Psionics Expanded Master The Battle
Psionics Expanded Master The Battle
Psionics Expanded Master The Battle
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PSIONICS EXPANDED
MASTER THE BATTLE
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Psionics Expanded requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.
See http://dreamscarredpress.com for more information on Psionics Unleashed.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
compatibility for more information on the compatibility license.
Psionics Expanded is published by Dreamscarred Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast, Inc.
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Class Skills
The dread’s class skills (and the key
ability for each skill) are Acrobatics (Dex),
Autohypnosis (Wis), Bluff (Cha), Climb (Str),
Craft (Int), Escape Artist (Dex), Intimidate
(Cha), Knowledge (psionics) (Int), Perception
(Wis), Stealth (Dex), Profession (Wis), Spellcraft
(Int), Sense Motive (Wis), and Swim (Str)
Skill Points Per Level: 6 + Int modifier.
Class Features
All the following are class features of the
dread.
Weapon and Armor Proficiency:
Dreads are proficient with all simple and A dread makes fears into reality
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ingrained in her mind. She does not need to prepare point per class level.
them (in the way that some spellcasters prepare their Talents: Dreads learn minor powers they can use
spells), though she must get a good night’s sleep each at will to aid them in a variety of ways. The dread
day to regain all her spent power points. gains 2 talents from the dread talent list.
The Difficulty Class for saving throws against Terror (Su): Beginning at 2nd level, a dread learns
dread powers is 10 + the power’s level + the dread’s to harness the power of fear in a variety of ways called
Charisma modifier. terrors. Using a terror is a swift action. Some terrors
Maximum Power Level Known: A dread begins are channelled through her devastating touch class
play with the ability to learn 1st-level powers. As feature. These terrors charge a dread’s touch (and
she attains higher levels, she may gain the ability to later her weapon) until her next successful attack
master more complex powers. that round.
To learn or manifest a power, a dread must have a Some terrors can be augmented by spending
Charisma score of at least 10 + the power’s level. power points, similar to manifesting powers, to
Fearsome Insight: The dread’s connection to the increase their effect. When augmenting her terrors
fears and the subconscious grows and she gains a with power points, the dread cannot spend more
greater understanding of the mental faculties which power points than her manifester level on any single
regulate fear. This translates into an insight bonus use of a terror.
to Intimidate equal to half her class level (minimum A dread can use her terrors a total number of
+1). times per day equal to her dread level + her Charis-
Devastating Touch (Su): A dread is able to channel ma modifier.
psionic energy from fear and nightmares into a The dread chooses her terror from the list below.
touch that causes pain. To use this ability, a dread All terrors may only be chosen once unless otherwise
must make a melee touch attack on a living target. If specified.
the attack hits, it deals 1d6 points of damage plus 1 Chase Terror: Whenever an adjacent foe that is
Table 1: The Dread
Power Maximum
Base Fort Ref Will Points/ Powers Power Level
Level Attack Bonus Save Save Save Special Day Known Known
Fearsome insight, devastating
1st +0 +0 +2 +2 touch, talents 1 1 1st
2nd +1 +0 +3 +3 Terror 2 2 1st
3rd +2 +1 +3 +3 Aura of fear, channel terror 4 3 1st
4th +3 +1 +4 +4 Terror 6 4 2nd
5th +3 +1 +4 +4 Bonus feat 8 5 2nd
6th +4 +2 +5 +5 Terror 12 6 2nd
7th +5 +2 +5 +5 Immersed in fear 16 7 3rd
8th +6/+1 +2 +6 +6 Terror 20 8 3rd
9th +6/+1 +3 +6 +6 Bonus feat 24 9 3rd
10th +7/+2 +3 +7 +7 Terror 28 10 4th
11th +8/+3 +3 +7 +7 Shadow twin, twin fear 36 11 4th
12th +9/+4 +4 +8 +8 Terror 44 12 4th
13th +9/+4 +4 +8 +8 Bonus feat 52 13 5th
14th +10/+5 +4 +9 +9 Terror 60 14 5th
Shadow twin (100 ft.), twin fear
15th +11/+6/+1 +5 +9 +9 (form of doom) 68 15 5th
16th +12/+7/+2 +5 +10 +10 Terror 80 16 6th
17th +12/+7/+2 +5 +10 +10 Bonus feat 92 17 6th
18th +13/+8/+3 +6 +11 +11 Terror 104 18 6th
19th +14/+9/+4 +6 +11 +11 Shadow twin (400 ft.) 116 19 6th
20th +15/+10/+5 +6 +12 +12 Fear incarnate, terror 128 20 6th
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shaken, frightened, or panicked attempts to take a Lingering Fear: The dread’s attack causes a
5-foot step away from the dread, the dread can, as lingering fear in the target which prevents rest for
an immediate action, take a 5-foot step so long as the one day unless it makes a successful Will save (DC 10
dread ends up adjacent to the foe that triggered this + 1/2 the dread’s class level + the dread’s Charisma
ability. modifier). Inability to rest means the target cannot
Concealed Nightmare: The dread gains a shroud regain spells or power points, nor heal normally. For
of materializing fears around her while using the each 2 power points spent, this fear lingers for an
nightmare form terror, giving her concealment (20% additional day. This is a mind-affecting fear effect.
miss chance). The dread must be at least 14th level The dread must be at least 10th level to select this
and have the Nightmare Form terror to select this option.
option. This terror is used when Nightmare Form is Maddening Fear:The dread’s next successful attack
activated and does not take a separate use of terrors imposes a -2 penalty to the struck creature’s Wisdom
to activate. score in addition to its normal damage. This is mind-
Concealed Nightmare, Improved: While using affecting fear effect. The dread must be at least 4th
the Nightmare Form terror, the dread gains total level to select this option.
concealment (50% miss chance). The dread must Mind Drain: The dread’s attack drains a number
have the Nightmare Form and Concealed Nightmare of power points equal to the dread’s level unless the
terrors to select this option. This terror is used when target makes a successful Will save (DC 10 + 1/2 the
Nightmare Form is activated and does not take a dread’s class level + the dread’s Charisma modifier).
separate use of terrors to activate. When used against a target with spellcasting, the
Consuming Nightmare: The dread’s next attack dread drains away one spell at random equal to 1/2
infects the target with nightmare so overwhelming her dread level or the next lowest level available
it threatens to strike the creature dead. The target if none exist for the applicable level. If the target
must make a Will save (DC 10 + 1/2 the dread’s class has both spellcasting and power points, the dread
level + the dread’s Charisma modifier) or die. If the chooses which to drain. This is a mind-affecting fear
target succeeds, it becomes immune to this terror for effect. The dread must be at least 6th level to select
24 hours. This is a mind-affecting fear death effect. this option.
The dread must be at least 16th level to select this Mind Rend: The dread’s attack deals 1d8 additional
option. damage if his target would be denied a Dexterity
Fear Incarnate: The dread’s connection to the bonus to AC (whether the target actually has a
realm of nightmares and her understanding of the Dexterity bonus or not). If the dread spends a
fears of others gives her a terrible insight into how power point when activating this terror, the damage
to shake people’s faith in themselves, granting her increases to 1d10. This extra damage is not multiplied
a bonus to Intimidate equal to her class level while on a critical hit. The dread must be 4th level to take
using the nightmare form terror. The dread must this terror. This terror can be taken one additional
be at least 12th level and have the Nightmare Form time every three levels thereafter (7th, 10th, etc).
terror to select this option. Each time, it increases the additional damage by one
Haunting Steps: The dread’s attack slows the target die.
(as the spell) for 1 round per dread level unless she Mindlock: The dread can invade the mind of an
makes a successful Will save (DC 10 + 1/2 the dread’s enemy through their subsconscious by making a
class level + the dread’s Charisma modifier). The melee touch attack that does not provoke attacks
dread must be at least 8th level to select this option. of opportunity. The target must succeed on a Will
Horrible Strike: The dread’s attack deals an extra save (DC 10 + 1/2 the dread’s class level + the dread’s
1d6 points of damage as she empowers her attacks Charisma modifier), or be mindlocked for 1 minute
through her connection to the region of nightmares. per dread level. A mindlock allows the dread to
For every 2 power points spent, this damage increases either channel her devastating touch ability at range
by 1d6. The dread must be at least 4th level to select as a standard action which automatically hits, or
this option. attempt an Intimidate check on the target, even
Incite Fear: The dread’s next successful attack though the target might be out of normal range or
incites fear in her target. The target must make a out of sight. The range of the mindlock is 10 feet
Will saving throw (DC 10 + 1/2 the dread’s class level per dread level, and the dread does not need line of
+ the dread’s Charisma modifier) or become shaken effect or line of sight once a mindlock is established.
for 1d4 rounds. This is a mind-affecting fear effect. This is a mind-affecting effect. A dread can only
Invigorating Fear: If the dread’s reduces an enemy sustain one mindlock at a time. If the dread attempts
to 0 or fewer hit points this round, she gains temporary to mindlock a new target while another mindlock is
hit points equal to her Charisma modifier. active, the active mindlock ends. The dread is aware
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if the mindlock fails or ends, although she does not Shroud of Fears: The dread draws on the
necessarily know the reason. The dread must be at subconscious fears of those around herself while
least 4th level to select this option. she is using the Nightmare Form terror, forming
Nightmare Form: The dread’s internal connection translucent shapes around herself representing
to the realm of nightmares allows her to take on the inner fears and terrors of those who view her.
the form of nightmares herself. The dread can use This grants her a deflection bonus to AC equal to her
Ectoplasmic Form as a psi-like ability at a manifester Charisma modifier. The dread must be at least 10th
level equal to her dread level. The dread is still able level and have the Nightmare Form terror to select
to use her supernatural abilities while in Nightmare this option.
Form, although she suffers all normal restrictions Sickening Fear: The dread’s attack causes the target
on attacks and targeting. Each use of this ability is to become sickened unless it makes a successful
considered a daily use of the dread’s Terrors. The Fortitude save (DC 10 + 1/2 the dread’s class level +
dread must be at least 8th level to select this option. the dread’s Charisma modifier). This effect lasts for
Nightmare Step: When the dread is adjacent to a 1d6 rounds. This is mind-affecting fear effect. For
shaken target, she can teleport up to 40 ft. away into a every additional power point spent, the target also
square adjacent to another shaken target. The dread takes 1 point of damage per round the effect lasts.
must be at least 10th level to select this option. The dread must be at least 6th level to select this
Nightmare Touch: The dread can use her option.
