Psychic (Apath)
Unofficial rules compendium | |
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Psychic Spell List Additions
Additions to the psychic spell list. Used by the psychic to level 9.
Level 0: alter race, attract attention, benign dispel, bleeding wound, blind spot, color cantrip, crack, create tool, honeyed words, merciful insight, mutual attraction, neglect, paroxysm, purge evidence (lesser), pushing ray, stall flight (lesser), summon zero, touch of vertigo.
Level 1: bone armor, burdened thoughts, fireflies, repulsiveness, rouse undead I, sense sin, shadow armaments, shadow fighting, taunt.
Level 2: creature image, deepockets, dimension door (lesser), forget, hideous laughter, purge evidence, rouse undead II, shadow fighting (mass), shadow wounds, stupefy spell, unseen musician.
Level 3: feign death, fool's gold, reproduction, rouse undead III, scapegoat, stall flight.
Level 4: forget (mass), rouse undead IV, shadow necromancy (lesser), shadow polymorph, shadow shape, spectral wounds, stun spell, trial by fire.
Level 5: devil contract, rouse undead V, transfer enchantment, true seeing.
Level 6: rouse undead VI, shadow necromancy, shadow polymorph (greater), shadow shape (greater), shadow heal/harm, stun spell (mass), true seeing.
Level 7: feign death (greater), rouse undead VII, teleport beacon, x-ray eyes.
Level 8: rouse undead VIII, shadow necromancy (greater), shadow shape (true).
Level 9: rouse undead IX.
Psychic Disciplines
New disciplines for the psychic class.w
Aura
You can project your aura, and read the auras of others.
Publisher: Purple Dock Games.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Magic aura (1st), analyze aura OA (4th), aura sight ACG (6th), aura alternation OA (8th), wall of force (10th), phantom limb OO (12th), mage's sword (14th), communal mind blank UC (16th), akashic form OA (18th).
Discipline Powers: Your powerful aura can manifest and grant you abilities.
Glowing Aura (Sp) You can glow at will, as light with a personal range. By spending one point of your phrenic pool when you activate this effect, you can increase the effective spell level of this effect (as Heighten Spell) to half your psychic level, overcoming darkness effects of a level lower than this.
Manifest Aura (Sp) Manifesting your aura gives you constant mage armor (sp). You manifest or dismiss your aura as a swift action. When your aura is manifest, others who are able to use the read aura psychic unlock can use it against you as a standard action and it doesn't count against their daily limit.
Defensive Aura Mastery (Su) At 5th level, you become a master at using force armors, and the armor bonus of mage armor and bracers of armor stack when worn by you. These bonuses normally do not stack. This makes you a practitioner of the Way of Force, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.
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 lightUC, and you can choose any one of the listed judgments. You can choose any alignment for the resiliency and smiting judgments, and any type of energy for the resistance judgment.
This is a swift action that costs one point from your phrenic pool. You can add an additional judgement effect to the flash by paying an additional 2 points from your phrenic pool. The DC of the Will saving throw against this ability is 10 + 1/2 your class level + your Wisdom modifier.
Black Blood
Black Space
Black Water
Cathexis
Your ego summons spiritual echoes of itself.
Publisher: Purple Dock Games.
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), banishment (14th), planar ally (greater) (16th), gate (18th).
Discipline Powers: Your ideals take tangible form.
Ego Sumoning (Su) You gain Summon Evil Monster CoC, Summon Good Monster CoP, and Summon Neutral Monster CoB 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.
Ego Avatars (Su) 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 ego avatars again if you are currently controlling a creature that has benefited from the ability.
Augmented Ego At 5th level, you gain Augment Summoning as a bonus feat. You can undercast summon monster spells. Undercasting allows you to replace discipline bonus spells.
Id Monsters (Su) At 13th level when you use a summon monster spell to summon a creature whose alignment is more than one step removed from yours, either on the good-evil or law-chaos axis, 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 has benefited from the ability, but you can use ego avatars and id monsters at the same time.
Dance
You harness your mental powers through dance.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: Feather step APG (1st), blur (4th), haste (6th), freedom of movement (8th), impossible angles HA (10th), sonic form ACG (12th), deflection APG (14th), irresistible dance (16th), overwhelming presence UM (18th).
Discipline Powers: Your body is an expression of your psychic power.
Dancer (Ex): You gain Perform (dance) as a class skill, and you add a bonus equal to half your psychic level (minimum +1) to all Perform (dance) checks.
Distracting Dance (Su): Make a Perform (dance) check (DC equal to the saving throw DC) as an immediate action to counter magic effects that depend on sight. If you succeed, any creature within 30 feet (including you) that is affected by an illusion (pattern) or illusion (figment) magical attack gains a +4 circumstance bonus on its saving throw until the beginning of your next turn. This does not grant an additional disbelief saving throw; interaction is still needed for disbelief.
Versatile Dance (Ex): At 5th level, you can use your skill bonus in Perform (dance) in place of your bonus in Acrobatics and Fly. When substituting in this way, you use your total Perform (dance) skill bonus, including class skill bonus and the bonus from the dancer ability, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. You can retrain any skill ranks you have in Acrobatics and Fly.
