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Esper

For the esper, raw emotion is the source of psionic power. Emotion-triggered psionic
ability is not a science, but a passion. The zeal with which the esper pursues the use of
her psionic ability is so extreme that she can occasionally trigger an eruption of power far
beyond her normal capabilities. But with this ability comes a price: By exceeding her
limits, the esper may leave herself fatigued just when she needs to be at the top of her
game.
Adventures: Espers see dangerous quests as further opportunities to use their emotion-
triggered psionic abilities. Eager to show what they can do, espers use their psionic
abilities against whatever obstacles confront them. Espers are concerned first of all with
the manifestation of their talents, but do not shy away from wealth or items that can
further upgrade their abilities.
Characteristics: Espers are passionate about their talents, often pushing themselves to
their utter limits. However, they are not blind to the risks they take in the civilized world,
and the limited number of talents they can call upon. Thus, they develop their skills and
fighting ability as best they can, honing themselves to be useful in all situations. Espers
harbor great reserves of psionic energy. Espers do not wield powers, but they do learn to
harness their power to perform a small number of specific attacks and tricks called
talents.
Alignment: Espers are capable of adopting any of the alignment viewpoints, none of
which are at odds with personal psionic development.
Religion: Espers are too self-centered to desire or seek after philosophy or deities.
Background: An esper is typically self-taught. Most espers were left too long on their
own as children, sometimes forced by frightened townsfolk to live alone in the wild. Life
in the wild doesn’t usually forge many bonds, so when most espers are eventually found,
they return to civilization. By that point, however, their mental development is set.
Espers recognize each other as fellow voyagers on the journey of personal
discovery. They may feel kinship with others of their kind, but they are just as likely to
throw down a challenge.
Races: The inborn gift for psionics is unpredictable, and it can show up in any of the
common races. Dwarves have few espers, not being suited to the emotionally turbulent
ways of an esper.
Other Classes: Espers tends to enjoy the company of anyone who can stand their
emotional outbursts.
GAME RULE INFORMATION
Espers have the following game statistics.
Abilities: A high Charisma score makes an esper’s talents harder to resist. High Dexterity
is very valuable to an esper, allowing her to better aim her psionic blasts, and a good
Constitution score is also useful.
Alignment: Any.
Hit Die: d8.
Class Skills
The esper’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int),
Disguise (Cha), Profession (Wis), and Psicraft (Int).
In addition, an esper gains additional class skills based on her discipline:
Clairsentience: Appraise (Int), Diplomacy (Cha), Perception (Wis), and Sense Motive
(Wis).
Psychokinesis: Disable Device (Dex), Fly (Dex), Intimidate (Cha), Sleight of Hand
(Dex).
Psychometabolism: Acrobatics (Dex), Escape Artist (Dex), Heal (Wis), and Swim (Str).
Psychoportation: Acrobatics (Dex), Climb (Str), Survival (Wis), and Swim (Str).
Telepathy: Diplomacy (Cha), Handle Animal (Cha), Perform (Cha) and Sense Motive
(Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the esper.
Weapon and Armor Proficiency: Espers are proficient with all simple weapons. They
are proficient with light armor but not with shields.
Discipline: Every esper must decide at 1st level which psionic discipline she will have a
knack for. Choosing a discipline provides an esper with additional class skills associated
with that discipline, as well as effecting the nature of her psionic blast. In addition, an
esper must have more talents of her discipline than any other.
Talents: An esper does not manifest powers as other wielders of psionic energy do.
Instead, she possesses a repertoire of attacks, defenses, and abilities known as talents that
require her to unleash the emotional energy that suffuses her soul. An esper can use any
talent she knows at will, with the following qualifications:
An esper’s talents are psi-like abilities; using a talent is therefore a standard action
that provokes attacks of opportunity. A talent can be disrupted, just as a power can be
ruined during manifesting. An esper is entitled to a Concentration check to successfully
use a talent is she is hit by an attack while using her talent, just as a spellcaster would be.
An esper can choose to use a talent defensively, by making a successful Concentration
check, to avoid provoking attacks of opportunity. An esper’s talents are subject to Spell
Resistance unless a talent’s description specifically states otherwise. An esper’s
manifester level with her talents is equal to her esper level.
The save DC for a talent (if it allows a save) is 10 + ½ the esper’s class level + the
esper’s Charisma modifier.
Since psi-like abilities are not actually powers, an esper cannot benefit from many feats
that affect powers. She can, however, benefit from the Ability Focus feat.
The four grades of talents, in order of their relative power, are least, lesser,
greater, and supreme. An esper begins with knowledge of one talent besides their psionic
