With Psionics Augmented: Mythic Psionics, you will find character options to allow psionic characters to play in mythic games, using the same rules as their. DRP Psioncis Augmented Mythic Psionics LITE - Download as PDF File . pdf), Text File .txt) or read online. Psioncis Augmented Mythic Psionics LITE. Dreamscarred Press: Psionics soundofheaven.info - Download as PDF File .pdf), Text File .txt) or read online. Augment your psionic characters with this 70+ pages of new content in a full-color, softcover book, expanding on PF Mythic Psionics.
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or trickster paths, while Psionics Augmented: Mythic. Psionics adds the overmind path. Each path has a number of special abilities associated with it that the. Psionics Augmented: Mythic Psionics - Let's get Mythic! Although Dreamscarred Press. ADD TO WISHLIST >. PDF. $ $ 1 2 3 4 5. With Psionics Augmented: Mythic Psionics, you will find character options to allow PDF: Fulfilled immediately. Are there errors or omissions in this product.
You must and one of your powers known. The energy type is that of the energy type for the vermin riders chitin. When manifesting mythic ego whip. This theme focuses entirely on You expend one use of mythic power to exert being a psionic powerhouse. Xephs have a natural affinity for movement and quick attacks, so it is no surprise that those who choose the path of the marksman prefer the use of small blades and mobile attacks over standing still for extended periods of time.
Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this key rule. Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points.
The modifications to a power made by a metapsionic feat have only their noted effect on the power. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje.
Many feats detailed below, as well as many psionic class abilities, work either by maintaining or expending psionic focus. Gain Psionic Focus: Merely having the ability to hold a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused.
If you have a power point pool or the ability to manifest psi-like abilities, you can meditate to become psionically focused. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single concentration check you make thereafter.
When you expend your focus in this manner, your concentration check is treated as if you rolled a You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way. Once you are psionically focused, you remain focused until you expend your focus, become unconscious , or go to sleep or enter a meditative trance, in cases such as elans or elves. Expending your psionic focus to power a feat, class feature, or any other ability only powers a single effect.
You cannot gain the benefit of multiple abilities that require expending focus by expending your psionic focus once; each effect requires its own instance of expending psionic focus. A minimum ability score, another feat or feats, a minimum base attack bonus , a minimum number of ranks in one or more skills, or anything else required in order to take the feat.
This entry is absent if a feat has no prerequisites. A feat may have more than one prerequisite. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. The Craft Cognizance Crystal feat is quite limited in what it can do. Psionics Unleashed. Copyright , Dreamscarred Press. Psionics Expanded: Advanced Psionics Guide.
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Toggle navigation. Power Stones: Some metapsionic feats apply only to certain powers, as described in each specific feat entry. You may still gain psionic focus even if you have depleted all of your power points. Feat Format The following format is used for all feat descriptions. Feat Name Flavor text. Additional unusual facts about the feat. Extras Shop our Store! Craft Wand. The unifier can dismiss this effect as a free action.
This effect does not move with the target and the unifier is not affected by the difficult terrain of the effect. At 5th level and every four levels thereafter, the unifier can choose to increase the radius of the effect by 5 feet from the targets square, to a maximum radius of 20 ft.
Strength From Within: The unifier understands that an effective battle plan requires not only tactics, but the endurance to carry out those tactics.
The unifier uses his Constitution modifier instead of his Charisma modifier for his strategies. Strength through Unity: At 10th level, the benefits of the unifiers coordinate ability apply to all members of his collective, instead of only one.
Amongst the forgeborn, there are those that are reborn on the battlefields, rather than after combat has ended. These unusual forgeborn have an innate understanding and appreciation for the theater of war. A unifiers collective bond with others is forged by taking parts of the unifier himself and. In their distant past, half-giants were made from human and giant stock.
In the centuries since, they have become a culture unto themselves, yet some among them view their giant heritage as an affront to their civilized nature. These half-giants see their giant cousins as savages who must be eliminated for the greater good. Favored Enemy: At 1st level, the kinslayer must choose humanoid giant as his favored enemy. His future favored enemies may be chosen as normal.
In addition, when the kinslayer makes trip attempts against creatures of the humanoid giant subtype, he doubles his favored enemy bonus for the trip attempt and can make trip attempts regardless of the creatures size compared to his own. Psionics Augmented Hunters Companion: The kinslayer must choose an animal companion at 4th level from those normally available to a ranger. When the kinslayer and his animal companion are flanking the same enemy of the humanoid giant subtype, the bonus they gain for flanking is increased by 2.
This communication does not make the animal companion any more intelligent, so this typically results in the kinslayer giving commands to the animal companion or simple questions and answers. This ability replaces hunters bond. Psionics Ps: Starting at 4th level, the kinslayer gains access to expansion as a psi-like ability usable once per day and an additional time per day every four kinslayer levels thereafter 2 at 8th, 3 at 12th, 4 at 16th, 5 at 20th.