Cosmic Dance (Ex): At 13th level, You can choose to replace the thought and emotion components of a spell you cast with a somatic component, replacing the mental or emotional focus normally required with physical balance. If you do this while wearing armor, you suffer the same risk of spell failure an arcane caster would.
Death
In life, death is a possibility at any moment. However, death is not necessarily permanent. Some people brought back from the dead are changed by the experience, gaining psychic powers and the ability to see when death is approaching. Whether triggering moment was a near-death experience or an actual resurrection, it left you with one foot in the grave.
Publisher: d20pfsrd Publishing.
Phrenic Pool Ability: Wisdom.
Bonus Spells: hide from undead (1st), ghostbane dirge APG (4th), speak with dead (6th), deadman's contingency UI (8th), death ward (10th), ghostbane dirge (mass) APG (12th), control undead (14th), etherealness (16th), astral projection (18th).
Discipline Powers: Death is not a barrier to you.
Eye of Death (Su) As a standard action you can determine the condition of a creature within 30 ft. You instantly know whether the creature is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). Any effect that blocks detection of any kind prevents eye of death.
Premonitions of Death (Su) You can have a sudden premonition of the ally's demise. This is an immediate action that dazes you for one round. During this round you can still communicate, but can take no actions. The range is unlimited and you need not know of the event, but you need some way to communicate with the ally to give any benefit. This ability can be used once per day. At level two, and every four levels thereafter, you gain another daily use of the ability.
This can be used in two ways. It can be used on an ally that fails an skill check, ability score check, or saving throw. The ally rerolls the failed die roll and takes the better of the two rolls. It can be used on an enemy that succeeds at an attack roll, combat maneuver check, or a caster level check against an ally. That enemy must reroll the successful roll and use the worst of the two rolls.
Out of Body (Su): At 5th level, you can temporarily divorce your soul from your body. You becomes ethereal, leaving the body behind as an empty shell. Observation will reveal the body is still alive with a DC 20 Heal check. Without a soul, your body begins to slowly die, taking one hit point of damage per minute that cannot be prevented or redirected. This and any other damage inflicted on the body affects you in your ethereal form. Effects other than damage affecting the body do not transfer to your ethereal self. Your body is considered an object while you are out of body.
You enter the Ethereal Plane and may move unimpeded by physical barriers, but the range you can move from your body is limited. You may only move 5 feet away from your body per character level. You can end out of body simply by moving back inside your body, which immediately revives.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. An ethereal creature can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells cast while ethereal affect only other ethereal things. An ethereal creature treats other ethereal creatures and ethereal objects as if they were material. |
Familiarity | Knowledge Religion Bonus |
Recognizes on sight | +4 |
Friends or associates | +6 |
Close friends | +8 |
Intimate | +10 |
Spirit Journey (Su): At 13th level, your soul can travel the world beyond and back, possibly bringing someone back. When using out of body, you can depart to the Astral Plane and move to the outer planes. Which outer planes you can visit depend on the setting, but you are restricted to whichever plane acts as a way station for the recently deceased, as well as the outer plane that matches your alignment. The process of transferring to the Astral or an Outer Plane takes 10 minutes and 10 minutes to return.
While in the outer planes, you can commune with the dead, or even bring a being back with you. By spending ten minutes and one point from your phrenic pool you can ask one question, as contact other plane used to contact the Astral Plane.
By spending one hour and six points of phrenic pool in the Outer Planes you can bring a deceased entity back to the material plane and have them manifest in the physical world. Finding a spirit requires a Knowledge (religion) check with a DC of 30 + the number of years since death. You gain a circumstance bonus on this check depending on how familiar you are with the deceased.
If the check succeeds, the spirit can be made to manifest in the living world for one hour per psychic level. The deceased is the same as they were in life, with the addition of the petitioner templateB1 but with memories intact. If the check is failed, you unknowingly bring back a random outsider or undead with a CR equal to your own character level, as planar ally but without the control. The creature wants to explore the Material Plane, and might pretend to be the spirit you sought.
Desire
Come on baby, light my fire — Light My Fire, The Doors (1967)
Phrenic Pool Ability: Charisma.
Bonus Spells: Charm person (1st), detect desires UI (4th), reckless infatuation UM (6th), charm monster (8th), mass charm person (10th), joyful rapture UM (12th), friend to foe OA (14th), mass charm monster OA (16th), heroic invocation UC (18th).
Discipline Powers: You master desire and can wield it as a fine-tuned instrument.
Mind over Matter (Su): Even constructs can be affected by your mind-affecting spells. This works as a phrenic amplification; you can spend 1 point from your phrenic pool to overcome the immunity to mind-affecting effects of a creature of the construct type with the linked spell. This ability functions even on mindless constructs. This amplification can be linked only to spells that have the mind-affecting descriptor.
Object of Desire (Su): When you are under a charm effect and the creature that has you charmed fails a Charisma check to convince you to take a certain action, you can make an opposed Charisma check as an immediate action. If this check succeeds, you reverse the charm; the original charmer is now charmed by you, using the same rules. This works irrespective of the charmer's creature type and lasts for the remaining duration of the charm effect.