blast, which must be of the lowest grade (least). As an esper gains levels, she learns new
talents, as summarized on Table: Esper and described below. A list of available talents can
be found following this class description. The description of each talent can be found
below that.
At 6th level, an esper can choose lesser talents when learning talents. At 11th, she
can choose greater talents, and at 16th she can choose supreme talents.
Psionic Blast (Ps): The first ability an esper learns is psionic blast. An esper attacks her
foes with psionic energy, dealing damage and sometimes impart other debilitating effects.
A psionic blast is a ray with a range of 60 feet. It is a ranged touch attack that
affects a single target. A psionic blast deals 1 die (dependant on discipline) of damage at
1st level and increases in power as the esper rises in level. A psionic blast is the equivalent
of a 1st level power. If the esper applies a blast shape or psionic essence talent to her
psionic blast, the psionic blast uses the level equivalent of the shape or essence.
A psionic blast is subject to spell resistance. A psionic blast deals half damage to
objects. A psionic blast can be used at will. A psionic blast’s exact effects depend on the
chosen discipline of the esper.
Clairsentience:
Psychokinesis (d6): Unlike most psi-like abilities, a psychokineic psionic blast is subject
to damage reduction, however the esper may make the damage be bludgeoning, slashing,
or piercing as she chooses, and it can be different each she fires. By taking a -4 penalty
on the attack roll, the esper may choose to deal non-lethal damage.
Psychometabolism (d4): If the esper chooses to attack with a psychometabolic psionic
blast as a melee touch attack, the damage die changes to be d8 instead of d4s.
Psychoportation (d6): A psychoportive psionic blast disperses minuscule portions of the
target, and is prevented by effects that prevent teleportation.
Telepathy (d8): A telepathic psionic blast does not require a ranged touch attack,
however it does allow a Will save for half damage, is a mind-affecting effect, and does no
damage to objects. A telepathic psionic blast does not require line of sight, but does
require line of effect.
Psychic Eruption (Su): An esper can call upon inner reserves of power and mental
might, granting her additional psionic prowess. Starting at 1st level, an esper can erupt
for a number of rounds per day equal to 4 + her Charisma modifier. At each level after
1st, she an erupt for 2 additional rounds. Temporary increases to Charisma, such as those
gained from spells like eagle’s splendor, do not increase the total number of rounds that
an esper can erupt per day. An esper can enter a psychic eruption as a free action. The
total number of rounds of psychic eruption per day is renewed after resting for 8 hours,
although these hours do not need to be consecutive.
While erupting , an esper gains a +1 morale bonus to her manifester level, an
additional die to her psionic blast, as well as a +1 morale bonus to the DC of any esper
talents she has. An esper can end her eruption as a free action and is fatigued after
erupting for a number of rounds equal to 2 times the number of rounds spent in the
eruption. An esper cannot enter a new eruption while fatigued or exhausted but can
otherwise enter psychic eruption multiple times during a single encounter or combat.
An addition, many talents become more effective if used while used during a
psychic eruption, see each individual talent description for details.
Greater Psychic Eruption (Su): At 11th level, when an esper enters a psychic eruption,
the morale bonus to her manifester level and esper talent DCs increases to +2 and the
esper gains two additional dice to her psionic blast instead of one.
Supreme Psychic Eruption (Su): At 20th level, when an esper enters a psychic eruption,
the morale bonus to her manifester level and esper talent DCs increases to +3 and the
esper gains three additional dice to her psionic blast instead of two. `
Detect Psionics (Su): An esper of 2nd level may concentrate to detect psionics. This
works similar to powers with a Concentration duration, except the esper can concentrate
anytime. When doing so he can detect psionic auras within a 60 foot cone. A psionic aura
is given off by any active or permanent power or talent, or during the use of any psionic
feat. Characters who have levels in a psionic class, creatures with the psionic subtype,
and creatures with a power point reserve possess psionic auras. The amount of
information revealed by the manifestation of this power depends on how long the esper
studies a particular area or subject.
1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the
auras are in line of sight, the esper can make Psicraft checks to determine the discipline
involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half
manifester level for an effect that is not created by a power, such as that of a psionic
item.)
Psionically charged locations, multiple disciplines, or strong local psionic emanations
may confuse or conceal weaker auras.
Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an
item’s manifester level. If an aura falls into more than one category, detect psionics
indicates the stronger of the two. Detection of an overwhelming aura (see the
accompanying table) dazes the esper for 1 round and the esper loses concentration.