Devastating Touch ability while using the Nightmare Soul-chilling Fear: The dread’s attack creates a
Form terror, even though she normally cannot make conduit between her own subconscious and the
physical attacks. This terror is used when Nightmare mind of her target. The target must make a Will
Form is activated and does not take a separate use of save (DC 10 + 1/2 the dread’s class level + the dread’s
terrors to activate. The dread must be at least 10th Charisma modifier) or gain 1 negative level. This is a
level and have the Nightmare Form terror to select mind-affecting fear effect. For every 3 power points
this option. spent, the target gains 1 additional negative level.
Overwhelming Fear: The dread’s next attack stuns The dread must be at least 12th level to select this
her target with overwhelming fear if the attack is option.
successful. The target must make a Fortitude saving Steal Essence: The dread’s next devastating touch
throw (DC 10 + 1/2 the dread’s class level + the attack works as a conduit between the target’s
dread’s Charisma modifier) or cower for 1 round. If subconscious and her own, turning some of the
the attack misses, the effect is wasted. This is mind- damage she does into healing energy, reinvigorating
affecting fear effect. the dread. She heals an amount of damage equal to
Paranoia: The dread’s attack causes the target to the damage she deals with her Devastating Touch.
become intensely paranoid, making it fear even its The dread must be at least 8th level to select this
friends. The target must make a Will save (DC 10 + option.
1/2 the dread’s class level + the dread’s Charisma Terrified Escape: The dread’s attack causes the
modifier) or treat all creatures as enemies. The target target to flee from the dread on its next turn unless it
reacts violently to anyone who approaches and will makes a successful Will save (DC 10 + 1/2 the dread’s
use the most efficient means of disposing the enemy. class level + the dread’s Charisma modifier). This is
The target also attempts a save against all effects a mind-affecting fear effect.
he could, unless he makes a successful Spellcraft Weakening Fear: The dread’s attack causes the
check to identify the effect. This condition lasts for 1 target to be fatigued for one round per dread level
minute per dread level. This is a mind-affecting fear unless it makes a successful Will save (DC 10 + 1/2 the
effect. The dread must be at least 14th level to select dread’s class level + the dread’s Charisma modifier).
this option. This is a mind-affecting fear effect. This terror has
Persistant Nightmare Form: The dread can no effect on a creature that is already fatigued.
maintain her Nightmare Form inside areas of Null Unlike with normal fatigue, the effect ends as soon
Psionics or dead magic areas. The dread must be at as the terror’s duration expires.
least 18th level and have the Nightmare Form terror Aura of Fear (Su): At 3rd level, a dread radiates
to select this option. a palpably daunting aura that causes all enemies
Ranged Mindlock: The dread can initiate the within 10 feet to take a –4 penalty on saving throws
mindlock terror at a range of 10 ft. per class level against fear effects. Creatures that are normally
instead of as a touch attack as a standard action, but immune to fear lose that immunity while within 10
she still requires initial line of sight and line of effect. feet of a dread with this ability. This ability functions
The target still gets a Will save as normal to resist the only while the dread remains conscious, not if she is
mindlock. The dread must be at least 10th level and unconscious or dead.
have the Mindlock terror to select this option. Channel Terror (Su): At 3rd level, the dread
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learns how to channel her terrors through any melee A dread can use shadow twin a number of times
weapon she is holding or through her devastating per day equal to his Charisma modifier.
touch class feature, even if using devastating touch At 15th level, the shadow twin must stay within
as a ranged attack (such as through the mindlock 100 ft. of the dread before the effect ends.
terror). If channeling a terror through a weapon, it At 19th level, the shadow twin must stay within
does not gain the benefits of the devastating touch 400 ft. of the dread before the effect ends.
ability. Twin Fear (Su): When a dread of at least 11th level
Bonus Feat: At 5th level, the dread gains a bonus has a shadow twin active, if any creature within 30
feat from the following list. The dread must still meet ft. of the dread or the shadow twin suffers from the
all prerequisites for the bonus feat, including ability shaken, frightened, or panicked condition at the
score and base attack bonus minimums as well as start of the dread’s turn, the shadow twin uses a
class requirements (like levels in another specific separate action pool instead of sharing the round’s
class). actions with the dread for that round. This means
These bonus feats are in addition to the feats that that it and the dread could both make attacks in the
a character of any class gains every two levels. A same round.
dread is not limited to the list of feats below when At 15th level, if any creature within 30 ft. of the
choosing these other feats. dread or shadow twin suffers from the frightened or
Additional Terror*, Disciple of Fear*, Extra panicked condition, the shadow twin is treated as if
Terrors*, Fear Mastery*, Multiple Connections*, under the affect of the form of doom power. Unlike
Open Door *, Touch of Terror*. other effects, the dread is not also under this effect.
The dread gains an additional bonus feat from the Fear Incarnate: At 20th level the dread no
same list every 4 levels thereafter (9th, 13th, and longer acts as a simple conduit between the realm
17th). of nightmares and the Material Plane, but becomes
Immersed in Fear (Su): At 7th level, the dread the embodiment of nightmares. The dread’s type
gains immunity to fear (psionic or otherwise). This changes to Outsider (native), she gains DR 10/psionic,
ability functions whether the dread is conscious or and she gains the ability to turn ethereal at will. In
unconscious, but not when she is dead. addition, the dread can use the Nightmare Form
Shadow Twin (Su): A dread of 11th level is able to terror at will, even if she does not already have it.
draw forth a replica of herself formed from fears and Using Nightmare Form no longer consumes a use of
nightmares. The shadow twin appears at a location her terrors for the day.
chosen by the dread that is within 30 ft. and lasts
for one round per class level. The dread and this
shadow twin are, for all intents and purposes, one ADVANCED
person - including only having one round’s worth
of actions to use between the two, sharing attacks
CORE PSIONIC CLASSES
Presented below are a variety of new options for
of opportunity, sharing a single pool of hit points
and power points, and having access to all of the the core psionic classes. These options are typically
only available to characters taking their first level in
same abilities and daily uses of those abilities. If the
shadow twin is damaged or healed, the dread takes the class, as that is when disciplines, warrior paths,
and wild surge options are chosen. Existing psychic
the damage or healing, and vice versa. If both the
dread and the shadow twin are affected by the same warriors, however, might make use of these new
area of effect, damage is only counted once. paths through their secondary path class feature.
If the shadow twin attacks, it uses the dread’s attack
values. The shadow twin can threaten squares and SOULKNIFE ARCHETYPES
has all the same equipment as the dread, but charged Although the quintessential soulknife wields a
items or items with limited uses per day have their mind blade and is a master of melee combat, there
uses shared between the two. Any permanent magic are others who have learned to harness psionic
items are also active on the shadow twin. energy into psionic weapons. From those who focus
The shadow twin can allow the dread to flank an on ranged combat to those who have learned to
enemy, make attacks of opportunity she wouldn’t manifest psionic powers, these alternate soulknives
normally be able to do, extend the range for a power are just as deadly as their traditional counterparts.
or mindlock, or just scout ahead. Presented below are new archetypes for the
Effects, both beneficial and detrimental, that affect soulknife which provide a variety of new options for
the dread also affect the shadow twin, and vice versa. the iconic soulknife class.
The shadow twin must stay within 30 ft. of the dread
or the effect immediately ends.
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This replaces the Enhanced Mind Blade class special abilities apply to the deadly fist’s unarmed
feature, but counts as Enhanced Mind Blade for attacks, rather than to a weapon.
prerequisites or requirements. This replaces the Enhanced Mind Blade class
feature, but counts as Enhanced Mind Blade for
Armor Special Enhancement Required prerequisites or requirements.
Ability Bonus Value Level Unarmed Assault: At 1st level, the deadly fist
gains the Improved Unarmed Strike feat as a bonus
Fortification, Light +1 5 feat. In addition, the deadly fist gains the Flurry of
Spell Resistance (13) +2 7 Fists blade skill.
Energy Resistance +3 9 This ability replaces the bonus feat gained at 1st
level.
Ghost Touch +3 9
Psychokinetic Discharge (Su): A deadly fist
Invulnerability +3 9 of 1st level learns how to take the energy he has
Fortification, Moder- +3 9 charged into his unarmed strikes and release it as a
ate blast of energy at an opponent. As a ranged attack,
Spell Resistance (15) +3 9 the deadly fist can make an unarmed attack at an
opponent. The attack deals damage as normal for
Energy Resistance, +4 12 the deadly fist’s unarmed attacks.
Improved
The range increment of the attack is 10’, but is
Spell Resistance (17) +4 12 considered to be a projectile instead of a thrown
Fortification, Heavy +5 15 weapon, so the attack has a maximum range of 10
increments instead of 5. Whether or not the attack
Spell Resistance (19) +5 15
hits, the deadly fist’s unarmed attacks are no longer
Energy Resistance, +5 15 empowered and he must take the normal time to
Greater empower them.
This ability replaces the Throw Mind Blade class
Deadly Fist feature.
