive practitioner of Way of the Void martial arts.
XXX (Su):
XXX (Su): At 5th level,
XXX (Su) At 13th level,
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: Dreams and nightmares are as one, they all serve you.
Gifted Summoner (Su) You count as having Spell Focus (summoning), but only for the purpose of 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.
Spirit
Your sense of self is not anchored in your body; you are an immaterial spirit and bodies are to you as clothes are to others.
Phrenic Pool Ability: Charisma.
Bonus Spells: Lock gaze (1st), marionette possession (4th), object possession (lesser) (6th), riding possession (8th), possession (10th), object possession (greater) (12th), scrying (greater) (14th), bilocation (16th), mind swap (major) (18th).
Discipline Powers: You acquire some of the characteristics of a spirit creature, able to dematerialize to possess the bodies of other creatures.
Possessing Spirit (Su) When you possess a host (creature or object), you enter the host's body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host's death. Enter image and mind swap are not possession spells for the purpose of this ability.
Telepathic Possession (Su) You treat possession spells as if they were mind-affecting, but only for the purpose of which phrenic amplifications they can be used with. When you use a phrenic amplification with a possession spell, the phrenic pool cost is reduced by one (to a minimum of zero). Also, a creature you summon is always considered a willing target for possession-type spells.
Egoist Spells (Su) At 5th level, when you begin or end a possession, you can choose to transfer the effect of any spells you have cast that are currently affecting the body you were in to the body you are moving to.
Egotist Spells (Su) At 13th level, when you begin or end a possession, you can choose to transfer the effect of any spells that are currently affecting the body you were in to the body you are moving to, regardless of who cast that spell. You gain a new Will saving throw to end any mind-affecting spell affecting you when you make this transfer, leaving it on any mind currently the body you are leaving.
External Links
- Think it, And So it Shall Be CTP's Guide to Psychics
- A Pathfinder Guide to the Psychic by dnoisette
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