Mind over Life (Su): At 5th level, your mind over matter ability also works on vermin, plants, and oozes.
Mind over Anything (Su): At 13th level, your mind over matter ability works on any creature that is immune to mind-affecting or emotion effects for any reason, including those protected by spells or effects that give such immunity.
Duelist
You are the ultimate psychic warrior.
Publisher: Purple Dock Games.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Mind thrust I OA (1st), thought shield I OA (4th), ego whip I OA (6th), metal barrier III OA (8th), intellect fortress II OA (10th), psychic crush II OA (12th), mind blank (14th), tower of iron will IV OA (16th), divide mind OA (18th). Undercasting allows you to replace discipline bonus spells.
Discipline Powers: You master the parry and thrust of mental combat. These disciplines do not let you cast spells you don't know.
Instinctive Defense (Ex): You can cast an intellect fortress, mental barrier, thought shield, or tower of iron will spell even when you are flat-footed or otherwise prevented from taking an action.
Lingering Defense (Ex): If you cast an intellect fortress, mental barrier, thought shield, or tower of iron will spell last round and cast a spell from this list of a lower level this round, you do not need to spend a spell slot to do so.
Heightened Attack (Su): At 5th level, if you undercast ego whip, id insinuation, mind thrust, or psychic crush, the spell is Heightened to the spell level of the highest version of that spell you can cast, as Heighten Spell, without increasing the cast time or spell slot required.
Instant Defense (Ex): At 13th level, once per round you can cast one of intellect fortress, mental barrier, thought shield, or tower of iron will as a free action, even when it is not your turn.
Egotist
An egotist focuses her psychic powers on herself and her own physical prowess.
Phrenic Pool Ability: Wisdom.
Bonus Spells: feather step APG (1st), blur (4th), heroism (6th), blessing of fervor APG (8th), teleport (10th), heroism (greater) OA (12th), giant form I APG (14th), brilliant inspiration APG (16th), heroic invocation UC (18th).
Discipline Powers: You are the spiritual sun of your own universe, around which everything else revolves.
Ego Spell (Ex): As a swift action, you can spend a point of phrenic pool to cast any one psychic spell with a casting time of 1 round or shorter that affects you and/or one or more targets. An ego spell can target only yourself, even if it could normally affect other or multiple targets. Ego spells do not provoke attacks of opportunity.
Ego Strike (Ex): You gain a +1 untyped bonus on attack rolls and damage with melee attacks that are not spells. This bonus increases by one at level 5 and every four levels thereafter, to a maximum of +5 at level 17.
Lasting Ego (Ex): At 5th level, when you affect yourself with a spell with a duration of 1 minute or more but less than 10 minutes/level, you can spend a point of phrenic pool to give that spell a duration of 10 minutes/level. This does not change the duration of the same spell's effect on others.
Impervious Ego (Ex): At 13th level, you gain DR 2/-. At level 16 and 19 this damage reduction increases by one.
Emotion
Many psychics seek to control their emotions. Not you; your released emotions are like a torrent.
Phrenic Pool Ability: Charisma.
Bonus Spells: Telempatic projection OA (1st), heckle ArA (4th), good hope (6th), crushing despair UM (8th), smug narcissism UM (10th), greater heroism (12th), unshakeable zeal OA (14th), antipathy (16th), overwhelming presence UM (18th).
Discipline Powers: Emotion heightens your powers.
Emotional Focus (Ex): Emotion effects don't prevent you from using spells with emotion components. This includes emotion effects that are also fear effects.
Heightened Emotion (Ex): When you cast a spell with the emotion descriptor, increase your caster level and saving throw DC by 1 each.
Lasting Emotion (Ex): At 5th level, when you cast a psychic spell with the emotion descriptor, that spell has its duration doubled, as if using Extend Spell, but with no increase in spell level or casting time. You do not need to know the Extend Spell feat, and lasting emotion does not stack with Extend Spell.
Master of Emotion (Ex): At 13th level, you gain perfect control over your emotions. When you would normally suffer a emotion effect, you can accept or reject that effect as you wish.
Fear
You have mastered the most powerful emotions of all: fear.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: Cause fear (1st), detect anxieties UI (4th), dracnic malice ArA (6th), fear (8th), feast on fear ACG (10th), cruel jaunt HA (12th), symbol of fear (14th), frightful aspect UC (16th), overwhelming presence UM (18th).
Discipline Powers: Fear still affects you, but not like it affects others.
Focus of Fear (Ex): Fear effects don't prevent you from using spells with emotion components. This includes fear effects that are also emotion effects.
Drunk on Fear (Ex): When you suffer the shaken condition, the effect is changed. Instead of the normal effect, you gain a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks.
Feast of Fear (Ex): At 5th level, When you cast a spell with the fear descriptor, you can choose to affect yourself in addition to the normal targets, even if you are not in the area or a legal target.
Master of Fear (Ex): At 13th level, you are immune to all fear conditions except shaken. When you would normally suffer a fear effect other than shaken, you are shaken instead.