Some soulknives learn to channel the psionic Quick Empower: At 5th level, the deadly fist can
energy of a mind blade into their unarmed strikes, activate his Empowered Strikes ability as a free
making them lethal without the need for a weapon. action instead of as a move action. He may only do
Empowered Strikes (Su): At 1st level, the deadly so once per round.
fist can, as a move action, wreath his body in psionic This replaces the Quick Draw class feature
energy distilled from his own mind. This energy normally gained by a 5th level soulknife.
lasts until the deadly fist chooses to dismiss it as a
free action. Shielded Blade
When empowered strikes is active, the deadly Some soulknives choose to focus on both offense
fists’s unarmed strikes deal 1d6 points of damage (or and defense, splitting the energy of their mind blade
your normal unarmed strike damage, if higher) and into a sword and a shield.
are considered to be magic weapons for the purposes Form Mind Shield (Su): At 1st level, a shielded
of overcoming damage reduction. blade gains the Mind Shield blade skill, gaining a +2
This effect is similar to a mind blade, except the shield bonus to AC as long as she has a hand free.
deadly fist cannot change the form of empowered Unlike any other soulknife who takes the Mind
strikes, although he can change the damage type Shield blade skill, a shielded blade can use the mind
of his attacks between bludgeoning, piercing, and shield as if it was in all ways (except visually) a
slashing, just like a normal soulknife. This effect masterwork heavy steel shield, including making
cannot be broken like a mind blade, and it is still shield bashes, although she does not suffer the
considered to be unarmed attacks instead of a Armor Check penalty or Arcane Spell Failure for
weapon. using a heavy steel shield. The shielded blade’s mind
In all other ways, empowered strikes functions as shield is affected like a mind blade in all other ways
a mind blade, including using Psychic Strike. (breaking, null psionics fields, etc). A shielded blade
This replaces the Form Mind Blade class feature, still applies the shield’s shield bonus to her AC when
but counts as Form Mind Blade for prerequisites or performing a shield bash.
requirements. The shielded blade’s mind shield is enhanced as
Enhanced Strikes: The deadly fist’s empowered the soulknife gains levels at the same, but the mind
strikes are improved like a standard soulknife’s mind blade suffers a -1 penalty to its enhancement bonus
blade, except the enhancement bonus or weapon (if any) if the shielded blade has both formed at the
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PSIONICS EXPANDED
same time. The shielded blade may only apply the or power resistance cannot be absorbed in this
enhancement bonus for a mind shield to the Armor fashion. Effects that target an area or
Class bonus of the shield, and not as a bonus to multiple targets are only absorbed for the
attack and damage rolls. soulknife; other affected targets are still
A shielded blade may (and eventually must) affected normally. The level of the effect
choose special abilities for the mind shield, just cannot exceed the number of dice
as she does for the mind blade. She chooses of psychic strike expended. The
special abilities for the mind shield from the table soulknife must be 8th level to
below. select this blade skill. This
A shielded blade is always considered blade skill may not be used
proficient with her mind shield. with the mind bolt.
This ability replaces the bonus feat gained at Additional Configuration:
1st level. The soulknife gains the abil-
Improved Shield: A shielded blade of 2nd ity to have a separate config-
level gains her choice of either the Improved uration for her mind blade’s
Mind Shield or enhancement bonus and
Tower Mind Shield special abilities. When she
blade skill. forms her mind blade, the
This ability soulknife may choose ei-
replaces the blade ther configuration. Cre-
skill gained at 2nd level. ating this extra con-
figuration functions
Blade Skills just as reassigning the
Presented below are several new blade enhancement of her
skills for use with the soulknife class. mind blade, typically
8 hours of concentra-
Absorbing Blade: The soulknife may tion, and when the
expend her psychic strike to have her soulknife reassigns
mind blade absorb a spell, spell-like ability, her mind blade con-
power, or psi-like ability that would affect figuration, she must re-
her. Effects that are not subjected to spell resistance assign each configuration
separately, taking the nor-
Shield Special Enhancement Required mal 8 hours of concentra-
Ability Bonus Value Level tion per configuration. Al-
Arrow Catching +1 5 ternatively, the soulknife may
Bashing +1 5 configure the off-hand light
weapon form of his mind blade
Blinding +1 5 separately, if he chooses to form
Fortification, Light +1 5 two mind blades and spends
Mind shields keep a soulknife the normal 8 hours
Arrow Deflection +2 7
protected virtually anywhere of concentration. The
Spell Resistance (13) +2 7
soulknife must be at
Energy Resistance +3 9 least 6th level in order to select this blade skill.
Ghost Touch +3 9 Dazzling Blade: The soulknife may, as a standard
action, channel psionic energy into her mind blade,
Fortification, +3 9
Moderate dazzling all creatures within 30 feet. A successful
Fortitude save negates this effect. The save DC is 10
Spell Resistance (15) +3 9 + the soulknife’s base attack bonus.
Energy Resistance, +4 12 Deadly Shield: The soulknife may choose to
Improved empower her mind shield with weapon special
Spell Resistance (17) +4 12 abilities, instead of shield special abilities, and
may select to apply the enhancement bonus of the
Fortification, Heavy +5 15
mind shield for attacks, rather than for armor. The
Spell Resistance (19) +5 15 soulknife must have the Form Mind Shield class
Energy Resistance, +5 15 feature and be at least 5th level in order to select this
Greater blade skill.
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Deceptive Blade: When the soulknife feints in the soulknife can transform her mind shield into
combat, she may also form her mind blade in the a tower shield until the start of her next turn. All
same action as the feint. Additionally, Bluff is now of the standard penalties for having a mind shield
a class skill for the soulknife. If the soulknife has shaped as a tower shield apply. The soulknife must
the Improved Feint feat and the psychic strike class have the Mind Shield blade skill to choose this blade
feature, once per round she may also charge her skill.
psychic strike when performing a feint and forming Fire Blade: When the soulknife makes an attack
her mind blade in the same action. This blade skill with her mind blade, she can choose to have it
may not be used with the mind bolt. deal fire damage instead of its normal damage. In
Disrupting Strike: As a full-round action, a addition, the soulknife can expend her psionic focus
soulknife can make one melee attack against each when she hits with an attack to deal an additional
enemy adjacent to her. If she hits, the attack deals +1d10 fire damage.
no damage, but each enemy hit takes a -5 penalty to Firestorm: When the soulknife expends her psionic
all melee and ranged damage rolls until the start of focus to damage an enemy via the Fire Blade blade
the soulknife’s next turn. This blade skill may not be skill, if the damaged target is adjacent to the soulknife
used with the mind bolt. at the end of its next turn, the soulknife deals 1d10
Dueling Blade: When a soulknife is fighting additional fire damage to it and each enemy within
defensively, or using the Combat Expertise feat, with 10 feet of the damaged target. The soulknife must
a mind blade, and an opponent misses her in melee, have the Fire Blade blade skill to choose this blade
she may expend her psionic focus to make an attack skill.
of opportunity against that opponent with her mind Flurry of Fists: When making unarmed attacks
blade. The soulknife ignores the penalty to attack and making a full attack, the soulknife can make
rolls from fighting defensively for this attack. one additional attack at her highest attack bonus,
Emulate Melee Weapon: The soulknife can form but all attacks in the full attack suffer a -2 penalty
her mind blade to replicate any single melee weapon, to the attack roll. This extra attack does not stack
chosen at the time she takes this blade skill. The with abilities that grant additional attacks, such as
soulknife is proficient with her mind blade in this Two-Weapon Fighting, Flurry of Blows, or other
form and it functions in all ways as the chosen such effects. The soulknife must have the Improved
weapon. This blade skill may be taken multiple Unarmed Strike feat in order to select this blade
times; each time, it allows the soulknife to form her skill.
mind blade to replicate a different melee weapon. Flurry of Fists, Improved: The soulknife gains an
This blade skill may not be used with the mind bolt. additional attack when using flurry of fists, but at a
Emulate Ranged Weapon: The soulknife can form -5 penalty. The soulknife must be at least 6th level
her mind bolt to replicate any single ranged weapon and have the Improved Unarmed Strike feat and the
(except firearms), chosen at the time she takes this Flurry of Fists blade skill in order to select this blade
blade skill. The soulknife is proficient with her skill.
mind bolt in this form and it functions in all ways Flurry of Fists, Greater: The soulknife gains an
as the chosen weapon. This blade skill may be taken additional attack when using flurry of fists, but at a
multiple times; each time, it allows the soulknife to -10 penalty. The soulknife must be at least 11th level
form her mind bolt to replicate a different ranged and have the Improved Unarmed Strike feat and the
weapon (except firearms). You must have the ability Flurry of Fists and Improved Flurry of Fists blade
to form a mind bolt to select this blade skill. skills in order to select this blade skill.
Energized Shield: As an immediate action when the Freezing Ice: When the soulknife expends her
soulknife is attacked in melee and by expending her psionic focus to slow an enemy via the Ice Blade
psionic focus, she may charge her mind shield with blade skill, if the slowed target is adjacent to the
one of the energy types she could normally make soulknife at the end of its next turn, its speed is
her mind blade deal, dealing additional points of reduced to 0 until the end of the soulknife’s next
the appropriate type of energy damage equal to her turn. The soulknife must have the Ice Blade blade
normal psychic strike damage to her attacker. This skill to choose this blade skill.
effect lasts only for one attack. The soulknife must Grasping Shield: The soulknife’s mind shield takes
be at least 8th level and have the mind shield blade on an adhesive quality. Once per round, she may
skill and one of the fire blade, ice blade, lightning make a free disarm attempt against any enemy that
blade, or thunder blade blade skills to choose this makes a melee attack that misses her. This disarm
blade skill. attempt counts as an attack of opportunity and does
Expand Shield: When using the total defense action not provoke attacks of opportunity. The soulknife
or attacking defensively, as a free action on her turn must have the shield block blade skill and the form
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PSIONICS EXPANDED
mind shield class feature to choose this blade skill. Mind Blade Finesse: The benefits of the Weapon
Ice Blade: When the soulknife makes an attack with Finesse feat apply to the mind blade even when it
her mind blade, she can choose to have it deal cold is in forms that cannot normally be the subject of
damage instead of its normal damage. In addition, Weapon Finesse (including two-handed forms).
the soulknife can expend her psionic focus when she Ranged Shield Block: When using the Shield Block
hits with an attack to reduce the target’s speed by blade skill, the soulknife may block a ranged attack,
half until the end of the soulknife’s next turn. but not ranged touch attack. The soulknife must
Improved Armor: The soulknife’s mind armor have the form mind shield class feature and the
improves depending on its form. Light form is shield block blade skill to choose this blade skill.
treated as if not wearing armor, while still gaining Reflective Blade: A soulknife may expend her
the armor bonus to Armor Class. Medium form is psychic strike as an immediate action to reflect a spell
treated as a masterwork breastplate. Heavy form is or power that would strike her back at the caster. The
treated as masterwork full plate. The soulknife must spell or power must be a touch attack spell or power,
have the ability to form mind armor in order to take either ranged or melee, and the level of the spell or
this blade skill. power reflected cannot exceed the number of dice of
Improved Mind Shield: The shield bonus to AC damage expended by psychic strike. The soulknife
granted by the soulknife’s mind shield increases by makes a ranged touch attack to determine if the spell
1. The soulknife must have the Mind Shield blade successfully strikes the target. The soulknife must
skill in order to select this blade skill. be at least 14th level and have the Absorbing Blade
Interrupting Throw: If an enemy within 10 feet blade skill to select this blade skill.