Detect Psionics
—————— Aura Strength ——————
Power or Item Faint Moderate Strong Overwhelming
Functioning power 3rd or lower 4th–6th 7th–9th 10th+
(power level) (divine-level)
Psionic item 5th or lower 6th–11th 12th–20th 21st+
(manifester level) (artifact)

Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a
power or talent) or is destroyed (in the case of a psionic item). If detect psionics is
manifested and directed at such a location, the power indicates an aura of dim (even
weaker than a faint aura). How long the aura lingers at this dim level depends on its
original strength:

Original Strength Duration


Faint 1d6 minutes
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

Each round, the esper can turn to detect psionics in a new area. The power can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Psychic Euphoria (Ex): Starting at 4th level, when an esper uses her psychic eruption
ability, she gains a +1 morale bonus on attack rolls, weapon damage rolls, and saving
throws while she is erupting.
At 12th level and higher, the morale bonus on an esper’s attack rolls, weapon
damage rolls, and saving throws increases to the list amount on Table: Esper.
Table: The Esper
Level Base Attack Fort Ref Will Special Talents
Bonus Save Save Save Known
1st +0 +0 +0 +2 Psionic Blast 1d6, psychic eruption, discipline 1
2nd +1 +0 +0 +3 Detect psionics 2
3rd +2 +1 +1 +3 Psionic Blast 2d6 2
4th +3 +1 +1 +4 Psychic euphoria +1 3
5th +3 +1 +1 +4 Psionic Blast 3d6 3
6th +4 +2 +2 +5 Talents (lesser) 4
7th +5 +2 +2 +5 Psionic Blast 4d6 4
8th +6/+1 +2 +2 +6 5
9th +6/+1 +3 +3 +6 Psionic Blast 5d6 5
10th +7/+2 +3 +3 +7 6
11th +8/+3 +3 +3 +7 Psionic Blast 6d6,greater psychic eruption, talents (greater) 7
12th +9/+4 +4 +4 +8 Psychic euphoria +2 7
13th +9/+4 +4 +4 +8 Psionic Blast 7d6 8
14th +10/+5 +4 +4 +9 8
15th +11/+6/+1 +5 +5 +9 Psionic Blast 8d6 9
16th +12/+7/+2 +5 +5 +10 Talents (supreme) 10
17th +12/+7/+2 +5 +5 +10 Psionic Blast 9d6, 10
18th +13/+8/+3 +6 +6 +11 11
19th +14/+9/+4 +6 +6 +11 Psionic Blast 10d6 11
20th +15/+10/+5 +6 +6 +12 Psychic euphoria +3, supreme psychic eruption 12

Esper Talents
Espers choose the talents they learn as they gain levels. In addition to its grade (least,
lesser, greater, or supreme), every talent has a power level equivalent. The level
equivalent for each talent is given below.
An esper can dismiss any talent as a standard action, just as a spellcaster can
dismiss a spell.

