Psychic (Apath)
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Unofficial rules compendium | |
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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), communal mind blank (16th), akashic form (18th).
Discipline Powers: Your powerful aura can manifest and grant you abilities.
Glowing Aura (Su) 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 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 one of the listed judgements. You can choose any alignment for the resiliency and smiting judgements, and any type of energy for the resistance judgement.
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.
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 psychic can spend 2 points 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, but has no effect on creatures that aren't 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 to reverse the charm to your favor. This lasts for the remaining duration of the charm, and irrespective of creature type.
Mind over Biomass (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 powers that give such immunity.
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 AA (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.
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, can heal both living and undead creatures, and cannot damage any creature.
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.
Fear
You have mastered the most powerful of all emotions: fear.
Phrenic Pool Ability: Charisma.
Bonus Spells: Cause fear (1st), detect anxieties UI (4th), stage fright AA (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 fear spell, you can affect yourself in addition to all normal targets, even if you are not in the area or a legal target.
Master of Fear (xx): At 13th level, you are immune to all fear effects except shaken. When you would normally suffer a fear effect other than shaken, you are shaken instead.
Greed
What you don't have, you long for.
Phrenic Pool Ability: Charisma.
Bonus Spells: Fool's gold AA (1st), demand offering OA (4th), jealous rage OO (6th), minor creation (8th), village veil ARG (10th), envious urge UM (12th), crime wave UI (14th), sympathy (16th), resplendent mansion UI (18th).
Discipline Powers: You understand value, and how to get the most.
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 Spellcasting (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 Spellcasting (Ex): At 5th level, when you cast a spell with an expensive material component, you can forego that component. If you do, the caster level and saving throw DC of that spell is reduced by 2 and the duration is halved. You cannot use this ability with a spell with a permanent or instantaneous duration.
Thrifty Spellcasting (Ex): At 13th level, when you use a scroll, staff, or wand, you can expend a spell slot of the same level as the level of the stored spell. If you do, you don't use up the scroll or a charge from the staff or wand.
Handicap
Your psychic powers are a mental compensation for a 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), freedom (18th).
Discipline Powers: You have a telekinetic limb that you gradually master.
Compensated 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.
Telekinetic Touch (Ex): You can use your phantom limb to feel and manipulate what is within your reach, but behind a physical barrier. This gives you a +10 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 Critical (Ex): At 5th level, when your phantom limb is active and you take a critical, you can force the enemy to re-roll their critical confirmation roll. This is not an action for you. If the second confirmation roll fails, you do not suffer the critical hit, but instead your phantom limb is dispelled. As with all constant spell-like abilities, you can reactivate phantom limb with a swift action on your turn. If you do this as your first action on your turn, you are not staggered on that turn.
Phantom Hit (Ex): At 13th level, when your phantom limb is active, you can spend an immediate action when you have been hit by an attack to force that enemy to reroll their attack roll. You do this after knowing the result of the first attack, but before the attacker makes a critical hit conformation roll or damage roll. He uses the second result, even if it is better. Using phantom threat causes your phantom limb to be dispelled.
Hatred
Nothing makes you focus like hatred, as they will all soon see!
Phrenic Pool Ability: Charisma.
Bonus Spells: Compel hostility UC (1st), heckle AA (4th), find fault AA (6th), malicious spite UM (8th), song of iscord (10th), foster hatred UM (12th), finger of death (14th), prediction of failure UM (16th), soul bind (18th).
Discipline Powers: Hatred focuses your mind, making it 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.
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, you read bad intentions and a sense of resentment.
Further Hatred (Ex): At 5th level, you gain a second hated foe.
Power of Hate (Ex): At 13th level, you gain a third hated fore, and the bonus against all hated foes increases to +2.
Heroism
You inspire yourself and others to bravery and heroism.
Phrenic Pool Ability: Charisma.