Greed
You strive for what you don't have.
Phrenic Pool Ability: Charisma.
Bonus Spells: Fool's gold ArA (1st), create treasure map APG (4th), jealous rage OO (6th), stoneskin (8th), major creation (10th), envious urge UM (12th), crime wave UI (14th), sympathy (16th), resplendent mansion UI (18th).
Discipline Powers: You understand how greed controls the mind.
Sense of Value (Ex): Appraise is a class skill for you, and you add a bonus equal to your psychic level to all Appraise checks.
Selfish Spell (Ex): When you cast a psychic spell that targets only yourself, that spell has its duration doubled, as if using Extend Spell, but with no increase in spell level or casting time. You do not need to know the Extend Spell feat, and selfish spell does not stack with Extend Spell.
Cheap Spell (Ex): At 5th level, when you cast a spell with an expensive material component, you can pay one point of phrenic pool to forego that component. The an item or effect created by a cheap spell will not last more than 24 hours.
Thrifty Spellcasting (Ex): At 13th level, when you use a scroll, staff, or wand, you can expend one point of phrenic pool and a spell slot of the same level as the level of the spell you used the magic item to cast. If you do, you don't use up the scroll or a charge from the staff or wand.
Handicap
Your psychic powers compensate for a physical handicap.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Heightened awareness APG (1st), kinetic reverberation UC (4th), heroism (6th), freedom of movement (8th), utter contempt UM (10th), phantom limb OA (12th), pox of rumors UI (14th), death clutch HA (16th), akashic form OA (18th).
Discipline Powers: You have a telekinetic limb that you gradually master.
Phantom Handicap (Sp): You have some kind of physical handicap, such as a missing limb. You also have constant phantom limb (sp) that removes all penalties of your handicap, but cannot be used for any other purpose. When you are not using phantom limb, you are staggered, but gain a +10 circumstance bonus on Bluff and Disguise checks to appear harmless or as a nondescript beggar or invalid. As with most constant spell-like abilities, you can reactivate phantom limb with a swift action on your turn, but you are still staggered that turn.
Phantom Critical (Ex): When your phantom limb is active and you take a critical hit, you turn that attack into a normal hit. The phantom limb you gain from phantom handicap is dispelled.
Phantom Touch (Ex): At 5th level, you can use your phantom limb to feel and manipulate what is within your reach, but behind a physical barrier. This gives you a +5 circumstance bonus on Disable Device checks and on Perception checks to spot hidden devices such as traps, compartments, and secret doors, but only when you are adjacent to them.
Phantom Hit (Ex): At 13th level, when your phantom limb is active and an opponent hits you with an attack or succeeds at a combat maneuver against you, you can cause the attack to miss or combat maneuver to fail. The phantom limb you gain from phantom handicap is dispelled.
Hatred
Hatred is the greatest power, as they will all soon see!
Phrenic Pool Ability: Wisdom.
Bonus Spells: Compel hostility UC (1st), heckle ArA (4th), find fault ArA (6th), malicious spite UM (8th), song of discord (10th), foster hatred UM (12th), finger of death (14th), prediction of failure UM (16th), soul bind (18th).
Discipline Powers: Hatred makes your mind sharp as a knife.
Hated Foe (Ex): Choose one creature type or subtype from the ranger's list of favored enemies. When you cast spells on enemies of that type, you gain a +1 bonus on caster level, save DC, and concentration checks to cast or maintain such a spell.
Mutual Suspicion (Ex): You gain a +4 circumstance bonus on Sense Motive checks, but when you fail a Sense Motive check to get a hunch about another creature, your intense scrutiny and obvious passive aggression worsens the attitude (see Diplomacy) of the creature towards you by one category. Such a failure reinforces your negative view of others and restores one point to your phrenic pool, but only if the creature has Hit Dice greater than half yours. You can gain a maximum number of points per day equal to your Wisdom bonus this way.
Further Hatred (Ex): At 5th level, you gain a second hated foe, and the bonus against all hated foes increases to +2
Power of Hate (Ex): At 13th level, you gain a third hated foe.
Healing Trance
You take on the injuries of others, then recover in a trance.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Deathwatch (1st), mirror hideaway ACG (4th), shield other (6th), resurgent transformation APG (8th), ethereal envelope APG (10th), cleanse APG (12th), nine lives ARG (14th), temporal stasis (16th), imprisonment (18th).
Discipline Powers: You are a psychic martyr.
Healing Trance (Su) You can enter a healing trance. As an full-round action you can perform even when unconscious or otherwise prevented from acting, you can enter or leave a meditative state conductive to healing. While in this trance you are helpless and incapable of physical action. You heal at an accelerated rate, 24 hours passing in the span of a 1 hour (2 minutes in the span of a single round). This is considered full rest with long-term care, restoring 4 hit points per Hit Dice and 4 points of ability damage to each ability score. The duration of all effects likewise expire at this accelerated time frame. Your body fights poison, disease, and similar ailments at the increased pace while in the trance, and you automatically pass all saving throws and are immune to further damage from such lingering effects. You gain perfect information about your physical state and ailments while in this trance.