Psionic Essence Talents


Some of the esper’s talents modify the damage or other effects of the esper’s psionic
blast. These are called psionic essence talents. Unless noted otherwise, psionic blasts
modified by psionic essence talents deal damage normally in addition to imparting the
effects described in the talent description.
An esper can apply only one psionic essence talent to a single psionic blast,
choosing from any of the psionic essence talents that she knows. When an esper applies a
psionic essence talent to his psionic blast, the power level equivalent of the modified
blast is equal to the power level equivalent of the psionic essence talent.
An esper can apply a psionic essence talent and a blast shape talent (see below) to
the same blast. When an esper uses both kinds of talents to alter a psionic blast, the power
level equivalent is equal to the power level equivalent that is the higher of the two.

Blast Shape Talents


Some of an esper’s talents modify the range, target(s), or area of an esper’s psionic blast.
These are called blast shape talents. Unless noted otherwise, psionic blasts modified by
blast shape talents deal damage normally in addition to imparting the effects described in
the talent description. An esper can apply only one blast shape at a time to a psionic blast,
and she can choose from any of the blast shape talents that she knows. An esper need not
apply a blast shape talent to his psionic blast. When an esper applies a blast shape talent
to his psionic blast, the power level equivalent of the modified blast is equal to the power
level equivalent of the blast shape talent.

Other Talents
In addition to the potent blast shape and psionic essence talents, espers learn a number of
others that enable them to perform many tricks and attacks.

Esper Talents
The talents available to espers are described below. While espers are as closely linked to
psionics as psionicists are, these special abilities are psi-like abilities, not powers. These
include the blast shape talents and psionic essence talents, which allow an esper to
modify his psionic blast attack, as well as all other talents. In this section, talents are
presented in alphabetical order.

Name
The first line of every talent description gives the name by which the invocation is
generally known.

Grade
Below the name, the grade of talent is provided. Espers can choose talents from four
grades depending on their class level: least, lesser, greater, and supreme. See the esper
class description for more details on when espers gain access to talents of a given grade.

Level Equivalent
One the same line as the grade, each of the following talents description contains a power
level equivalent, which affects the save DC for that talent, Concentration checks made in
concert with the talent, as well as interactions with other effects and abilities. The level
equivalent of a talent is provided after its grade.

Blast Shape or Psionic Essence


Some talents can modify an esper’s psionic blast attack. These talents are either blast
shape talents or psionic essence talents. They do not produce an effect on their own like
regular talents, but must be used in conjunction with psionic blast to generate an effect. If
a talent is a blast shape or psionic essence talent, this fact is noted after the level
equivalent.

Discipline
Which discipline the talent belongs to. Blast shapes do not have a discipline.

Description
What exactly the talent does.

Emotional Surge
Any additional effects the talent has while manifested during an emotional surge.

Talent Synergy
Any additional effects the talent has while manifested when another specific talent is
active.

Akashic Field
Least; 2nd; Clairsentience
You tap into the secrets of the universe using the akashic field. You gain a +6
bonus on all Knowledge checks for 24 hours.

Aura Sight
Lesser; 4th; Clairsentience
You discern auras for 24 hours when using this talent. Auras are invisible to the
naked eye, but to a psionic viewer manifesting this talent they appear as glowing halos or
envelopes of colored lights that surround most creatures or objects. While this talent is
active the auras appear as a slight blurring around creatures or objects within your line of
sight. You can as a move action, concentrate on a single creature or object to bring the
aura into focus for you and see its color and strength to learn more about it. Refer to the
various detect spells for guidelines in determining aura strengths.