Bonus Spells: Mage armor (1st) bestow insight (4th), heroism (6th), telekinetic charge (8th), echolocation (10th), transformation (12th), deflection (14th), brilliant inspiration (16th), heroic invocation (18th).
Discipline Powers: Your psychic powers enhances 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.
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. These dodge bonuses to Armor Class apply against touch attacks. 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.
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 her, 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
Different aspects of your personality reaches out to ethical archetypes, manifesting them in the physical world.
Phrenic Pool Ability: Charisma.
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), gate (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.
Ego Avatars (Su) You count as having Spell Focus (conjuration) 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 ego avatars again if you are currently controlling a creature that has benefited from the ability.
Expanded Ego At 5th level, you gain the benefits of the ego avatars 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 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.
Intercessor
You are an intercessor with creatures of other worlds.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Summon monster I (1st), summon monster II (4th), summon monster III (6th), lesser planar binding (8th), summon monster V (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) At 5th level, you gain one of the following feats as a bonus feat, ignoring any prerequisites: Augment Summoning, Expanded Summon Monster, Moonlight Summons, Nimble Natural Summons, Scouting Summons, Starlight Summons, Versatile Summon Monster. 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.
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, even if you spend other feat slots to learn them.
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 master your mind through meditative melee weapon techniques.
Phrenic Pool Ability: Wisdom.
Bonus Spells: True strike (1st), spiritual weapon (4th), telekinetic maneuver OA (6th), shout (8th), mage's sword (10th), blade barrier OA (12th), defending sword AA (14th), greater shout (16th), mass defending sword AA (18th).
Discipline Powers: Your weapon is your soul.
Kata Weapon (Ex): Select one melee weapon, including a natural attack or or unarmed strike. You become proficient in this weapon (or gain Improved Unarmed Strike). If the weapon is a simple or martial weapon, you also gain Weapon Focus in that weapon. You start play with a masterwork weapon of this type at no cost.
Weapon of Force (Su): When you cast a kata discipline bonus spell to create a weapon-like object of force, that weapon looks like your kata weapon and uses your kata weapon's crit range and crit multiple. If you have Weapon Focus in your kata weapon, you gain a +1 attack bonus on any attack roll or combat maneuver check with a kata discipline bonus spell.
Weapon Somatics (Ex): At 5th level, when you are wielding your kata weapon, you can choose to replace a thought component of a spell you cast with a somatic component, replacing the mental or emotional focus normally required with physical balance. You do not need a free hand to satisfy the somatic component (you are using your kata weapon).
Weapon Casting (Ex): At 13th level, when you are wielding your kata weapon, you can cast spells without triggering attacks of opportunity.
Kyudo
You master your own mind through meditative archery techniques.
Phrenic Pool Ability: Wisdom.
Bonus Spells: True strike (1st), see invisibility (4th), find fault AA (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 become proficient with the composite longbow and composite shortbow. You start play with a masterwork composite longbow or shortbow at no cost.
Weapon Somatics (Su): When you are wielding your Kyū, you can choose to replace a thought component or emotion of a spell you cast with a somatic component, replacing the mental or emotional focus normally required with physical balance. 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 use arrow spell to deliver a ranged touch attack spell through a ranged attack with the composite longbow and composite shortbow. This works as a normal a ranged touch attack spell, except that it uses the range increment of your bow instead of the spell's normal range.
Weapon Casting (Ex): At 13th level, you can replace both thought and emotion components with somatic components, as weapon somatics, but you do not need to wield your Kyū to do so. If you do not use your kyū, you need two free hands.
Mascot
You are bound to a creature, your mascot, that anchors your psychic powers.
Phrenic Pool Ability: Charisma.
Bonus Spells: Speak with animals (1st), wild instinct (4th), dominate animal (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, a bonded psychic forms a close bond with a familiar, a creature that helps her maintain her grip on reality. This functions either like the wizard's arcane bond class feature, or as a companion from the druid's nature bond, as chosen by the psychic. You cannot apply the Improved Familiar feat to a familiar gained through this ability.