of the soulknife performs an action that would Resounding Thunder: When the soulknife expends
provoke an attack of opportunity, such as casting her psionic focus to daze an enemy via the Thunder
a spell without casting on the defensive, she may, Blade blade skill, she gains an additional benefit. If
as an immediate action and by expending psionic the dazed target ends its next turn adjacent to the
focus, throw her mind shield at that enemy as an souklnife, it takes 2d6+2 sonic damage. The soulknife
attack of opportunity. The soulknife may not use this must have the Thunder Blade blade skill to select
blade skill if her mind shield is in the form of a tower this blade skill.
shield. The soulknife must be at least 12th level and Shield Block: As an immediate action and by
have the form mind shield class feature to choose expending psionic focus, the soulknife may block
this blade skill. one melee attack, but not touch attack, against her
Lightning Arc: When the soulknife expends her by making an attack roll. If her attack roll is higher
psionic focus to penalize an enemy via the Lightning than the attack roll she is attempting to block, the
Blade blade skill, if the penalized target is adjacent to attack misses. The soulknife must have the form
the soulknife at the end of its next turn, it is dazzled mind shield class feature to choose this blade skill.
for one round and another enemy within 30 feet of Thunder Blade: When the soulknife makes an
the target takes 3d6 electricity damage. A successful attack with her mind blade, she can choose to have
Reflex Save (DC 10 + the soulknife’s base attack it deal sonic damage instead of its normal damage,
bonus) halves the damage taken. The soulknife must although the weapon is treated as if it was one size
have the Lightning Blade blade skill to choose this smaller when determining its damage. In addition,
blade skill. the soulknife can expend her psionic focus when she
Lightning Blade: When the soulknife makes an hits with an attack to daze the target until the end of
attack with her mind blade, she can choose to have her next turn unless it makes a successful Fortitude
it deal electricity damage instead of its normal save (DC 10 + the soulknife’s base attack bonus).
damage. In addition, the soulknife can expend her Tower Mind Shield: The soulknife’s mind shield
psionic focus when she hits with an attack to give can be shaped into a tower shield. Altering the
the target a -2 penalty to attack and damage rolls mind shield in this fashion is a move action that
until the end of her next turn. If the target is wearing does not provoke attacks of opportunity. The mind
metal armor, the penalty increases to -3. shield remains in this form until shaped back into
Mark of the Challenger: The soulknife charges its standard form. The mind shield is treated in
her mind blade with the ability to cause an enemy all ways (except visually) as a masterwork tower
to focus on her. As a standard action, the soulknife shield, granting a +4 shield bonus to AC, imposing
makes a melee attack against a creature. If the attack a +2 Maximum Dexterity Bonus, a -9 Armor Check
is successful, the target takes a -2 penalty to attacks penalty, and a 50% Arcane Spell Failure Chance. The
made against targets other than the soulknife until soulknife must have the Mind Shield blade skill to
the end of its next turn. select this blade skill.
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DREAMSCARRED PRESS
Tower Shield Skill: The soulknife reduces the attack PSYCHIC WARRIOR PATHS
and armor check penalties by 1 (to a minimum of Psychic warriors must choose a warrior’s path
0) if her mind shield is in tower shield form. The at 1st level, granting them a variety of benefits and
soulknife may take this blade skill multiple times, options. Presented below are new path options for
its effects stack. The soulknife must have the mind psychic warriors.
shield blade skill and the ability to shape her mind
shield into a tower shield to choose this blade skill. Dervish Path
Whiplash: The soulknife can throw her mind You are a whirlwind in combat. Your blades strike
shield as a thrown weapon with a range increment out faster than the eye can perceive, sending enemies
of 10. In addition, by expending psionic focus as a reeling from your twin-bladed attacks.
free action after making a ranged attack with her Powers: Force screen, metaphysical weapon
mind shield, the soulknife can cause the shield to Skills: Acrobatics, Bluff, Perform
return back to her hand, hitting any enemy in line of Bonus Class Skill: Bluff
effect from her target and dealing damage as a light Trance: Beginning at 3rd level, while maintaining
shield. Soulknives with the Form Mind Shield class psionic focus, you gain a +1 competence bonus on
feature instead deal damage as a heavy shield. The attack rolls made when you wield two weapons. This
soulknife makes a ranged attack roll for each enemy bonus increases by 1 every four psychic warrior
in the line of effect. The soulknife may not use this levels thereafter.
blade skill if her mind shield is in the form of a tower Maneuver: Beginning at 3rd level, you can expend
shield. The soulknife must be at least 8th level and your psionic focus as part of a full attack when you
have the form mind shield class feature to choose fight with two weapons to take a 5-foot step between
this blade skill. your attacks, even if you have already taken a 5-foot
step, but not if you have moved normally (such as
by using hustle). At 8th level and every five psychic
warrior levels thereafter, you gain one additional
5-foot step, but each of these 5-foot steps must be
made after an attack in your full attack.
Interceptor Path
You are adept at engaging enemies, guarding
your allies, and blocking interlopers. Speed and
maneuverability are not your only tools; you know
how stop a foe in his tracks.
Powers: Burst, expansion
Skills: Acrobatics, Intimidate, Perception
Bonus class skill: Intimidate
Trance: Beginning at 3rd level, while maintaining
psionic focus, you gain a +1 competence bonus on
attack and damage rolls made against any opponent
that threatens any of your allies. This bonus increases
by 1 every four psychic warrior levels thereafter.
Maneuver: Beginning at 3rd level, you can expend
your psionic focus as an immediate action when
an enemy you threaten attacks one of your allies
to make a single melee attack or bull rush attempt
against that enemy. Your attack or bull rush attempt
is resolved before the enemy’s attack. If you made
a melee attack and it is successful, the struck enemy
takes a penalty equal to the competence bonus of the
Interceptor trance on the attack and damage rolls of
the attack that triggered this maneuver.
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PSIONICS EXPANDED
WILDER SURGE OPTIONS check to withdraw it, and could choose how much
The wild surge is the defining ability of the wilder damage to inflict if successful or not.
class. Presented below are new surge options for the Improved Surge Bond: At 5th level, the pain
wilder. wilder gains the Diehard feat as a bonus feat; at 9th
level, she also gains the Body Fuel feat as a bonus
Pain Surge feat, at 13th level she gains the Fight On feat as a
Wild Surge and Psychic Enervation: The pain bonus feat and at 17th level she gains the Mind Over
wilder draws strength from pain, but can only wild Body feat as a bonus feat. The pain wilder gains the
surge if she is experiencing physical pain. The pain benefits of these feats even if she does not meet the
wilder must have suffered hit point damage within a prerequisites.
number of rounds equal to the number of points in her
wild surge. If the wilder is injured while manifesting
a power, such as by an attack of opportunity, she
CORE BASE CLASSES
Although much of the material found in this book
may use that damage to qualify to activate the wild
deals with the psionic classes, the core base classes,
surge on the power being manifested, as long as she
such as the fighter, rogue, or ranger, could also be
makes a successful concentration check as normal.
modified to be psionic. In this section are psionic
Because a pain wilder embraces pain, it acts as a
options for the core base classes.
focus for her manifesting ability, not as a distraction.
If the pain wilder is injured while manifesting a
power, the number of points of damage are halved CORE BASE CLASS ARCHETYPES
to determine the DC of the concentration check. If Presented below are new archetypes for the core
a pain wilder is taking continuous damage, she classes to give them a psionic feel. Characters may
does not need to make a concentration check for take more than one archetype if they meet the
the continuous damage. When a pain wilder suffers requirements.
psychic enervation, she is sickened until the end of
her next turn and loses a number of power points Psionic Fighter
equal to her normal manifester level (the increase This archetype may be selected by fighters of 1st
in manifester level from her wild surge does not level.
increase the number of power points lost). Psionic Feats: The psionic fighter gains Wild
Surge Bond: The pain wilder gains the precise Talent and his choice of Psionic Fist, Psionic Shot,
harm ability, as follows: or Psionic Weapon as bonus feats at first level. He
Precise Harm (Ex): The pain wilder can determine must meet any applicable prerequisite for the feat
exactly how much damage she wishes to inflict on selected. Subsequent bonus feats the fighter gains
a willing or helpless subject. This ability cannot be can be selected from Combat feats or Psionic feats.
used on creatures that are unwilling or not helpless. This ability replaces the 1st level bonus feat.
Whenever they have a minimum to maximum Willpower (Su): Starting at 2nd level, a fighter
amount of damage to inflict – such as with a weapon gains a +1 bonus on Will saves against Charm and
– they can choose the amount of damage they deliver Compulsion effects as long as he maintains psionic
within those limits, including foregoing Strength or focus. This bonus increases by +1 for every four
other bonuses to damage. levels beyond 2nd. This ability replaces the Bravery
For example, if a pain wilder with a Strength of 12 class feature.
and a dagger wishes to inflict damage on a target that Telekinetic Draw (Su): At 5th level, the figher
is willing or helpless, she could inflict any amount of can expend his psionic focus to telekinetically draw
damage between 1 hit point and 5 hit points. his weapon from within 30 ft. The psionic fighter
This can make the pain wilder an expert surgeon or must have line of sight to the weapon and it must
an expert torturer. As such, Heal is added as a class be unattended. This ability replaces one of the skill
skill for pain wilders, and they gain a +4 competence points gained at 5th level.
bonus on any use of the skill that involves surgery. Combat Focus (Su): A psionic fighter of 9th level
Likewise, if a pain wilder makes any use of Intimidate does not provoke attacks of opportunity when
that involves inflicting pain on the target, she also gaining psionic focus. This ability replaces Weapon
gains a +4 competence bonus on the check. The Training 2.
pain wilder’s ability to choose how much damage is Double Imbue (Su): Once a psionic fighter has
inflicted applies in these circumstances. reached 13th level, he has gained the ability to trigger
For example, a pain wilder attempting to remove two effects that require expending psionic focus on
a barbed sting that will inflict 1d6 damage on a single attack by expending only one psionic focus.
withdrawal would gain a +4 advantage to her Heal This ability cannot be used with additional sources of
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DREAMSCARRED PRESS
psionic focus, such as that gained from the Psicrystal the powers normally unless the feat description
Containment feat, nor can it be used to trigger the specifically says otherwise.
same effect twice on the same attack. This ability Manifestation Cost: To use a metapsionic feat,
replaces Weapon Training 3. a psionic character must typically both expend
his psionic focus (see above) and pay an increased
power point cost as given in the feat description.