In this trance you can perform purely mental actions that target yourself only. No other actions are possible. You cannot prepare spells. You do not age, breathe, hunger, sleep, eat, drink, or excrete. You are only dimly aware of your surroundings and take a -10 penalty on Perception checks, but you are instantly alerted if your body is moved or harmed.
Each hour you spend in a healing trance, you recover one point of phrenic pool. You can gain a maximum number of points per day equal to your Wisdom bonus. By spending two points from your phrenic pool when you are in a healing trance, you can accelerate your healing further, gaining the benefit of one day of rest in just 1 minute.
Martyr's Touch (Sp) You can transfer some or all afflictions from a willing or helpless creature you touch to yourself. All aspects of the transferred afflictions (save DCs, remaining duration, removal conditions, and so on) remain the same, but affect you instead of the original target. Even effects that could not normally affect you, because of your type or other reasons, can be transferred this way and transferred effects bypass any resistance or immunity you have.
At 1st level you can transfer hit point damage, all charm, emotion, and fear effects, and the following conditions: confused, dazed, deafened, fatigued, and sickened. This is the equivalent of a 1st level spell.
At 5th level, you can accept ability damage, the effects of drugs and poison, all mind-affecting effects, and the following conditions: blinded, diseased, exhausted, nauseated, and stunned. Martyr's touch is now the equivalent of a 3rd level spell.
At 9th level, you can accept ability drain, lost body parts, necromancy effects, transformation effects, and the cursed, energy drained, and paralyzed conditions. Martyr's touch is now the equivalent of a 5th level spell.
Healing Shelter (Su) At 5th level, when you cast mirror hideaway ACG, ethereal envelope OA, temporal stasis, or imprisonment and affect only yourself, the spell works differently. You can add an additional focus component to the spell, an object of your choice. When the spell ends, you exit adjacent to that object. You are aware of the area within 10 ft. of the focus when inside the shelter. You can end the spell at any time, and can spend the time inside in a healing trance. Healing trance does not cause your shelter spell to expire faster.
In the case of mirror hideaway the focus must be the target mirror, and this mirror can be moved without ending the spell.
If you are in temporal stasis, or imprisonment, time passes at ten times the normal rate for the purpose of your healing trance ability, 24 hours passing in 6 minutes.
Short Eternity (Su) At 13th level, when you stay in a healing trance for 1 hour (or 6 minutes in temporal stasis, or imprisonment), you can choose to end any and all conditions and effects affecting you, including instantaneous and permanent effects. You now need spend only 1 point from your phrenic pool to gain the benefit of one day of rest in just 1 round.
Heroism
You inspire yourself and others to bravery and heroism.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: Mage armor (1st) bestow insight ARG (4th), heroism (6th), telekinetic charge UC (8th), echolocation UM (10th), transformation (12th), deflection APG (14th), brilliant inspiration APG (16th), heroic invocation UC (18th).
Discipline Powers: Your psychic powers enhance your alertness and physique.
Combat Training: Choose one of the following: proficiency with two martial weapons, proficiency with one exotic weapon, or Improved Unarmed Strike as a bonus feat. If you use such a weapon to inflict damage on an opponent, you regain a point of phrenic pool. The creature must have Hit Dice equal to half yours or more, and you can gain a maximum number of points per day equal to your Charisma bonus.
Way of Life (Su) When unarmored and unencumbered, you add your Charisma bonus (if any) as a dodge bonus to Armor Class and Combat Maneuver Defense. You lose these bonuses when you are flat-footed, immobilized, or helpless, when you wear any armor, when you use a shield, when you carry a medium or heavy load, or if you are denied your Dexterity bonus to armor class. This makes you a practitioner of Way of Life martial arts, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.
Uncanny Dodge (Su): At 5th level, you gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You can still lose your Dexterity bonus to Armor Class if an opponent successfully uses the feint action or if you are helpless or immobilized.
Improved Uncanny Dodge (Su) At 13th level, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more levels in classes that grant sneak attack than you do in classes that grant uncanny dodge.
Imago
Your fantasies take tangible form.
Phrenic Pool Ability: Charisma.
Bonus Spells: Summon monster I (1st), summon monster II (4th), thaumaturgic circle OA (6th), lesser planar binding (8th), dismissal (10th), planar binding (12th), summon monster VII (14th), greater planar binding (16th), summon monster IX (18th).
Discipline Powers: Your are a gifted summoner.
Signature Spirits (Su) You gain one of the following feats as a bonus feat, ignoring prerequisites: Augment Summoning, Expanded Summon Monster MSH, Moonlight Summons UM, Nimble Natural Summons ISG, Scouting Summons MSH, Starlight Summons UM, Versatile Summon Monster MSH. You can use all of these feats with summon monster spells from the psychic spell list, even if they normally do not work with summon monster spells.
This list is not intended to be exclusive. Other feats that change summoned creatures in a similar way can be added to the list, if the GM approves.