The kinslayer may choose to use this psi-like ability on his animal companion instead of on himself, treating the psi-like ability as having a range of touch. At 8th level, the kinslayer gains animal affinity as a psilike ability usable once per day and an additional time per day every four kinslayer levels thereafter 2 at 12th, 3 at 16th, 4 at 20th.
At 11th level, the kinslayer gains mental barrier as a psi-like ability usable once per day and an additional time per day every four kinslayer levels thereafter 2 at 15th, 3 at 19th.
At 14th level, the kinslayer gains slip the bonds as a psilike ability usable once per day and an additional time per day 18th level. All of these psi-like abilities gained are treated as having a manifester level equal to the kinslayers class level -3 and are applicable for use with the share spells ability of the animal companion. Shared Favor Ex: Once a kinslayer has reached 7th level, his animal companion is treated as having the kinslayers favored enemy ability against humanoid giant creatures, with the same bonuses against that favored enemy as the kinslayers.
This ability replaces woodland stride. At 1st level, the thunderjarl gains the stomp power as a power known. When manifesting stomp, the thunderjarl can expend a daily use of his stomp psi-like ability to manifest the power augmented to his full manifester level without paying any power point cost, although such a manifestation is not eligible to be affected by metapsionic feats or similar effects that would normally increase the cost of manifesting the power.
In addition, when manifesting stomp, the thunderjarl can choose for the power to deal lethal instead of nonlethal damage and gains the additional augment options below. This functions in all other ways as manifesting a power normally. In addition to the normal augment options, you can augment this power in the following ways. If you spend 2 additional power points, allies in the affected area are not subject to the effects of this power. If you spend 2 additional power points, the area affected becomes a 10 ft.
This replaces the path power normally gained at 1st level when selecting a warriors path, but counts as a path power for the purposes of the half-giants alternate favored class bonus. Large and In Charge Su: When performing a combat maneuver, the thunderjarl can expend his psionic focus to gain this bonus to his CMB for that combat maneuver. At 7th level and every four thunderjarl levels thereafter, the bonus increases by 1. This ability replaces the expanded path ability normally gained at 3rd level.
Thundering Charge Su: At 4th level, the thunderjarl can spend a daily use of his stomp psi-like ability when making a charge attack. If the target fails the Reflex save, the target is knocked prone.
The thunderjarl must then charge the target regardless regardless of the outcome of the stomp as long as the target is still eligible to be charged, otherwise, the thunderjarls charge action is wasted. This ability replaces the path skill ability.
Greater Psionic Weapon: The thunderjarl gains Greater Psionic Weapon as a bonus feat at 6th level. In addition, if the thunderjarl is wielding a weapon with two hands, the bonus damage dealt when expending psionic focus for Psionic Weapon is increased by an additional 1d6 points of damage. This damage stacks with the bonus damage from the thunderjarls 1st level ability. This replaces the martial power ability. Thundering Smash Su: Once a thunderjarl has reached 9th level, when he confirms a critical hit with a melee weapon, he can immediately manifest stomp as a swift action without paying any power points, automatically augmented up to his manifester level.
If the thunderjarl has already used his swift action, this ability cannot be used. This ability replaces secondary path. None are as respected amongst the half-giants as is the thunderjarl, for it is said that he holds the thunder of the storm in his hand. Few can withstand his terrifying wrath, which summons the rumble and crack of thunder, striking down his enemies and laying them bare before him.
Psionic Weapon: At 1st level, the thunderjarl gains Psionic Weapon as a bonus feat. In addition, if the thunderjarl is wielding a weapon with two hands, the damage dealt when expending psionic focus for Psionic Weapon is increased by 1d6 points of damage.
This replaces the warriors path normally gained at 1st level. A thunderjarl adds Intimidate to his list. Psionics Augmented Opportunistic Stomp: At 12th level, the thunderjarl has learned to capitalize on the confusion his racial ability can cause.
Anytime the thunderjarl manifests stomp, he can make one attack of opportunity against any creature affected by that manifestation that fails the saving throw, provided he is within reach of the affected creature.
These attacks of opportunity do not count against the thunderjarls normal limit of attacks of opportunity per round normally 1 and he can make a total number of these attacks of opportunity per round up to his Wisdom modifier minimum 1 , but only for this ability. This ability replaces twisting paths. Empowered Strike Su: When making a melee attack as part of an attack action, a thunderjarl of at least 15th level can expend his psionic focus and empower his attack with the energy of his stomp ability.
If the attack is successful, the thunderjarl can make a free bull rush, reposition, or trip combat maneuver against that opponent. This combat maneuver does not provoke attacks of opportunity. If the thunderjarl expends a daily use of his stomp psi-like ability while using this ability and chooses to make the free bull rush attempt, he does not need to follow the target as it is pushed back. This ability replaces pathweaving.
At 11th level and 16th level, this damage increases by an additional 1d8 of damage. This ability replaces the customizations point gained at 6th level. Hulking Hurl: Beginning at 12th level, the war hulk gains the ranged attack customization as a bonus customization, but can form a boulder from the ectoplasm instead of a small shard of crystal.