FEATS Limits on Use: As with all powers, you cannot
spend more power points on any power than your
manifester level. Metapsionic feats merely let you
Along with the new class options presented in this
manifest powers in different ways; they do not let
book, a variety of new feats are detailed that expand
you violate this key rule.
upon those that already exist in the Pathfinder
Effects of Metapsionic Feats on a Power: In all
Roleplaying Game, as well as those that exist in
ways, a metapsionic power operates at its original
Psionics Unleashed. Feats denoted by a * are new
power level, even though it costs additional power
feats presented here.
points. The modifications to a power made by a
metapsionic feat have only their noted effect on the
TYPES OF FEATS power. A manifester can’t use a metapsionic feat to
Many of the feats presented below are psionic alter a power being manifested from a power stone,
feats, although some purely combat-oriented feats dorje, or other device.
are also presented that are accessible to non-psionic Some metapsionic feats apply only to certain
characters. powers, as described in each specific feat entry.
METAPSIONIC FEATS
FEAT DESCRIPTIONS
The following format is used for all feat
As a manifester’s knowledge of psionics grows,
descriptions.
he can learn to manifest powers in ways slightly
Feat Name: The feat’s name also indicates what
different from how the powers were originally
subcategory, if any, the feat belongs to, and is followed
designed or learned. Of course, manifesting a power
by a basic description of what the feat does.
while using a metapsionic feat is more expensive
Prerequisite: A minimum ability score, another
than manifesting the power normally.
feat or feats, a minimum base attack bonus, a
Manifesting Time: Powers manifested using
minimum number of ranks in one or more skills, or
metapsionic feats take the same time as manifesting
anything else required in order to take the feat. This
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PSIONICS EXPANDED
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DREAMSCARRED PRESS
ADVANCED INTERCEPTOR PATH may manifest that power using Martial Power as if
it were a Path power, as long as the attack is made
[PSIONIC]
using the weapon summoned. In addition, when
You defend your allies with uncanny expertise.
using the Mind Knight maneuver, you gain a +1
Prerequisites: Combat Expertise, Interceptor
competence bonus on the attack rolls for every four
path class feature, manifester level 10th, base attack
psychic warrior levels you have.
bonus +6
Benefit: When using the Interceptor trance, you
can take a penalty to your Armor Class equal to the ADVANCED SURVIVOR PATH [PSIONIC]
competence bonus granted by the Interceptor trance You are capable of withstanding a variety of
to grant a deflection bonus to Armor Class to one ally situations.
threatened by an enemy within your melee reach. Prerequisites: Con 13, Mind Over Body, Toughness,
In addition, when using the Interceptor maneuver, Survivor path class feature, manifester level 10th,
if your attack was successful, you can make a free base attack bonus +6
disarm or trip attempt against the enemy struck. Benefit: When using the Survivor trance, you gain
resistance to your active energy type. The resistance
is equal to 5 for every four psychic warrior levels
ADVANCED MIND KNIGHT PATH
you have. In addition, when using the Survivor
[PSIONIC] maneuver, the bonus to Will saves can instead apply
You have learned enhanced techniques to make to Fortitude saves.
sure you are always armed and dangerous
Prerequisites: Wis 13, Psionic Meditation, Psionic
Shot OR Psionic Weapon, Mind Knight path class
ADVANCED WEAPONMASTER PATH
feature, manifester level 10th, base attack bonus +6 [PSIONIC]
Benefit: As long as you have both Mind Knight You are a particularly dangerous opponent to
path powers, you can manifest both Mind Knight duel.
path powers at the same time as a single standard Prerequisites: Combat Expertise, Improved
action. Any time you manifest call weaponry, you Disarm, Weapon Focus, Weaponmaster path class
may select one other 1st level power you know; you feature, manifester level 10th, base attack bonus +6
Benefit: The competence bonus from your trance
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PSIONICS EXPANDED
17
DREAMSCARRED PRESS
18
PSIONICS EXPANDED
If you expend your psionic focus when you make Benefit: While maintaining psionic focus, when
a successful disarm combat maneuver, you can also you successfully perform a sunder combat maneuver,
send the disarmed object into any space of your you also deal damage equal to half your level to the
choosing within 25 ft. +5 ft./2 levels. If a creature is creature holding the item sundered.
in the selected space and has a hand free, it can grab If you expend your psionic focus when you
the disarmed object as an immediate action. perform a successful sunder maneuver, you ignore
half the hardness of the object you are sundering.
PSIONIC OVERRUN [PSIONIC]
You can draw on your psionic power to boost the PSIONIC TRIP [PSIONIC]
power of an overrun attack. You can draw on your psionic power to boost the
Prerequisites: Str 13, Improved Overrun, Power power of a trip attack.
Attack, base attack bonus +1. Prerequisites: Int 13, Combat Expertise, Improved
Benefit: While maintaining psionic focus, when Trip.
you successfully perform an overrun combat Benefit: While maintaining psionic focus, when
maneuver, you also deal damage equal to half your you successfully perform a trip combat maneuver,
level to the creature you overrun. you also deal damage equal to half your level to the
If you expend your psionic focus when you perform creature tripped.
a successful overrun combat maneuver, you can also If you expend your psionic focus when you
push your target up to 5 feet, +5 feet for every four perform a successful trip combat maneuver, you
levels you possess. can also throw your target up to 5 feet, +5 feet for
every four levels you possess, although the creature
PSIONIC PRECISE SHOT [PSIONIC] thrown may not be more than one size category
Your ranged attacks sometimes bypass barriers. larger than you.
Prerequisites: Dex 19, Improved Precise Shot,
Point-Blank Shot, Precise Shot, base attack bonus PSIONIC UNARMED STRIKE [PSIONIC]
+11. Your unarmed attacks sometimes bypass barriers.
Benefits: To use this feat, you must expend your Prerequisites: Dex 13, Wis 13, Improved Unarmed
psionic focus. You can attempt to make a single Strike, Stunning Fist.
ranged attack as a standard action against a target Benefit: To use this feat, you must expend your
that is sheltered behind a wall, wall of force effect, psionic focus. You can attempt to make a single
or similar barrier. Your attack briefly skips through unarmed melee attack as a standard action against
the Astral Plane to bypass the barrier. You must still a target that is sheltered behind a wall, wall of force
have line of sight to the target. effect, or similar barrier. Your attack briefly skips
through the Astral Plane to bypass the barrier.
PSIONIC SHIELD BASH [PSIONIC] This does not grant you line of sight or extra reach,
Your shield bash attacks can strike both the body requiring you to make the attack without being able
and mind of a foe. to see the target or use some other method of seeing
Prerequisites: Improved Shield Bash, Shield the target (such as clairaudience/clairvoyance) and
Proficiency. be within your normal reach for your unarmed
Benefit: While maintaining psionic focus, when attack.
you successfully strike a foe with a shield bash attack,
the foe must also make a Will save (DC 10 + one-half READY RESPONSE [PSIONIC]
your base attack bonus + your Wisdom modifier) or You can move yourself more quickly through sheer
be shaken for 1 round. This is a mindaffecting fear willpower.
effect. Benefit: At the beginning of a surprise round,
If you expend your psionic focus when you make if you would not normally take an action, you can
a shield bash, on a successfully attack roll you can expend your psionic focus to roll initiative and take
instead force the target to make a Will saving throw a standard action or a move action. If you do move
or be stunned for 1 round. normally in a surprise round, you can expend your
psionic focus to take a full-round of action, rather
PSIONIC SUNDER [PSIONIC] than only a standard or move action.
You can draw on your psionic power to boost the Normal: A character that is allowed to act in a
power of a sunder attack. surprise round can take only a standard action or a
Prerequisites: Str 13, Improved Sunder, Power move action, not both.
Attack, base attack bonus +1.
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DREAMSCARRED PRESS
SHATTERED DREAM STRIKE [PSIONIC] or a similar kind of qualifier, the power description
You sap your opponent’s will with your attacks. is alphabetized under the second word of the power
Prerequisites: Devastating touch class feature, description instead.
Improved Unarmed Strike, Broken Dreams Style*, Manifester Level: A power’s effect often depends
Intimidate 6 ranks on the manifester level, which is the manifester’s
Benefit: While in the broken dreams style, after psionic class level. A creature with no classes has a
making a successful unarmed strike empowered manifester level equal to its Hit Dice unless otherwise
with your devastating touch, you can make a free specified. The word “level” in the power lists always
Intimidate check against the target. refers to manifester level.
Creatures and Characters: “Creatures” and
“characters” are used synonymously in the power
TERROR MASTERY [PSIONIC]
descriptions.
You have learned to activate multiple terrors at a
Augment: Many powers vary in strength
time.
depending on how many power points you put into
Prerequisite: 8 terrors known
them. The more power points you spend, the more
Benefit: When you use your terrors class feature,
powerful the manifestation. However, you can spend
you can activate two terrors in a single swift action.
only a total number of points on a power equal to
Normal: You can only activate one terror at a
your manifester level, unless you have an ability that
time.
increases your effective manifester level.
Many powers can be augmented in more than one
TOUCH OF TERROR [PSIONIC] way. When the Augment section contains numbered
Your devastating touch deals additional damage. paragraphs, you need to spend power points
Prerequisites: Devastating touch class feature separately for each of the numbered options. When
Benefit: Your devastating touch ability deals 1d6 a paragraph in the Augment section begins with “In
points of damage plus your class level and your addition,” you gain the indicated benefit according
Charisma modifier. to how many power points you have already decided
Normal: Devastating touch deals 1d6 points of to spend on manifesting the power.\
damage plus your class level.
TALENTS
PSIONIC POWERS
Talents are 0th-level psionic powers that are
powered by psionic focus, rather than power points.