Spirit Cohort (Su) When you use a summon monster from the psychic spell list, 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 spirit cohort again if you are currently controlling a creature that has benefited from the ability.
Expanded Signature Spirits (Su) At 5th level, you can select another bonus feat among those listed for the signature spirits ability. You ignore the prerequisites of all of these feats. You can undercast summon monster spells, undercasting allows you to replace bonus spells gained from your psychic discipline.
Spirit Allies (Su) At 13th level you can use spirit cohort again even if you currently control a creature that benefited from the ability.
Kata
You focus using meditative melee weapon techniques.
Publisher: Purple Dock Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: True strike (1st), spiritual weapon (4th), telekinetic maneuver OA (6th), shout (8th), mage's sword (10th), blade barrier (12th), defending sword ArA (14th), greater shout (16th), mass defending sword ArA (18th).
Discipline Powers: Your weapon is your soul.
Kata Weapon (Ex): Select one melee weapon, including a natural attack or an unarmed strike. You use a weapon of this type to enables your other discipline powers. You become proficient in this weapon or gain Improved Unarmed Strike as a bonus feat. If the weapon is a simple or martial weapon, you also gain Weapon Focus in that weapon. When you inflict damage with your kata weapon (not with weapon-like force effects), you regain a point of phrenic pool. The creature must not be helpless and have Hit Dice equal to half yours or more, and you can gain a maximum number of points per day equal to your Charisma bonus.
Weapon of Force (Su): When you cast spiritual weapon, mage's sword, defending sword ArA, or mass defending sword ArA, the weapon created looks like your kata weapon and uses your kata weapon's crit range and crit multiple. If you have Weapon Focus with your kata weapon, you gain a +1 attack bonus on attack roll with these spells.
Weapon Somatics (Ex): At 5th level, when you are wielding your kata weapon, you can choose to replace thought and emotion components of a spell you cast with a somatic component and a focus component (no focus if using an unarmed attack), replacing the mental or emotional focus normally required with physical control. Your kata weapon is the focus item, and the hand you hold it in counts as free for satisfying the somatic component.
Weapon Casting (Ex): At 13th level, when you are wielding your kata weapon, you automatically succeed at casting psychic spells defensively.
Kyudo
You master your own mind through meditative archery techniques.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Wisdom.
Bonus Spells: True strike (1st), see invisibility (4th), find fault ArA (6th), named bullet UC (8th), greater heroism (10th), greater named bullet UC (12th), rain of arrows RTT (14th), moment of prescience (16th), foresight (18th).
Discipline Powers: You and your target become one.
Kyū (Ex): You gain Precise Shot as a bonus feat (ignoring prerequisites) and become proficient with the composite longbow and composite shortbow. You can use any composite longbow or shortbow as your Kyū to enables your other discipline powers. You start play with a masterwork composite longbow or shortbow at no cost. When you score a critical hit with your kyū (including spells using the kyū as a focus), you regain a point of phrenic pool. Inflicting damage on helpless creature or on a creature that has fewer Hit Dice than half the psychic’s character level does not restore psychic pool, and you can gain a maximum number of points per day equal to your Charisma bonus.
Weapon Somatics (Su): When you are wielding your Kyū, you can choose to replace a thought or emotion component of a spell you cast with somatic and focus components, replacing the mental or emotional discipline normally required with physical harmony. You must be using your Kyū in two hands, but don't need a free hand for the somatic component. You can replace the thought or emotion component, but not both.
Arrow Spell (Su): At 5th level, you can deliver a spell through your Kyū in the form of an immaterial arrow you fire from your bow. The spell gains a range equal to the first range increment of your bow. This does not work on a spell with a cone-shaped area or a range of personal or touch. There is no attack roll (unless the spell normally requires one) and you do not use a physical arrow.
Kyū of the Mind (Ex): At 13th level, you can replace both thought and emotion components with somatic components, as weapon somatics, and you do not need to wield your Kyū to do so. You still need two free hands.
Mascot
You are bound to a creature, your mascot, that anchors your psychic powers.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: Speak with animals (1st), wild instinct (4th), share shape (6th), animal ambassador (8th), beast shape III (10th), baleful polymorph (12th), planar refuge (14th), animal shapes (16th), shapechange (18th).
Discipline Powers: Your gain a companion pet and powers relating to this mascot.
Mascot (Ex) At 1st level you form a close bond with a creature that helps maintain your grip on reality. This functions either like the familiar from the wizard's arcane bond class feature, or as a companion from the druid's nature bond, your choice. You cannot apply the Improved Familiar feat to a familiar gained through this ability.
Psychic Dependency (Ex) You need to touch your mascot to prepare spells. If you cannot, you have one fewer spell slot at each level of spells for that day.
Psychic Anchoring (Ex) At 5th level, while the mascot is adjacent or in the same space, you gain a +2 bonus on Will saving throws.
Share Evasion (Su) At 13th level, while the mascot is adjacent or in the same space, you gain its evasion and improved evasion abilities.
Psychic Surgeon
Your hands can dip into a living body as if it was water, setting things right.
Publisher: Purple Dock Games.
Phrenic Pool Ability: Charisma.