When using the ranged attack customization as a standard action, the damage is twice the base damage of his slam attack, plus his Strength modifier, and deals bludgeoning instead of piercing damage. The boulder dissipates after the attack, regardless of if it struck the target, and maintains any size increase from effects like expansion once thrown.
With their naturally imposing physique and strength, many half-giants accept the role of being a powerhouse that uses size and muscle to obliterate enemies, adding the defensive properties of the astral suit to further augment their inborn abilities. The aegis must have the powerful build racial trait to take the war hulk archetype. Astral Suit: The war hulk can only form his astral suit into the astral juggernaut form.
He is not able to select the astral skin or astral armor forms. His astral suit otherwise functions as normal. Hulking Smash: While the war hulk is wearing his astral suit, he gains a slam attack as a primary natural attack that deals 1d8 points of damage.
Reinforced Plating: A war hulk of 4th levels astral suit is more durable than that of the typical aegis, improving the damage reduction gained while the suit is active by 1. At 8th level and every four levels beyond that, the damage reduction increases by an additional 1. A war hulk of 2nd level gains the Toughness feat. This ability replaces craftsman. Immovable Mountain: A war hulk of 5th level has learned to use his astral suit to resist attempts to move him against his will.
Every four war hulk levels thereafter, this bonus increases by 1. This ability replaces Master Craftsman. Devastating Smash: A war hulk of 6th level increases the damage done with his slam attack to 2d8 points.
Psionics Augmented Maenad The following racial archetypes are available to maenads. This ability replaces Stunning Fist. Eye of the Storm: Starting at 2nd level, the disciple of the raging sea can choose to gain a rage power in place of one of his monk bonus feats. The disciple of the raging sea must meet any prerequisites of the rage power, and his barbarian level is considered to be his monk level for the purposes of which rage powers he can select.
A disciple of the raging sea does not gain the ability to rage, instead, his rage powers activate when he is under the effects of his racial outburst ability. This state of emotional fervor is draining. After a disciple of the raging sea ends his racial outburst ability, he must wait one minute before beginning another outburst. He may spend 2 ki points as a swift action to gain a burst of energy and ignore this resting period.
Raging Ki: At 4th level, the disciple of the raging sea can spend ki to extend a use of his outburst racial ability as with power points, but one ki point is considered equal to two power points. Where most maenads learn to internalize their raging emotions, there are those that master it another way, expressing it through a terrible wail that brings people to their knees and breaks the sturdiest wood.
Banshees are dangerous individuals, capable of melding their racial abilities with the emotional tide of the wilder. Surge Blast: The banshees surge blast is an empowered scream that is focused and targeted at a single creature and deals sonic damage instead of force damage. Once affected by this effect, a target cannot be affected by the daze effect again for one minute.
The banshee cannot use this ability if she cannot speak, such as being in an area under the effects of silence. Sonic Insight: At 2nd level, any time the banshee takes either the Expanded Knowledge or Extra Power Known feat and chooses a power with the sonic descriptor, she can choose a second power with the sonic descriptor to learn at the same time. Powers like energy ray that can have the sonic descriptor count for this benefit, but if the second power chosen allows multiple energy types, such as energy ray, that power can only be manifested with the sonic option selected.
The banshee gains the following augment option for any power with the sonic descriptor: By spending 2 additional power points, the target of the power must make a Fortitude save or be dazed for 1 round.
If the power does not normally allow a save, calculate the save DC based upon the level of the power. This ability replaces elude attack. Banshees Wail: These bonuses also apply to the banshees surge blast. This ability replaces surging euphoria. Every maenad learns to control their emotions, only allowing their inner rage to spill forth in controlled outbursts, but for the disciple of the raging sea, their intense meditations and discipline also allows them to unleash a terrifying rage when needed.
Unyielding Anger: When the disciple of the raging sea uses his racial outburst ability, the bonus to Strength is. Some maenads choose the life of the pirate over that of more reputable work. These reavers are known for taking enemies hostage for ransom, boarding enemy vessels by using their racial ability to knock enemies away from the ships edge, and doing it all while wearing heavier armor than one would expect of a pirate.
Weapon and Armor Proficiencies: The reaver gains medium armor proficiency. Take Captive Su: While maintaining psionic focus, the reaver can choose to deal nonlethal damage with weapons that otherwise deal lethal damage without incurring the -4 penalty on the attack rolls.
Clear the Rail Su: Once a reaver has reached 3rd level, when he activates his racial outburst ability, he can choose to forego the benefit of the ability although he still suffers all appropriate penalties and direct the energy from the outburst into a sonic blast at a single enemy within a 30 ft. The reaver makes a ranged bull rush attempt at the target, using his Charisma modifier instead of his Strength modifier and using his character level in place of his base attack bonus.