These abilities give manifesters minor abilities that
As well as the power list and new powers for the can be used at-will, but typically have very limited
dread, presented below are a variety of new psionic functionality or use. Talents are typically used as
powers for manifesters of all types. In addition, a way to train manifesters to avoid depleting the
the trigger descriptor is detailed, detailing how power point reserve.
this descriptor interacts with manifesters. These A manifester may manifest any talent that he
new powers and the trigger descriptor are detailed knows without paying power points as long as he
below. maintains psionic focus. However, if the talent has
Powers denoted by a * are new powers presented a duration longer than instantaneous, he can only
here. An A appearing at the end of a power’s name in have one such talent active at a time; manifesting
the power lists denotes an augmentable power. another talent without paying power points in this
The remainder of the chapter contains power manner causes the original talent to immediately
descriptions in alphabetical order by power name. expire.
Power Chains: Some powers reference other A manifester may also manifest a talent by paying
powers that they are based upon. Only information one power point, regardless of whether psionic
in a power later in the power chain that is different focus is held; these do not cause any other active
from the base power is covered in the power being talents to lapse and may be augmented if the power
described. Header entries and other information that description indicates such.
are the same as the base power are not repeated. Talents can only be augmented if the manifester
Order of Presentation: In the power lists and the spends 1 power point on the manifestation in
power descriptions that follow them, the powers are addition to any power points spent augmenting the
presented in alphabetical order by name—except power.
for those belonging to certain power chains. When a Manifesters select talents from their class’s power
power’s name begins with “lesser,” “greater,” “mass,” list (see below).
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PSIONICS EXPANDED
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DREAMSCARRED PRESS
MARKSMAN POWERS
2ND-LEVEL MARKSMAN POWERS
Deflect*: Avoid a single ranged attack.
Sidestep*: Avoid a single melee attack.
Sonic Blast*A: Next attack deals sonic damage;
expend focus to trip target.
PSION/WILDER POWERS
1ST-LEVEL PSION POWERS
Slumber*: Put creatures to sleep.
Unearthly Terror*A: Terrify an enemy with sus-
tained images.
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PSIONICS EXPANDED
23
DREAMSCARRED PRESS
expiration at the end of your next turn. You can only applied to the other target.
use this power immediately in response to being Manifesting this power does not provoke attacks
damaged by a creature and must target the creature of opportunity.
that caused the damage.
Augment: By spending an additional 8 power Conceal Thoughts
points, you are not dazed after making your attack. Level: Psion/wilder 0, psychic warrior 0
Duration: 1 hour/level (D)
Biting Cold Power Points: Psionic focus or 1
Discipline: Psychokinesis [cold, trigger]
Level: Psychic Warrior 5 As the 1st level power, except as noted above.
Display: Auditory, Material
Manifesting Time: 1 swift action
Range: Melee
Corrosive Aura
Discipline: Psychometabolism [Acid]
Target: One creature
Level: Psychic warrior 1, egoist 1
Duration: 1 round; see text
Display: Material, Visual
Saving Throw: None
Manifesting Time: 1 standard action
Power Resistance: Yes; see text
Range: 5 ft.
Power Points: 9
Area: All squares adjacent to you
The next successful melee attack you make this Duration: 1 round / level (D)
round deals an additional +1d10 points of cold Saving Throw: Reflex half
damage to the struck creature and the target is Power Resistance: Yes
staggered from the cold. Power resistance does not Power Points: 1
apply to this additional damage, but does apply to
You surround yourself with a corrosive aura,
the staggered condition.
damaging all who come near. Each creature that
Trigger: If your attack was successful, you can
ends its turn in your square or adjacent to you takes
expend your psionic focus to infuse the target with
1d6 points of acid damage.
chilling cold. Power resistance applies to infusing
Augment: For every additional power point
the target with chilling cold. Until the end of its next
spent, the damage increases by 1d6. For every two
turn, if the creature struck makes an attack, manifests
additional dice of damage, the save DC increases by
a power, or casts a spell, it takes 1d10 points of cold
1.
damage and is paralyzed for one round.
Augment: If you spend 6 additional power points,
you can instead manifest this power upon making a Create Sound
successful melee attack and have the effects of this Level: Psion/wilder 0
power instead apply to that attack. Doing so still Power Points: Psionic focus or 1
uses your swift action for the round.
As the 1st level power, except as noted above.
Bonding Strike
Discipline: Telepathy [mind-affecting] Dazzling Swordplay
Level: Psychic warrior 5 Discipline: Psychokinesis [Trigger]
Display: Mental Level: Psychic warrior 1
Manifesting Time: 1 standard action Display: Material, visual
Range: Melee Manifesting Time: 1 swift action
Target: Two creatures within melee range Range: Melee
Duration: One round Target: One creature
Saving Throw: None Duration: One round; see text
Power Resistance: Yes Saving Throw: None; Power Resistance: Yes
Power Points: 9 Power Points: 1
As part of manifesting this power, make a single Your next successful melee attack dazzles the
melee attack against two enemies within reach. struck creature.
Each hit deals damage normally. If both attacks Trigger: If your attack was successful and the
are successful, the targets are empathically bound struck creature moves or attacks before the end of its
together. Until the end of your next turn, all hit next turn, you can expend your psionic focus to blind
point damage applied to one target is automatically it until the end of its current turn. The blindness
24
PSIONICS EXPANDED
takes effect at the beginning of the creature’s action must succeed on a Fortitude save or die from fear.
which caused the trigger. Even if the Fortitude save is successful, the subject
Augment: If you spend 6 additional power points, takes 3d6 points of damage.
you can instead manifest this power upon making a If the subject of a phantasmal killer attack succeeds
successful melee attack and have the effects of this in disbelieving and possesses telepathy or is wearing
power instead apply to that attack. Doing so still a helm of telepathy, the effect can be turned upon
uses your swift action for the round. you. You must then disbelieve it or become subject
to the deadly fear attack.
Deadly Fear Augment: For every 2 additional power points
Discipline: Telepathy [Fear, Mind-Affecting] spent, both Difficulty Classes increase by 1. For every
Level: Dread 4, psion/wilder 4 5 additional power points spent, you can attempt
Display: Visual; see original text to affect one additional creature. If affecting more
Manifesting Time: One standard action than one creature, no two can be more than 30 feet
Range: Medium (100 feet + 10 feet/level) apart.
Target: One living creature
Duration: Instantaneous Deflect
Saving Throw: Will disbelief (if interacted with), Discipline: Clairsentience
then Fortitude partial; see text Level: Marksman 2, dread 2, psychic warrior 2
Power Resistance: Yes Display: Visual
Power Points: 7 Manifesting Time: 1 immediate action
Range: Personal
You create a mental image of the most fearsome Target: Self
creature imaginable to the subject simply by forming Duration: Instantaneous
the fears of the subject’s subconscious mind into Power Points: 3
something that its conscious mind can visualize: this
most horrible beast. Only the spell’s subject can see When you manifest this power, when you would
the phantasmal killer. The target first gets a Will save normally be hit with an attack from a ranged
to recognize the image as unreal. If that save fails, weapon, you may deflect it so that you take no
the phantasm touches the subject, and the subject damage from it. Unusually massive ranged weapons
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DREAMSCARRED PRESS
(such as boulders or ballista bolts) and ranged this power’s duration increases by one round.
attacks generated by natural attacks or spell effects 4. Each additional power point you spend
can’t be deflected. (including those spent on other augments) gives
you a +1 insight bonus on damage rolls on attacks of
opportunity generated by this power.
Detect Psionics
Level: Psion/wilder 0, psychic warrior 0
Power Points: Psionic focus or 1 Distract
Level: Psion/wilder 0, psychic warrior 0
As the 1st level power, except as noted. Power Points: Psionic focus or 1
Augment: If you spend 2 additional power
points, the duration changes to 3 rounds/level (D) As the 1st level power, except as noted above.
(no concentration required) and it also gives you a
+10 enhancement bonus on Spellcraft checks made Distracting Strike
to identify the properties and command words of Discipline: Telepathy [mind-affecting]
magic items in your possession. This power does not Level: Psychic warrior 2
allow you to identify artifacts. Display: Material, olfactory
Manifesting Time: 1 swift action
Dispatch Range: Melee
Discipline: Clairsentience Target: One creature
Level: Dread 3, psychic warrior 3 Duration: One round; see text
Display: Mental Saving Throw: None; Power Resistance: Yes
Manifesting Time: 1 swift action Power Points: 3
Range: Personal
Target: You Your next single melee attack is imbued to distract
Duration: 1 round the opponent. If the attack is successful, you deal
Power Points: 5 damage normally and, until the end of its next turn,
your target takes a -2 penalty to attack rolls and can’t
You gain a split second insight into the intentions make attacks of opportunity. If your attack misses,
of your foes allowing you to predict and counter the target instead takes a -1 penalty to attack rolls
their attacks and place them in line for a single, until the end of its next turn, but can make attacks of
devastating final strike. opportunity as normal. Any power resistance your
You gain a +4 insight bonus on attack rolls made to target has is applicable against this effect.
disarm or trip (and any relevant ability checks to do Augment: You can augment this power in one or
so) for one round. If you successfully disarm or trip both of the following ways.
an opponent in melee, you may make an immediate 1. For every four additional power points spent,
attack of opportunity against that opponent at your this power affects one additional melee attack
highest attack bonus with a +4 circumstance bonus during this round. Effects from multiple attacks do
to the attack roll. This counts against your allowed not stack.
number of attacks of opportunity for the round. 2. If you spend 6 additional power points, you
Augment: You may augment this power in one or can instead manifest this power upon making a
more of the following ways: successful melee attack and have the effects of this
1. If you spend 5 additional power points, your power instead apply to that attack. Doing so still
critical threat range is doubled while making attacks uses your swift action for the round.
of opportunity from this power. Unlike most of
these effects, this stacks with Improved Critical or Dream Message
the keen weapon property (that is, using a keen Discipline: Telepathy [Mind-Affecting]
scimitar that would normally threaten on a 15-20 Level: Dread 5, psion/wilder 5
– six numbers – with this augment would lead to Display: Mental
attacks of opportunity that threaten on a 12-20 – Manifesting Time: One minute
nine numbers). Range: Unlimited
2. For every 2 additional power points you spend, Target: One living creature touched
your insight bonus on disarm and trip attempts Duration: See text
(including the ability checks as necessary) increases Saving Throw: None
by 1. Power Resistance: Yes
3. For every 4 additional power points you spend, Power Points: 9
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PSIONICS EXPANDED
You, or a messenger you touch, send a message to against the target; a miss causes the grapnel to retract
others in the form of a dream. At the beginning of instantly without attaching to anything. Alternately,
the effect, you must name the recipient or identify you may have it shoot out from your shield instead
him or her by some title that leaves no doubt as to of a free hand; you still get your shield’s AC bonus
identity. The messenger then enters a trance, appears against the target, but lose it against anyone else for
in the intended recipient’s dream, and delivers the the duration of the power.
