Psychic (Apath)
Unofficial rules compendium | |
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Psychic Disciplines
Empathic Healer
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).
Empathic Healing (Su) Any occult conjuration (healing) spell you cast gains the mind-affecting descriptor. 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 an effect you are immune to.
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 Synergy (Su) At 13th level you form a healing network with all living allies within 30 ft. who are not immune to mind-affecting effects. Each ally heals 1 hit point per minute for each ally (including themselves) in the area, to a maximum of 10 hit points per minute (one hit point per round). This works like fast healing, only slower.
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:
Superego (Ex) You count as having Spell Focus (summoning) for the purpose of prerequisites. You gain Counterpoised Creature as a bonus feat.
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.
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 following bonus feats: Summon Evil Monster, Summon Good Monster, and Summon Neutral Monster.
ID Monsters (Ex) 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.
Psykoprojectionist
You can call creatures shaped by your own subconscious.
Phrenic Pool Ability: Charisma.
Bonus Spells:
Signature Summons (Ex) You count as having Spell Focus (summoning) for the purpose of prerequisites. You gain Versatile Summon Monster as a bonus feat. When you cast a summon spell using this feat, that spell has a casting time of one standard action.
Signature Summons 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 (giving you and additional choice).
XXX (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.
Wandering Spirit
You acquire some of the characteristics of a spirit creature, able to dematerialize to possess the bodies of other creatures.
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).
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.
Possessing Spirit (Su) At 5th level 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.
Egotist Spells (Su) At 13th 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.
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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