Condition Aura Color


Afraid or Shaken Orange
Frightened, Panicked, or Cowering Dark Orange
Aggressive Purple
Angry Red
Bitter Brown
Calm Light Blue
Compassionate Pink
Conservative Lavender
Depressed Gray
Desirous or Lustful Deep Red
Distrustful Light Green
Envious Dark Green
Excited Violet
Generous Rose
Happy Vermilion
Hateful Black
Idealistic Yellow
Innocent White
Love struck Blue
Obsessed Green
Sad Silver
Spiritual Gold
Suspicious Dark Blue
Confused Mottled, shifting colors
Daydreaming Sharp flickering colors
Raging Rapidly rippling colors
Psychotic or aberration Hypnotic, swirling colors
Undead Appropriate color is pale
Arcane magic user Blue sparkles in Aura
Divine magic user Gold sparkles in Aura
Psionic user Silver sparkles in Aura
Fey Rainbow highlights in Aura
Dragon Bright, vibrant aura
Chaos Swirling Brown veins in Aura
Law Lavender lines in Aura
Evil Black veins in Aura
Good White veins in Aura
Magic Pulsing Sky Blue
Psionic Pulsing light silver

Body Control
Lesser; 2nd; Psychometabolism
You alter your biochemistry to render yourself partly immune to the
ravages of the environment. You remain cool in hot weather and warm in cool weather, as
the spell endure elements. This talent lasts for 24 hours.

Body Equilibrium
Lesser; 3rd; Psychometabolism
You alter your weight to correspond to the surface you are standing on. Your
movement is unaffected by undergrowth or rubble of any kind, and you are immune
to being entangled. You can even walk on water, as the water walk spell. This talent
lasts 24 hours.

Cell Adjustment
Greater; 5th; Psychometabolism
You gain temporary hit points equal to your esper level. These hit points last for
24 hours or until you use the talent again (in which case any remaining temporary hit
points are replaced by the new value).

Clairvoyant Sense
Least; 2nd; Clairsentience
You can see and hear a distant location almost as if you were there. You don’t
need line of sight or line of effect, but the locale must be known- a place familiar to you
or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once
you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you
can rotate it in all directions to view the area as desired. If the chosen locale is magically
or psionically dark, you see nothing. If it is naturally pitch black, you can see in a 10 foot
radius around the center of the talent’s effect or out to the extent of your natural
darkvision. The talent does not work across planes. This talent replaces your own sight
and hearing while active, you can dismiss this talent as a free action, otherwise it lasts 24
hours. You may only have one clairvoyant sense at a time, if you use this talent again
while it is active, the first one is dismissed.

Chameleon
Least; 1st; Psychometabolism
Your skin and equipment take one the color and texture of nearby objects,
including floors and walls. You receive a +5 enhancement bonus on Stealth checks, +10 if
you are not moving. This last for 24 hours or until you dismiss the talent.

Charm
Lesser; 4th; Telepathy (Charm) [Mind-Affecting]
You can beguile a creature within 60 feet. The creature must succeed on a Will
save or instantly come to regard you as its comrade, as charm monster for 24 hours. You
can never have more than one target charmed at a time with this ability. If a second
creature is charmed, you lose your hold on the first creature.

Cloud Minds
Lesser; 2nd; Telepathy
You gain the ability to fade from view. You can use invisibility (self only), except
the duration is 24 hours.

Control Light
Least; 2nd; Psychokinesis
You can use darkness as the spell.

Cyrokinetic Blast
Lesser, 4th; Psionic Essence; Psychokinesis
This psionic essence talent allows you to change your psionic blast into a
cyrokinetic blast. A cyrokinetic blast deals cold damage, and deals +1 damage per die.
Any creature struck by a cyrokinetic blast must make a Fortitude save or take a -4 penalty
to Dexterity for 10 minutes. The Dexterity penalties from multiple cyrokinetic blasts do
not stack.