message. The message can be of any length, and the If you target a creature no more than one size
recipient remembers it perfectly upon waking. The category larger than you, you may attempt a drag
communication is one-way. The recipient cannot combat maneuver check. If successful, you move the
ask questions or offer information, nor can the creature 5 feet closer to you. For every 5 by which
messenger gain any information by observing the your attack exceeds your opponent’s CMD, you can
dreams of the recipient. drag the target an additional 5 feet toward you. If
Once the message is delivered, the messenger’s the creature is willing, you may drag it up to 30 feet
mind returns instantly to its body. The duration of closer to you.
the power is the time required for the messenger If you target an unattended object, you may pull it
to enter the recipient’s dream and deliver the up to 30 feet towards you; if this moves it into your
message. square, you may grasp the item immediately as a free
If the recipient is awake when the power begins, action, although you must have a free hand to do so.
the messenger can choose to wake up (ending the If you target an attended object, the ranged touch
effect) or remain in the trance. The messenger can attack is made against the opponent, and you must
remain in the trance until the recipient goes to sleep, succeed at a disarm or steal (your choice) combat
then enter the recipient’s dream and deliver the maneuver check to wrest the item free.
message as normal. A messenger that is disturbed If you fail at the combat maneuver check (or if you
during the trance comes awake, ending the effect. target an immovable object such as a creature more
Creatures who don’t sleep or don’t dream cannot than one size category larger than you, an object
be contacted by this power. bolted to the floor, or a building wall, floor, or ceiling),
The messenger is unaware of its own surroundings you are instead moved up to 30 feet towards the target.
or of the activities around it while in the trance. It This movement provokes attacks of opportunity.
is defenseless both physically and mentally (always Alternately, you may choose to relinquish your grip
failing any saving throw) while in the trance. on the ectoplasmic cord, knocking you prone and
Augment: If the recipient is awake when you begin ending the power immediately rather than moving
to manifest the power, the messenger can choose to you towards the target. If you end your movement
expend a number of power points (if the messenger at a climbable location (such as a wall or ledge), you
is psionic) equal to the recipient’s Hit Dice –4 to plant must attempt a Climb check (at normal DC) to grab
the message, which the recipient receives when next hold (or pull yourself over the edge, in the case of
she sleeps. a ledge); failure means you begin falling, and must
make a second Climb check with +20 DC to catch
Ectoplasmic Grapnel yourself.
Discipline: Metacreativity (Creation) If you spend a full-round action bracing yourself
Level: Gifted blade 3, marksman 3, psychic warrior before manifesting this power, you get a +2 bonus on
3, tactician 3 the above combat maneuver checks. Each adjacent
Display: Material ally that spends an Aid Another action to grab
Manifesting Time: 1 standard action hold of you also adds a +2 bonus to your combat
Range: Close (25 ft. + 5 ft./2 levels) maneuver check, but also suffers the consequence of
Target: One creature, object, or structure being dragged or knocked prone with you should the
Duration: Instantaneous check fail. If the power duration should be extended
Saving Throw: None; Power Resistance: Yes beyond instantaneous (see augment below), each ally
Power Points: 5 holding onto you must spend an Aid Another action
each turn to maintain their hold. If you end your
A blob of malleable, adhesive ectoplasm shoots movement at a climbable location, each ally may
out from your outstretched hand, attached by make a Climb check to grab the wall, or may instead
an ectoplasmic cord. Upon hitting its target, this continue holding onto you; your own Climb check is
ectoplasmic grapnel reels in, pulling the target to penalized as normal if their combined weight drops
you - or you to it. your encumbrance into a category with a worse
When manifesting this power, you must have a armor check penalty.
hand free, and must make a ranged touch attack If you manifest this power while engaged in a
27
DREAMSCARRED PRESS
28
PSIONICS EXPANDED
29
DREAMSCARRED PRESS
30
PSIONICS EXPANDED
You brutally force the target’s consciousness into a Until the end of your turn, the next successful
dimension of nightmares and terror. This unnatural melee attack you make, you and the creature struck
dislocation opens conduits of pain for the target, swap positions.
causing the target’s body to fall prone and helpless Trigger: If your attack was successful and an ally
as the target mindlessly screams unless it makes a attacks the target before the end of your next turn,
successful Will save. you can expend your psionic focus to allow both you
If the target failed its Will save, once the initial and the attacking ally to treat the target as if it was
effect ends, the memory of the awful pain remains, being flanked until the end of your next turn.
making the target susceptible to other mental assault, Augment: If you spend 6 additional power points,
imposing a –2 penalty on Will saves against mind- you can instead manifest this power upon making a
affecting effects for a period of one day. This penalty successful melee attack and have the effects of this
does not stack from multiple uses of this power. power instead apply to that attack. Doing so still
Augment: If you spend 4 additional power points, uses your swift action for the round.
the target suffers the penalty on Will saves against
mind-affecting effects even if it made a successful Sensory Cascade
save. Discipline: Telepathy (Mind-Affecting)
Level: Dread 4, Psion/Wilder 4
Proximity Strike Display: Visual
Discipline: Psychoportation (teleportation) [trigger] Manifestation Time: One standard action
Level: Psychic warrior 2 Range: Medium (100 feet + 10 feet/level)
Display: Mental Target: All creatures in a 15-foot radius
Manifesting Time: 1 swift action Duration: 1 round/level
Range: Melee Saving Throw: Will negates
Target: One creature Power Resistance: Yes
Duration: One round; see text Power Points: 7
Saving Throw: None; Power Resistance: Yes
Power Points: 3 You overload the target’s sensory system. In effect,
the cascade buries the senses of the target creatures
Until the end of your turn, the next successful (even those with blindsight, tremorsense, touchsight,
melee attack you make deals an additional +1d4 or other esoteric methods of sensing the environ-
points of damage and temporarily attunes you to the ment) with random sensations for the duration. The
creature struck. A creature with power resistance creatures are treated as if blinded. However, from
may attempt to block you attuning to it, but power round to round, an affected creature has a chance to
resistance does not affect the additional damage to sense normally. Each round on the creature’s action,
your attack. roll 1d4. On a roll of 1-3, the target does nothing for 1
Trigger: If the target is not adjacent to you at the round as it stands attempting to re-establish contact
end of its next turn, you can expend your psionic with its senses. Rolling a 4 frees the creature of the
focus as a free action to teleport adjacent to it, as effect for 1 round.
long as it is within Close range (25 ft. + 5 ft./2 levels). Sense-blocked creatures that are attacked (and
Augment: If you spend 6 additional power points, damaged) are shocked out of their sense deprivation
you can instead manifest this power upon making a for 1 round - they can attack or attempt to flee however
successful melee attack and have the effects of this they desire on their next action. The following round
power instead apply to that attack. Doing so still they are subject once again to the sensory cascade
uses your swift action for the round. (unless they are continually attacked each round).
Augment: This power can be augmented in one of
Repositioning Strike the following ways.
Discipline: Psychoportation (teleportation) [trigger] 1. If you spend an additional 4 power points, the
Level: Psychic warrior 2 condition lasts 24 hours.
Display: Mental, visual 2. If you spend an additional 6 power points, the
Manifesting Time: 1 swift action condition is permanent.
Range: Melee
Target: One creature of the Medium size or smaller Shocking Strike
Duration: One round; see text Discipline: Psychokinesis [electricity, trigger]
Saving Throw: None Level: Psychic warrior 2
Power Resistance: Yes Display: Auditory, material
Power Points: 3 Manifesting Time: 1 swift action
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DREAMSCARRED PRESS
32
PSIONICS EXPANDED
or cast spells, as their mind is in two places at once. You attempt to teleport one creature within
Augment: You can augment this power in one or range to a space adjacent to you unless it makes a
more of the following ways. successful Will saving throw. On a failed save, the
1. If you spend 3 additional power points, the range target is teleported to an open space adjacent to you
increases to Medium (100 ft. + 10 ft./level). and you may make a single melee attack against the
2. If you spend 4 additional power points, the target target. If there is no space adjacent to you where the
becomes nauseated instead of sickened. On their target can stand, or where there is not firm ground,
first successful Fortitude save, they become sickened the power fails.
until they make another successful Fortitude save Augment: For every additional 4 power points
the following round(s). spent, the maximum size of the target is increased by
In addition, for every 2 power points spent on the one step (large, huge, etc) and the save DC increases
above augmentations, the save DC increases by 1. by 2.
Telepathic Lash
Level: Psion/wilder 0
Power Points: Psionic focus or 1
Thundering Step
Discipline: Psychoportation [Sonic]
Level: Psychic warrior 4
Display: Auditory, Visual
Manifesting Time: Full-round action
Range: Meleet
Target: One creature
Duration: Instantaneous; see text
Saving Throw: None; see text
Power Resistance: Yes
Power Points: 7
33
DREAMSCARRED PRESS
34
PSIONICS EXPANDED
35
DREAMSCARRED PRESS
means the net effect is +0 after selecting it once themselves from damage.
(because +1/2 rounds down to +0), after 20 levels this
benefit gives the dwarf a +10 bonus to his trap sense Favored Class Options
(in addition to the base value from being a 20th-level Instead of receiving an additional skill rank or hit
rogue). point whenever they gain a level in a favored class,
As in the previous section, what is presented here elans have the option of choosing from a number of
is a set of alternative benefits that characters of each other bonuses, depending upon their favored classes.
race may choose instead of the normal benefits for The following options are available to all elans who
their favored class. Thus, rather than taking an extra have the listed favored class, and unless otherwise
hit point or an extra skill rank, players may choose stated, the bonus applies each time you select the
for their characters to gain the benefit listed here. listed favored class reward.
This is not a permanent or irrevocable choice; just Dread: Add +1/2 to Intimidate checks.
as characters could alternate between taking skill
ranks and hit points when they gain levels in their
favored class, these benefits provide a third option, Core Races
and characters may freely alternate between them. Although most of the material presented in this
As with any alternate or optional rule, consult with section is aimed at the psionic races, there are some
your GM to determine whether exchanging normal options for the core races as well. Presented below
favored class benefits for those in this chapter will are alternate favored class options for the seven core
be allowed. races.