Bonus Spells: Soothing word CC (1st), remove paralysis (4th), remove blindness/deafness (6th), neutralize poison (8th), breath of life (10th), psychic surgery OA (12th), nine lives ARG (14th), regenerate (16th), true resurrection (18th).
Discipline Powers: You are a font of life energy.
Funnel Energy Add the following spells to your spell list as spells of the indicated spell level; you can add these spells to your list of known spells in the normal manner. Remove sickness (1st), lesser restoration (2nd), remove disease (3th), restoration (4th), raise dead (5th), heal (6th), resurrection (7th), greater restoration (8th), miracle (9th).
Healing Hand Add all spells from the cleric spell list with "cure" in the name to your psychic spell list: Add these spells to your list of spells known as soon as you can cast spells of that level. When you use one of these spells to awaken a creature that was unconscious because of hit point damage, you gain a point of phrenic pool. You can gain a maximum number of points per day this way equal to your Charisma bonus.
Sinister Hand (Sp) At 5th level, you can cast harmful spells corresponding to each of the following curative spells. You must know the curative spell to be able to cast the harmful version, and this uses up the usual spell slot and one point of phrenic pool. Any spell with "cure" in the name becomes the corresponding "cause" spell. Heal becomes harm, raise dead becomes slay living, remove blindness/deafness becomes blindness/deafness, remove disease becomes contagion, remove paralysis becomes hold person, and resurrection becomes destruction.
In addition, all spells of the conjuration (healing) subschool and all spells converted by sinister hand count as mind-affecting spells when you cast them, but only for the purpose of what phrenic amplifications they can be used with.
Healing Aura (Sp) At 13th level you can spend one point from your phrenic pool to cast a spell of the conjuration (healing) subschool as if it had a range of close (25 ft. + 5 ft./2 levels).
Rage
Many psychics seek to control their anger. Not you; you release your anger as a terrible force.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Burst of adrenaline OA (1st), rage (4th), haste (6th), moonstuck APG (8th), dragon's breath APG (10th), transformation (12th), greater hunger for flesh HA (14th), moment of prescience (16th), heroic invocation UC (18th).
Discipline Powers: You can channel your anger into psychic power.
Psychic Rage (Ex): You can call upon inner reserves of power and ferocity, gaining additional combat prowess. At 1st level, you can use psychic rage for a number of rounds per day equal to 3 + 1/2 your psychic level + your Wisdom modifier. Entering a psychic rage is a free action. The total number of rounds of psychic rage per day is renewed when preparing spells. While in a psychic rage, you gain a +1 bonus caster level, spell save DCs, and Will saving throws. In addition, you take a –2 penalty to Armor Class and Reflex saving throws. You can't use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic or using phrenic amplifications.
You can end your psychic rage as a free action, and are fatigued for 1 minute after a psychic rage ends. You can't enter a new psychic rage while fatigued or exhausted, but you can otherwise enter a psychic rage multiple times per day. If you fall unconscious, your psychic rage immediately ends.
Rage Casting (Ex): You can ignore thought and emotion components of psychic spells you cast while in a psychic rage.
Uncanny Dodge (Ex): At 5th level, you gain the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Master of Rage (Ex): At 13th level, the bonus on caster level, spell save DCs, and Will saving throws when in a psychic rage improves to +2.
Science
You are a scientist studying your own powers.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Your bonus spells vary from day to day, see psychic study, below.
Discipline Powers: Your powers derive from study.
Psychic Studies (Ex): Your bonus spells vary from day to day. You select your bonus spells during spell preparation. For each level of spells you can cast, you can choose one bonus spell from the psychic spell list. This must either be a spell you witnessed being used since you last prepared spells, or the same bonus spell you had of that level yesterday.
Repeated Experiments (Su): If you cast the same spell on the same target two rounds in a row, you regain one phrenic pool point. Repeating the same spell a third time does not give additional benefits. You can gain a maximum number of points per day this way equal to your Wisdom bonus.
Arcane Studies (Ex): At 5th level, when using psychic studies, you can select an spell not on the psychic spell list if you have observed an arcane or psychic spellcaster casting that spell since you last prepared spells, or if you selected it as a bonus spell yesterday. The spell level is one level higher for you than it was for the caster you observed casting it.
Divine Studies (Ex): At 13th level, can you prepare spells cast by a divine spellcaster the same way arcane studies lets you prepare the spells of an arcane or psychic caster.
Solipsism
Your inner life is more important than the so-called reality around you.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Detect mindscape OA (1st), instigate psychic duel OA (4th), mindscape door OA (6th), create mindscape OA (8th), impossible angles HA (10th), subjective reality OO (12th), magnificent mansion (14th), maze (16th), create demiplane (greater) UM (18th).
Discipline Powers: Your internal reality dominates your life.
Objective Mindscape (Su): Immunity to mind-affecting effects does not protect a creature against being affected by your spells that create mindscapes. A mindless creature in a psychic duel uses a psychic attack manifestation identical to its natural attacks, without expending any manifestation points.