Psychic Dependency (Ex) The psychic needs to touch the mascot to prepare spells. If she cannot, the psychic loses access to her discipline spells until she spends 15 minutes bonding with her mascot.
Psychic Anchoring (Ex) At 5th level, while the mascot is adjacent or in the same space, the master gains a +2 bonus on Will saving throws.
Share Resistance (Su) At 13th level, while the mascot is adjacent or in the same space, the master gains its evasion and improved evasion. If the mascot is a familiar, the psychic also gains the familiar's spell resistance.
Perfection
Your psychic powers enhances the bodies of you and others.
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: Mind over matter: your psyche controls your body, imbuing it with perfection.
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 his 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.
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 bonuses to AC 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.
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 not 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 not gain the benefit of improved evasion if you are helpless.
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 (10th), transformation (12th), greater hunger for flesh (14th), moment of prescience (16th), heroic invocation UC (18th).
Discipline Powers: You can channel your anger into psychic power.
Psychic Rage (Ex): A rage psychic can call upon inner reserves of power and ferocity, granting her additional combat prowess. At 1st level, a rage psychic can use psychic rage for a number of rounds per day equal to 2 + her Wisdom modifier. For each level after 1st she possesses, the rage psychic can use psychic rage for 1 additional round per day. Temporary increases to Wisdom, such as that gained from bear's endurance, do not increase the total number of rounds that a rage psychic can use psychic rage per day. A rage psychic can enter a psychic rage as a free action. The total number of rounds of psychic rage per day is renewed when preparing spells. While in a psychic rage, a rage psychic gains a +1 bonus caster level, spell save DCs, and Will saving throws. In addition, she takes a –2 penalty to Armor Class and Reflex saving throws.
A rage psychic can end her psychic rage as a free action, and is fatigued for 1 minute after a psychic rage ends. A rage psychic can't enter a new psychic rage while fatigued or exhausted, but can otherwise enter a psychic rage multiple times per day. If a rage psychic falls unconscious, her psychic rage immediately ends.
Rage Casting (Ex): A rage psychic can ignore thought and emotion components while in a psychic rage.
Uncanny Dodge (Ex): At 5th level, a rage psychic 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 Dexterity bonus to AC if immobilized. A rage psychic with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
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.
Solipsism
Your mindscapes are more real to you than the outside world.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Hermean potential LoD (1st), instigate psychic duel OA (4th), mindscape door OA (6th), create mindscape OA (8th), impossible angles HA (10th), create greater mindscape OA (12th), magnificent mansion (14th), create demiplane UM (16th), maze of madness and suffering HA (18th).
Discipline Powers: Your internal reality dominates physical reality around you.
Objective Mindscape (Su): Immunity to mind-affecting effects does not protect a creature against being affected by your spells that create mindscapes, but such creatures still gain a +4 bonus on their Will saves to resist such effects.
Subjective Reality (Su): When you enter a mindscape, you do not leave your body behind, it disappears. When you exit the mindscape, your body appears again in your previous location, or the closest open space if that location is occupied. Your body leaves an invisible link back to the physical world that can be detected with a Perception check (DC 20 + your psychic level). This link can be dispelled (pulling you out of the mindscape) or the mindscape can be entered 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). 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 sees which other targets are affected, and can decide to voluntarily come along.
Life of the Mind (Ex): At 13th level, you gain regeneration 1 (mind-affecting effects). You cannot regenerate damage you take in a mindscape, on the astral plane, or in a demiplane.
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).
Egotist 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.
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.
Yoga
Control the body to control the mind.
Phrenic Pool Ability: Wisdom.
Bonus Spells: Abstemiousness (1st), extreme flexibility (4th), burst of speed (6th), freedom of movement (8th), heal (self only) (10th), sonic form (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 balance. 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.
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.
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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