Duergar Dwarf
Considered by most to be mentally warped Instead of receiving an additional skill rank or hit
or insane, the psionic breed of duergar are a point whenever he gains a level in a favored class, a
misunderstood lot. According to them, their actions dwarf has the option of choosing from a number of
are done to protect the world from a sinister presence other bonuses, depending upon his favored class. The
deep within the earth. This has led to some within following options are available to all dwarves who
the race developing odd sleeping habits or unusual have the listed favored class, and unless otherwise
behaviors. stated, the bonus applies each time you select the
While most duergar become psychic warriors, listed favored class reward.
fighters, or rogues, some develop their manifesting Dread: Add 1 to the dwarf’s daily uses of terrors.
ability to a greater extent.
Half-Orc
Favored Class Options Instead of receiving an additional skill rank or hit
Instead of receiving an additional skill rank or point whenever they gain a level in a favored class,
hit point whenever they gain a level in a favored half-orcs have the option of choosing from a number
class, duergar have the option of choosing from a of other bonuses, depending upon their favored
number of other bonuses, depending upon their class. The following options are available to all half-
favored classes. The following options are available orcs who have the listed favored class, and unless
to all duergar who have the listed favored class, and otherwise stated, the bonus applies each time you
unless otherwise stated, the bonus applies each time select the listed favored class reward.
you select the listed favored class reward. Dread: Add +1/3 to weapon damage when
Dread: Add 1 to the duergar’s daily uses of channeling a terror through a weapon attack.
terrors.
Human
Elan Instead of receiving an additional skill rank or
With bodies built by and infused with psionic hit point whenever they gain a level in a favored
energy, elans are most commonly found as class, humans have the option of choosing from
manifesters of psionic power. Due to their efforts to a number of other bonuses, depending upon their
remain unknown to other races, some elans become favored class. The following options are available to
better at stealth and avoiding detection, while others all humans who have the listed favored class, and
strive to fit in better and hide in plain sight. unless otherwise stated, the bonus applies each time
Because elans are created by a psionic process, a you select the listed favored class reward.
rare few suffer from inconsistencies or failures with Dread: The human gains +1/6 of a new terror.
this process, while others discover they are more
adept at healing their body, rather than protecting
36
PSIONICS EXPANDED
Requirements
To qualify to become an adaptive warrior,
a character must fulfill all the following criteria.
Base Attack Bonus: +5.
Skills: Autohypnosis 5 ranks, Sense Motive 5
ranks.
Feats: Combat Expertise, Improved Feint
Psionics: Must have a power point reserve of at
least 1 power point.
Class Skills
The adaptive warrior’s class skills are Acrobatics
(Dex), Autohypnosis (Wis), Bluff (Cha), Intimidate
(Cha), Perception (Wis), and Sense Motive (Wis).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the
adaptive warrior.
Weapon and Armor Proficiency: An adaptive
warrior is proficient with all simple and martial
weapons and all armor and shields (except tower Adaptive warriors study their opponents in order to
shields). defeat them
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DREAMSCARRED PRESS
Examine Technique (Su): As long as an adaptive targeted by Examine Technique. The adaptive
warrior maintains psionic focus, he is able to warrior must have seen the skill being used by
examine and remember the techniques of any someone trained in the skill. The adaptive warrior
creature within line of sight once per round as a is treated as having a number of skill ranks in the
move action. An adaptive warrior may examine up skill equal to his class level.
to his class level in enemies as long as all enemies Mimic Proficiency (Su): As long as an adaptive
are within line of sight. An adaptive warrior may warrior of 3rd level or higher maintains psionic
choose to use this ability on allies in order to gain the focus, he may wield any weapon as if he had
benefits of his other class abilities. Once an adaptive proficiency with that weapon as long as he has used
warrior expends his psionic focus, he loses access to Examine Technique on someone with proficiency
any techniques he examines until he uses this ability and wielding the weapon within the past minute.
again. Block Attack (Su): As long as an adaptive warrior
At 6th level, an adaptive warrior can use this of 5th level maintains psionic focus, he may, as an
ability as a swift action. immediate action, attempt to block any attack, but
Counter Fighting Style (Su): As long as the not touch attack, made by an opponent he has used
adaptive warrior has examined an enemy for at his Examine Technique ability on within the past
least one round using Examine Technique, he gains a minute. To successfully block the attack, the adaptive
competence bonus on attack and damage rolls made warrior makes an attack roll against the enemy’s
against that opponent equal to half his class level attack roll, adding his class level to the roll. If the
(minimum +1). This bonus lasts for one minute after adaptive warrior’s attack roll is equal to or greater
using Examine Fighting stile, or until the adaptive than the enemy’s attack, the attack is blocked and
warrior uses his Examine Technique ability on the adaptive warrior takes no damage and suffers
another target or has expended his psionic focus. no effects from the attack.
At 4th level, an adaptive warrior may expend This ability may not be used against opponents
his psionic focus when attacking an enemy he has two or more size categories larger than the adaptive
examined to automatically threaten a critical hit. warrior.
He must still make a successful attack roll against Accelerated Combat (Su): An adaptive warrior of
that enemy, and still gains the competence bonus to 6th level or higher may, by expending psionic focus,
attack and damage rolls on that attack. Subsequent rapidly speed up any fighting style he has witnessed
attacks do not gain the competence bonus from this within the past minute. Once every ten minutes,
ability again until the adaptive warrior once again when the adaptive warrior attacks an opponent that
uses the Examine Technique ability. he has used Examine Technique on within the past
Mimic Skill (Su): As long as an adaptive warrior minute, he may make two additional attacks at his
of 2nd level or higher maintains psionic focus, he highest attack bonus as part of a full attack action.
may mimic any skill that uses Strength, Dexterity, In addition, he gains a +2 circumstance bonus to his
or Constitution as its ability score modifier that he Armor Class until the beginning of his next turn.
has seen used within the past minute by a creature Extended Memory (Su): Once an adaptive
38
PSIONICS EXPANDED
39
DREAMSCARRED PRESS
40
PSIONICS EXPANDED
point reserve, this weapon, upon a successful attack, Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2),
temporarily disrupts the opponent’s ability to use 100,800 gp (+3); Weight 2 lbs
anything requiring a power point reserve. This in- DESCRIPTION
cludes denying the use of psionic feats or powers. Crystal gauntlets looks like crystalline gloves with
This effect also disrupts creatures who utilize psi- the fingers removed. A character with the ability to
like abilities. The creature may attempt a Will sav- empower their unarmed strikes, such as a soulknife
ing throw (DC 16) to ignore the effect. Once affected, with the deadly fist archetype, can channel that
the disruption lasts for one round. The affected crea- power through the crystal gauntlets when activating
ture’s items are unaffected. it. This does not otherwise alter the action needed
If using the default psionics-magic transparency, to empower the unarmed strikes, the wearer must
this effect prevents spellcasters from casting spells simply be wielding the crystal gauntlets and choose
or expending prepared spells or spell slots on feats to channel the power through the gauntlets.
or abilities. It also prevents creatures from utilizing Crystal gauntlets have 45 hit points and a hardness
any spell-like abilities. of 15.
Strong metacreativity; ML 13th; Craft Magic Arms When a character with empowered strikes uses
and Armor, null psionics field; Price +3 bonus. these gauntlets in this fashion, the enhancement
bonus and the maximum enhancement bonus
CRYSTALLINE FOCUS ITEMS of the empowered strikes are increased by the
Unlike most items which grant new abilities or enhancement bonus of the crystal gauntlets, although
improve the wearer, crystalline focus items improve any enhancement bonus above +5 is lost.
a psionically-created item such as a mind blade, mind Crystal gauntlets may only be made with a +1, +2,
armor, or an astral suit. or +3 enhancement bonus.
CONSTRUCTION
CRYSTAL BOW Requirements Craft Crystalline Focus, ability to use
Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th empowered strikes; Cost 5,600 gp (+1), 22,400 gp
(+3) (+2), 50,400 gp (+3)
Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2),
100,800 gp (+3); Weight 2 lbs CRYSTAL GRIP
DESCRIPTION Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th
A crystal bow looks like a crystalline bow with (+3)
no string and comes in short, medium, and long Slot shield; Price 5,600 gp (+1), 22,400 gp (+2),
varieties. A soulknife with the soulbolt archetype, 50,400 gp (+3); Weight 2 lbs
or anyone else with the ability to manifest a mind DESCRIPTION
bolt, channels their mind bolt through the crystal A crystal grip looks like a crystalline handle with
bow when summoning it. This does not otherwise nothing attached. A soulknife, or anyone else with the
alter the action needed to summon a mind bolt, the ability to manifest a mind shield, channels their mind
summoner must simply be wielding the crystal bow shield through the crystal grip when summoning it.
and choose to manifest the mind bolt through the This does not otherwise alter the action needed to
bow. summon a mind shield, the summoner must simply
Crystal bows have 45 hit points and a hardness of be wielding the crystal grip and choose to manifest
15. the mind shield through the grip.
When a mind bolt is manifested in this fashion, Crystal grips have 45 hit points and a hardness of
the enhancement bonus and the maximum 15.
enhancement bonus of the mind bolt is increased by When a mind shield is manifested in this fashion,
the enhancement bonus of the crystal bow, although the enhancement bonus and the maximum
any enhancement bonus above +5 is lost.. enhancement bonus of the mind shield is increased
Crystal bows may only be made with a +1, +2, or +3 by the enhancement bonus of the crystal grip,
enhancement bonus. although any enhancement bonus above +5 is lost.
CONSTRUCTION Crystal grips may only be made with a +1, +2, or +3
Requirements Craft Crystalline Focus, ability to enhancement bonus.
manifest mind bolt; Cost 5,600 gp (+1), 22,400 gp CONSTRUCTION
(+2), 50,400 gp (+3) Requirements Craft Crystalline Focus, ability to
manifest mind shield; Cost 2,800 gp (+1), 11,200
CRYSTAL GAUNTLETS gp (+2), 25,200 gp (+3)
Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th
(+3)
41
DREAMSCARRED PRESS
Crystal hilt
Crystal spaulders
42
PSIONICS EXPANDED
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43