Deny Reality (Su): When you enter a mindscape, you (and all your gear) enters the mindscape and your physical body vanishes. When you exit the mindscape, your body appears again in your previous location, or the closest open space if that location is occupied. You leave an invisible link at the spot your body disappeared that can be sensed with detection abilities or a Perception check (DC 20). This link can be dispelled (pulling you out of the mindscape and ending a mindscape you created) or serve as a conduit to enter the mindscape using mindscape door.
Collective Mindscape (Sp): At 5th level, when you voluntarily enter a mindscape (not a binary mindscape) or demiplane, you can bring one additional creature along per 3 psychic levels you have (1 additional creature at level 5, 2 additional creatures at level 6, 3 additional creatures at level 9, and so on). No two targets can be more than 30 ft. apart. These creatures can all take a Will save against the spell you used to enter the mindscape to negate the effect on themselves. A target that saves against this effect can decide to voluntarily come along after seeing which other targets are affected.
Life of the Mind (Ex): At 13th level, you gain regeneration 1 (mind-affecting effects). Damage you take in a mindscape, on the astral plane, or in a demiplane bypasses your regeneration and is not converted to nonlethal damage.
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 de-materialize to possess the bodies of other creatures. Your discipline powers only work with possession spells; these are all spells with "possession" in the name.
Possessing Spirit (Su) When you successfully use a possession spell to possess a host (creature or object), you (and all your gear) 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.
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.
Ego Targeting (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.
Universialist 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 can take a new Will saving throw to end any mind-affecting spell affecting you when you make this transfer, on a success you leave that effect on the mind of the body you are leaving.
Void
Empty you mind to find harmony.
Publisher: Purple Duck Games.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Anticipate peril (1st), darkvision (4th), burst of speed (6th), greater false life (8th), true seeing (10th), transformation (12th), mind blank (14th), moment of prescience (16th), akashic form (18th).
Discipline Powers: Overcome the frailties of physical existence.
Unarmed Strike (Ex): You gain Improved Unarmed Strike as a bonus feat. Your unarmed attacks can be with fists, elbows, knees, and feet. This means that you can make unarmed strikes with your hands full. There is no such thing as an off-hand attack for you when striking unarmed. Your can apply your full Strength bonus on damage rolls for all your unarmed strikes. Your unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Your unarmed strikes deal 1d6 damage (1d4 for a small psychic) and this can be either bludgeoning or nonlethal damage. If you damage a creature in combat with an unarmed strike, you regain a point of phrenic pool. Inflicting damage on helpless creature or on a creature that has fewer Hit Dice than half your character level does not restore psychic pool, and you can gain a maximum number of points per day this way equal to your Wisdom bonus.
Way of The Void (Ex): When unarmored, unencumbered, and not attacking with a manufactured weapon, you add your Wisdom bonus (if any) to your AC. This bonus applies even against touch attacks or when you are flat-footed. You lose these bonuses when immobilized or helpless, when you wear any armor, when you use a shield, or when you carry a medium or heavy load. This makes you an intuitive practitioner of Way of the Void martial arts, see Unarmored and Dangerous, also by Purple Duck Games. All information needed to use this ability is given here.
Evasion (Ex): At 5th level, you can avoid damage from many area-effect attacks. If you succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if wearing no armor. You don't gain the benefit of evasion if you are helpless.
Improved Evasion (Ex): At 13th level, your evasion ability improves. You still take no damage on successful Reflex saving throws against attacks, but henceforth you take only half damage on failed saves. You don't gain the benefit of improved evasion if you are helpless.
Yoga
Control the body to expand the mind.
Publisher: Purple Dock Games.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Abstemiousness (1st), extreme flexibility (4th), burst of speed (6th), freedom of movement (8th), heal (self only) (10th), fluid form APG (12th), walk through space (14th), bilocation (16th), divide mind (18th).
Discipline Powers: You can overcome metal stress through physical exercises.
Contortions (Ex): Escape Artist is a class skills for you, and you add a bonus equal to your psychic level to all Escape Artist checks.
Yogic Concentration (Ex): You can choose to replace a thought or emotion component of a spell you cast with a somatic component, replacing the mental or emotional focus normally required with physical discipline. If you do this, you suffer the same risk of spell failure an arcane caster in your situation would. You can replace either thought or emotion components this way, but not both.
Lasting Self (Ex): At 5th level, when you cast a psychic spell that targets only yourself, that spell has its duration doubled, as if using Extend Spell, but with no increase in spell level or casting time. You do not need to know the Extend Spell feat, and lasting self does not stack with Extend Spell.
Yogic Mastery (Ex): At 13th level, you can replace both thought and emotion components with somatic components when using yogic concentration.
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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Section 15 Addendum
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Condition Cards. Copyright 2010, Paizo Publishing, LLC. Author: Jason Bulmahn.
Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Steven T. Helt, and David N. Ross.
Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz.
Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.
Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander Augunas, Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
Pathfinder Player Companion: Occult Origins © 2015, Paizo Inc.; Authors: Robert Brookes, Ben McFarland, Jason Nelson, and Mark Seifter.
Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David Schwartz, and Kaitlyn Sprague.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.