This ability does not provoke an attack of opportunity and the reaver does not move with the targeted enemy. This ability replaces trap sense. Disrupting Scream Su: A reaver of 8th level can activate his racial outburst ability and choose to forego the benefit of the ability although he still suffers all appropriate penalties to attempt to knock an adjacent. Psionics Augmented enemy off guard as a swift action.
This ability replaces the rogue talent normally gained at 8th level. Nothing will turn a confrontation from a disagreement to an outright brawl like someone dying. Pacifists are focused on keeping people alive, softening blows to allow peacekeepers a chance to bring the combatants back to the negotiating table. Vitalist Method: The pacifist must choose the guardian or intercessor method.
Touch of Pacifism Su: Pacifists focus on keeping people alive, rather than hurting their enemies, even turning enemies and allies attacks into subduing strikes. At 3rd level, the pacifist can as a standard action make a touch attack against a creature.
In addition, the target creatures next attack that deals hit point damage instead deals nonlethal damage and the next attack against the target creature that deals hit point damage instead deals nonlethal damage. This effect lasts for a number of rounds equal to the pacifists Wisdom modifier. This ability can only be used on creatures with a Constitution score. At 7th level, the pacifist can use this ability as a ranged touch attack with a range of 30 feet.
This ability replaces steal health. Lets Talk Ex: If the Diplomacy check was successful, the targets starting attitude is improved by one step. Should the target choose to fight anyway and the Diplomacy check successfully improved the targets starting attitude, the target is shaken for a number of rounds equal to the pacifists Wisdom modifier.
This ability replaces request aid. Lessen Wounds Su: At 8th level, the pacifist can as an immediate action expend his psionic focus to convert an amount of lethal damage equal to double his class level from one member of his collective into nonlethal damage of an equal amount. For norals, standing neutral as other races and nations go to war has long been a viable strategy. But over time, war drains resources and affects even neutral parties, so more and more the norals turn to peacekeeping, seeking to diffuse hostility and end conflicts.
Peace Through Force: At 2nd level, the peacekeeper gains the following augment options that can be used with any telepathy power. By spending two additional power points, the target is also dazed for 1 round if they fail their save. If the power does not normally allow a saving throw, the target can make a Will save at the standard save DC for the power to negate this effect.
By spending six additional power points, the target is also stunned for 1 round if they fail their saving throw. In addition, whenever the peacekeeper manifests any power that deals hit point damage, he can expend his psionic focus to have it deal nonlethal damage instead.
This ability also works for their racial mind thrust psilike ability. This ability replaces mental intrusion. No Raised Hand Su: A creature that succeeds on the saving throw is immune to this effect for 24 hours. Area effects are not subjected to this effect. By expending his psionic focus as a move action, the peacekeeper can share this ability with all allies within 30 ft.
When wars erupt, they claim victim after victim, but sometimes the vilest of conflicts participants escape justice for their reprehensible actions against others. The noral shadow hunters work to track these criminals of war down and punish them for their offenses. Some shadow hunters even act proactively, disposing of potential criminals and threats before they have a chance to hurt anyone.
Hunters Grace Ps: Shadow hunters must be capable of working in tandem and then silently striking at their enemies.
Psionics Augmented At 8th level, the shadow hunter can manifest cloud mind as a psi-like ability once per day. Every 3 levels he gains an additional use of this ability. This ability replaces domain. Hunters Sight Ex: A shadow hunter must be capable of finding hidden enemies, honing his senses and training to piece together the smallest of clues. This ability replaces monster lore.
Sense the Criminal Ps: At 2nd level, the shadow hunter has learned to detect the minds of violent criminals. The shadow hunter gains the ability to manifest sense minds at will, with a manifester level equal to his class level, but the power only detects creatures who have committed a violent crime in the past week. The target must be aware that it committed a crime. This ability replaces detect alignment. Mind Reaver: At 3rd level, the shadow hunter learns to strike down enemies from afar, using naught but his mind.
The shadow hunter can expend a spell slot as a free action to gain additional daily uses of his mind thrust racial power with a manifester level equal to his class level. For each spell level expended, the shadow hunter gains one additional use of their racial ability. These additional daily uses last only until the shadow hunter recovers his spells for the day. This ability replaces solo tactics and teamwork feats.
When merged, the familiar cannot be targeted and gains fast healing 5. This ability replaces metabolic healing. Through the Blood Su: At 8th level, the fleshbinder can manifest any psychometabolism power with a range of Personal or greater and instead target a creature he touches, leaving that power dormant inside of the touched creature.
The power remains dormant until the fleshbinder discharges it by expending his psionic focus as a free action. A creature can only have one such dormant power within it at any given time; manifesting another dormant power causes the existing dormant power to be wasted.
Power resistance and saves, if any, still apply against the manifested power. This ability replaces shared effect. Fleshbound Allies Su: At 14th level, the fleshbinder can bind the flesh of his allies to himself by laying his hand on the ally or allies to be bound as a standard action. Such a bond is taxing, giving the fleshbinder a permanent 1 point penalty to Constitution for each such bond for the duration of the bond. While the bond exists, each fleshbound ally gains the following abilities like the fleshbinders familiar: This ability replaces resilient body.
For ophiduans, their bodies and bloodlines are but stepping stones to greater power. Their experiments have yielded many variations on their own strain, as well as changing the templates that make up other races. First and foremost among those who perform these experiments are the fleshbinders, their mastery over the physical form unparalleled.
Rumors say that these fleshbinders have even learned to use their abilities upon the unborn, granting them psionic powers in utero. Fleshbound Familiar Su: The fleshbinder gains a familiar as a wizard of the same level, but the familiar gains the share powers ability of the psicrystal instead of the share spells ability of the familiar.
In addition, when manifesting a psychometabolism power with a range of personal, the fleshbinder can expend his psionic focus and spend 2 additional power points to have that power also affect his familiar and not require the familiar to remain within 5 feet of him. This ability replaces the bonus feat normally gained at 1st level.
Mine is the Gift Su: At 2nd level, whenever the fleshbinder manifests a psychometabolism power on another creature, including his familiar, he can expend his psionic focus to double the duration of the effect.
The scaled rider forges a strong psychic link with a karaan, the serpentine mounts bred by the ophiduan race, utilizing the common blood that is shared between ophiduans and all reptiles to bind a loyal steed to his side. Class Skills: The scaled rider adds Survival as a class skill. Reptile Mount: The scaled rider gains a karaan see below as an animal companion, as a druid of the same level, but the karaan gains the share powers ability of a psicrystal instead of the share spells ability of an animal companion.
This ability replaces warriors path. Karaan Starting Statistics: Size Large; Speed 50 ft. Riders Bond Su: A scaled rider is always under the effects of mindlink with his mount. In addition, the scaled rider gains Mounted Combat as a bonus feat. Warriors Path: At 9th level, the scaled rider gains the warriors path ability and can choose a warriors path, gaining one path power and the class skill associated with that path. At 11th level, he gains access to the second path power and the paths trance and maneuver.
Focused Mount Su: At 12th level, the scaled riders. Psionics Augmented mount gains the Wild Talent feat as a bonus feat. In addition, the scaled rider and his mount are treated as maintaining psionic focus if either one is maintaining psionic focus. At 15th level, the scaled rider can expend his mounts psionic focus to power a psionic feat he possesses.
Should the scaled rider have an additional focus available, such as from the Psicrystal Containment feat, he can use it in conjunction with this ability. This ability replaces twisting paths and pathweaving. This ability replaces a thousand faces. Wild Shape Su: A serpent lords wild shape ability is closely tied to serpents, and his druid level is treated as two higher if he takes on the form of a snake, while his druid level is treated as two lower if he takes on any form other than a snake.
Poisonous Nature Su: At 9th level, whenever the serpent lord has a bite attack, he can choose to have it apply the following poison any successful bite attack: In addition, the serpent lord gains immunity to all poisons.
This ability replaces venom immunity. None are as close to serpents as the ophiduans.
Their willingness to experiment and challenge themselves, combined with their serpentine nature, has created a type of warrior that embraces the inner serpent and brings it forth. Nature Bond: A serpent lord must choose a serpent or snake as their animal companion. Wild Empathy Ex: Serpentine Transformation Su: At 2nd level, a serpent lord may adopt an aspect of the snake while retaining his normal form. He gains one of the following bonuses: Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level.
The serpent lord can use this ability for a number of minutes per day equal to his druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
This effect can be dismissed as a free action. Venom Resistance Ex: This ability replaces resist natures lure. Serpentine Summons Su: He can apply the young template to any snake to reduce the level of the summoning spell required by one. He can also increase the level of summoning required by one in order to apply. To most xeph, the clan and hearth are the most important aspects of life itself.
The clan warden always works to keep them safe against all threats, keeping an ever watchful eye on the horizon, as well as visitors. Should danger arise, he is the first to act and the most decisive of the clans defenders. The clan warden does not gain the favored weapon of his diety if any , and instead gains proficiency with the xephyr dagger and rapier. The clan wardens domain must be selected from the community, liberation, protection, travel, or war domains.
When defending his home community, the clan warden treats his class level as three higher when determining the effect of his judgment. The clan warden chooses his home community by residing there for at least a month and may only have one home community at any time. Wardens Gaze Ex: Clan wardens are skilled at noticing threats and deception in their community. This ability replaces stern gaze. On the Scene: This ability does not function if the clan warden is wearing medium or heavy armor or when carrying a medium or heavy load.
This ability replaces track. Tactician Ex: At 3rd level, a clan warden receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the clan warden can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the clan warden possesses.
Allies do not need to meet the prerequisites of these bonus feats. The clan warden can use this ability once per day at 3rd level, plus one additional time per day at 5th level and for every 5 levels thereafter. This ability replaces solo tactics. Protect the Community: At 6th level, the clan warden has learned to share his innate abilities to protect his allies. As a swift action, the clan warden can expend his psionic focus to grant a number of allies up to half his Wisdom modifier minimum 1 the benefits of his racial burst ability.
This consumes a daily use of the racial ability and the clan warden does not gain the benefit of the racial ability. This ability replaces the teamwork feat normally gained at 6th level. Xephs have a natural affinity for movement and quick attacks, so it is no surprise that those who choose the path of the marksman prefer the use of small blades and mobile attacks over standing still for extended periods of time.
Mobile Combat Ex: Starting at 2nd level, the marksman learns to rely on moving around the battlefield to find the perfect shot and to avoid attacks. He deals an extra 1d6 points of damage on any thrown attack with a dagger or xephyr knife he makes during any round in which he has moved at least 10 feet. This extra damage only applies on the marksmans turn. Every four levels thereafter, this bonus damage increases by 1d6, to a maximum of 5d6 at 18th level.
This bonus only applies after the marksman has moved 10 feet and lasts until the beginning of his next turn. This bonus to AC increases by 1 every four levels thereafter. This ability does not function if the marksman is wearing medium or heavy armor or when carrying a medium or heavy load. This ability replaces evade arrows. Additional Bursts: At 4th level and every four levels thereafter, the marksman gains an additional daily use of his burst racial ability. This ability replaces cover fire.
Shot on the Run: At 5th level, the marksman gains the Shot on the Run feat as a bonus feat, even if he does not meet the prerequisites.
If the marksman already has the Shot on the Run feat, he instead can select a feat with Point-Blank Shot as a prerequisite, but he must meet all prerequisites of the feat to be selected. This ability replaces the bonus feat normally gained at 5th level.
Fury of a Single Blade Su: At 8th level, when the marksman moves before making a single ranged attack with a thrown weapon, including using the Shot on the Run feat, he rolls as if he had made a full attack, although he only throws a single weapon. Roll each attack in the sequence and determine the number of attacks that successfully struck the target. If at least two of the attacks were successful, the attack deals double damage.
Additional dice of damage from sources such as precision damage, weapon special abilities, or the like are not multiplied. At 12th level, if at least three of the attacks were successful, the attack damage is multiplied by 5.
At 16th level, if at least four of the attacks were successful, the attack damage is multiplied by 7. This ability replaces the style ability normally gained at 8th level. Returning Knives Su: Once a marksman has reached 8th level, when maintaining psionic focus, his thrown daggers and xephyr knives are treated as having the returning special ability.
In addition, the marksman can expend his psionic focus when making a ranged. Psionics Augmented attack with a dagger to use that same weapon for all attacks on his turn, rather than having to wait until his next turn for the dagger to return. This ability replaces the bonus feat gained at 8th level.
Burst Attack Su: Any time a xephyr of at least 10th level makes successful melee attacks with both weapons against a single target such as when making a full attack or with the twin strike blade skill , he can activate a daily use of his burst psi-like ability to make an additional attack as a free action against the target struck.
Alternatively, if the xephyr is already under the effects of his burst ability, when making a full attack, he can make an additional attack with his mind blade as part of the full attack action.
In either scenario, this extra attack is made using the xephyrs full base attack bonus, plus any modifiers appropriate to the situation. This extra attack does not stack with other effects that grant extra attacks, such as haste. This ability can only be used once per round. In addition, the xephyr gains an additional daily use of his burst psi-like ability. This ability replaces the blade skill normally gained at 10th level. Xeph soulknives have long been the standard bearer of the mind blade, using their natural speed and agility to make quick strikes and avoid attacks.
The most skilled of these have learned to interweave their races psionic abilities to further improve their fighting techniques. Mind Knife: In addition, the xephyr gains Two-Weapon Fighting as a bonus feat at 1st level. This replaces the bonus feat normally gained at 1st level. Defensive Burst: This ability replaces the blade skill normally gained at 2nd level. Psychic Strike: The xephyr partly fuels his psychic strike from the kinetic energy of his own movement.
In any round when the xephyr has not moved at least 10 ft. Reflex Burst Su: This ability replaces the blade skill normally gained at 6th level. Precise Strike Su: This bonus does not stack with that gained from effects such as haste or physical acceleration. This ability replaces the blade skill normally gained at 8th level. Psionic Classes In addition to the new archetypes for each of the psionic races, presented below are new archetypes for the psionic classes.
For the vitalist, a new vitalist method is provided in place of a new archetype. This vitalist method can be selected by any vitalist at 1st level instead of the original methods of guardian, mender, or soul thief. In addition, new customizations are provided for the aegis and new insights for the new cryptic archetype.
Should a soulknife with the gifted blade archetype take the xephyr archetype, the psychic strike modification instead applies to his manifester level in the following way: In any round where the xephyr does not move at least 10 ft.
Not all psionic initiates have access to a tradition of masters passing down uncovered secrets and techniques to help them unlock the powers of their mind. Rather, some are students of the wizardly arts who, through the mental discipline of arcane magical training and ritual, have instead discovered how to tap into and focus their own psionic power.
Some of these psions might be from savage tribes; others might hail from lands where psionics are simply not commonplace; some are merely aspiring students of wizardry whose innate psionic talents far outshine the arcane potential they had attempted to awaken. Arcane Trappings: The arcane mind replaces all displays with verbal and somatic components, as his training and studies have caused him to use ancient words and mystic movements to manifest his powers. In addition, he suffers from arcane spell failure when wearing armor, but rolls the chance twice and takes the better result.
Mysterious Magic: Since he is actually manifesting psionic powers, but with all the arcane trappings, this makes it difficult to correctly identify what the arcane mind is actually doing. The DC of Spellcraft checks to recognize the power the arcane mind is manifesting is increased by the arcane minds Intelligence modifier. Psionics Augmented Strange Synergy: The arcane minds study of arcane magic coupled with his psionic abilities allows him to easier push through innate resistances.
Mystic Bond: An arcane mind gains a familiar as a wizard, but the familiar has the share power ability of a psicrystal instead of the share spell ability of the familiar. The familiar counts as having Psicrystal Affinity for the purposes of feat prerequisites, including for Psionic Containment. Fiery Attacks Su: At 4th level, the cannoneers culverin is treated as if it had the flaming weapon special ability. This ability replaces the combat style gained at 4th level.
Fiery Burst Su: At 8th level, the cannoneers culverin is treated as if it had the flaming burst weapon special ability.
This ability replaces the combat style gained at 8th level. Charged Blast Su: At 12th level, the cannoneer can expend his psionic focus when making a ranged attack at a single creature. This ability replaces the combat style gained at 12th level. Bouncing Shot Su: At 16th level, the cannoneer can expend his psionic focus when making a ranged attack at a single creature. If the attack is successful, the cannoneer can redirect the strike at a second target within 30 ft of the original creature struck.
This ability replaces the combat style gained at 16th level. Some marksmen prefer the use of big firearms capable of unleashing massive damage. Due to the nature of this archetype using a culverin, it is not necessarily applicable to all games and should have GM approval before being used. The cannoneer starts play with a battered culverin which functions similar to the firearm normally gained by the gunslinger.
The cannoneer can wield the culverin as a melee weapon, treating it as a greatclub, and is always proficient in wielding his culverin in this fashion. In addition, the cannoneer gains the Amateur Gunslinger and Gunsmithing feats as bonus feats. This ability replaces combat style.
Rapid Reload: The cannoneer gains Rapid Reload as a bonus feat. This ability replaces Point-Blank Shot. Strong Lifter Ex: The cannoneers necessary strength to wield his weapon grants him the ability to also hoist his cannon up for greater accuracy. As a swift action, the cannoneer can add his Strength modifier to either his attack or damage rolls made with the culverin. This ability replaces wind reader. Favored Cannon: The cannoneer dedicates his life to one weapon and one weapon only.
Every four marksman levels thereafter, this bonus increases by 1. This ability replaces favored weapon, but counts as favored weapon for the purposes of prerequisites. Burned Skin Ex: At 2nd level, the cannoneer has developed protection from the extreme heat given off by his weapon, granting him fire resistance 5.
This resistance increases by 5 every four levels marksman levels thereafter, to a maximum of 25 at 18th level. Gun Crafter: This ability replaces style skill. Cover Fire: When the cannoneer uses the cover fire ability, it affects creatures in the targeted square and all adjacent squares.
To some, psychic power comes naturally, but it isnt tied to strong emotional outbreaks. Rather, these contemplatives find their power through meditation and philosophical devotion. The contemplative uses Wisdom as his key ability score instead of Charisma. This includes determining his bonus power points, what power levels he can manifest, and his power save DCs.
Meditative Powers: Each morning, while meditating for power points, the contemplative chooses a number of powers equal to his powers known. When a contemplative recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones.
These powers must always be chosen from the wilder power list. If a contemplative learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the wilder power list when he chooses his powers known, and it doesnt count against his limit of powers known at any one time. The contemplative must choose at least one power from each power level he can manifest when selecting his powers for the day.
This ability replaces surge bond. Push Beyond Limits: The contemplative gains Overchannel and Talented as bonus feats at 1st level, even if he does not meet the requirements. This ability replaces wild surge and psychic enervation. Mind Blast Su: The contemplative can emit a blast of psychokinetic energy with the power of his mind. The contemplative can as a standard action expend his psionic focus to make a ranged touch attack at a creature within 30 ft.
At 4th level and every three levels. Psionics Augmented thereafter, the damage increases by 1d8. This ability replaces surge blast. Heightened State Su: At 4th level, the contemplative enters a heightened state when using the Overchannel feat.
These temporary hit points take effect after the damage taken from using the Overchannel feat if any. Psionic Meditation: At 5th level, the contemplative gains the Psionic Meditation feat as a bonus feat. If the contemplative already has the Psionic Meditation feat, he may instead pick either the Expanded Knowledge or Extra Power Known feats as a bonus feat.
This ability replaces the improved surge bond gained at 5th level. Greater Overchannel Su: At 9th level, the contemplative gains the ability to expend his psionic focus when using the Overchannel feat to fuel some of the power needed to augment the power.
This effect pays for the cost of up to the manifester level bonus gained by the Overchannel feat. These power points are still counted to determine the maximum number of power points spent on the power, but are not deducted from the contemplatives power point pool.
This ability replaces the improved surge bond gained at 9th level. Contemplative Knowledge: At 13th level and again at 17th level, the contemplative gains his choice of the Expanded Knowledge feat or the Extra Power Known feat. The powers known gained from these feats cannot be changed when meditating to regain power points.
This ability replaces the improved surge bonds gained at 13th and 17th level. The aegis may still form his astral suit normally, but he loses those abilities detailed below that rely upon the psicrystal being consumed by the astral suit. In addition, the aegis gains the ranged attack customization as a bonus customization. Missive Ps: While the aegiss astral suit is active and his psicrystal is consumed by it, he gains the ability to use missive as a psi-like ability with a manifester level equal to his class level.
Psicrystal Containment: The aegis gains the Psicrystal Containment feat as a bonus feat at 3rd level. For the purposes of the feats prerequisites, the aegiss class level counts as his manifester level. This ability replaces invigorating suit. Energy Blast: Starting at 4th level, the aegis gains the energy blast customization when his psicrystal is consumed by the astral suit. This ability replaces one of the customization points normally gained at 4th level. Psicrystal Shot: At 7th level, when the aegiss psicrystal is consumed by the astral suit, the psicrystal can use its own actions to aid the aegis in combat.
The psicrystal can use the attack options from the ranged attack customization, including any customizations that improve the ranged attack, such as energy blast. Use the crystal warriors base attack bonus, as calculated from all his classes, and the psicrystals Dexterity modifier to.
Some aegii have learned to form a psicrystal and shape their astral suit around the small creature, creating a sentient suit of armor that grants them many benefits at the cost of some flexibility. Psicrystal Affinity: The aegis gains the Psicrystal Affinity feat as a bonus feat at 1st level. For the purposes of his psicrystals abilities and the feats prerequisites, the aegiss class level counts as his manifester level.
This ability replaces one of the customization points gained at 1st level. Form Astral Suit: To gain the benefits of some of the additional class features detailed below, the aegiss psicrystal must be physically touching the aegis when the aegis forms his astral suit, and the psicrystal is consumed by the astral suit while the astral suit is active.
When the psicrystal is consumed in this fashion, it still grants all the normal benefits for being within 5 ft. Psionics Augmented calculate the psicrystals attack bonus. Treat its Dexterity as if it was under the self-propulsion effect. This ability replaces the daily use of reconfigure normally gained at 7th level.
Tactical Suit Su: Beginning at 12th level, once per day while his astral suit is active and the psicrystal is consumed by it, the aegis can expend his psionic focus to be treated as if under the battlesense power, with a manifester level equal to half his class level.
The power is manifested as if the aegis had spent a number of power points equal to the effects manifester level. The aegis gains any benefits from the list of special abilities of battlesense as if he was a member of the manifesters collective, but no other creatures gain the benefits of the power. The aegis can spend a standard action to alter the benefit of the power.
Every two levels thereafter, the aegis can use this ability an additional time per day. Perfect Merger: The crystal warrior does not gain the once per day boost to his cannibalize suit ability. This effect can be turned on or off as a move action.
The aegis must be at least 4th level and have the ranged attack customization before selecting this customization.
Improved Ranged Attack: The damage of the aegiss ranged attack ability increases by an additional 1d8 points of piercing damage for every five class levels the aegis has. If the aegis is using the energy blast customization, the additional damage is instead 1d6 points of damage of your active energy type for every five class levels.
The aegis must be at least 5th level and have the ranged attack customization before selecting this customization. The following customizations cost 3 points from the aegiss customization pool. Improved Energy Blast: When using the energy blast customization, the attack can target up to three creatures, no two of which can be more than fifteen feet apart. Each creature may only be the target of one such attack each round.
Each attack is rolled separately. The aegis must be at least 12th level and have the energy blast and ranged attack customizations before selecting this customization. The customizations below can be selected by any aegis although not by the aberrant archetype who meets any applicable prerequisites. The following customizations cost 1 point from the aegiss customization pool.
The ranged attack customization originally appeared in Psionics Expanded and has been modified with errata, as the new customizations below are based on it. Empowered Blast: The aegis can spend power points to increase the damage of his energy blast attack.
An attack that misses is wasted. The aegis must be at least 4th level and have the energy blast and rnged attack customizations before selecting this customization. Ranged Attack: The aegis gains the ability to propel a non-psionic crystal, formed from the astral suit, at a target as a ranged attack that deals 1d8 points of piercing damage and has a range increment of 30 ft.
This attack can be used as part of a full attack, including using this attack for each attack in the full attack. The following customizations cost 2 points from the aegiss customization pool.