Dancing Features
Lesser; 3rd; Psychometabolism
Make a touch attack against a living creature of your size category. If you
succeed, your physical appearance changes to match his, as disguise self.
In addition, when you use this talent you can choose to bestow a -1d6 penalty to
the touched creatures Charisma score. This penalty can’t reduce the creature’s Charisma
below 1.
A successful Will save by the target negates both effects. A creature that
successfully saves can’t be affected by your dancing features for 24 hours.
Both effects last for 1 hour per esper level; if you dismiss the talent, both effects
end.
.
Deflect
Least, 2nd; Psychokinesis
When this talent is activated, psychokinetic energies swirl about you, deflecting
incoming arrows, rays, and other ranged attacks (as entropic shield). It also disrupts your
trail (as pass without trace) and cannot be tracked by scent. (You can still be detected by
scent, just not tracked.)
Dimension Walk
Supreme, 6th; Psychoportation
You can use shadow walk as a psi-like ability.

Dimensional Door
Lesser, 4th; Psychoportation
You can use dimension door as a psi-like ability, although the range is limited to
short (25 ft. +5 ft. /2 levels).

Division
Supreme; 7th; Psychometabolism
You can divide yourself, creating a duplicate that comes into existence 5 feet
away. Your duplicate thinks and acts exactly as you do and follows your orders, although
it will not do anything you wouldn’t do yourself. Your duplicate lasts for 1 round per
manifester level. Your duplicate has all your abilities but none of your psionic or magical
equipment (it does possess a duplicate of all your mundane equipment, clothing, armor,
and implements, as well as mundane versions of any psionic or magical equipment you
have). Treat your duplicate as yourself with two negative levels for the purpose of
determining the talent to which the duplicate has access (while the duration of this talent
lasts, those negative levels cannot be removed by any means). Your duplicate has all
other physical traits you had at the time you manifest this power. Powers, spells, talents,
or other effects affecting you when you manifest this power do not transfer to your
duplicate.
When the duration expires or when you dismiss the power, you and your duplicate rejoin,
no matter how far from each other you are. At the time of rejoining, you take half of the
damage your duplicate has taken since this power was manifested. This damage could
potentially leave you with negative hit points, but it can’t reduce your hit points to less
than –9.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one
negative level. If you die, your duplicate remains in existence, and is for all intents you,
but with two negative levels. (Once the duration expires, one of the negative levels
immediately converts to one lost level; the other negative level can be removed by
standard means.)
You can have only one division duplicate in existence at one time; your duplicate cannot
use this talent. You cannot share any effect that pools abilities (the sum of you and you is
still just you). All talents affecting a division creature, either the original or the duplicate,
end when the division ends.

Empathy
Least; 2nd; Telepathy
You use this talent to sense the emotions of others. You gain a +6 bonus on Bluff,
Diplomacy, Intimidate and Sense Motive checks for 24 hours.

Energy Assimilation
Lesser; 4th, Psychometabolism
This talent allows your body assimilates some of the effect of an energy attack
and converts it to harmless light. You gain resistance 10 against any attack that deals acid,
cold, electricity, fire, or sonic damage. This protection lasts for one minute per manifester
level.
When you absorb damage, you radiate visible light that illuminates a 60-foot radius for a
number of rounds equal to the points of damage you successfully resisted. The power
protects your equipment as well.
The resistance provided by this talent does not stack with other forms of energy
resistance.
Talent Synergy: While this talent is active, if you fire a psionic blast, you may choose to
end to light effect to change the damage type of your psionic blast to the energy type you
assimilated.

Heightened Senses
Lesser; 4th; Clairsentience
You can sharpen your hearing and sight when you use this talent, gaining
blindsense out to 30 feet for 24 hours.

Hideous Blow
Least; 1st; Blast Shape
As a standard action, you can make a single melee attack. If you hit, the target is
affected as if struck by your psionic blast (including any psionic essence applied to the
blast). This damage is in addition to any weapon damage that you deal with your attack,
although you need not deal damage with this attack to trigger the psionic blast effect.

Kinetic Field
Lesser; 3rd; Psychokinesis
This talent creates a shimmering, psionic field around you that averts attacks. The
talent grants you a +4 deflection bonus for 24 hours.
Talent Synergy: While this talent is active, if you fire a psionic blast that has been
modified with a psionic essence that changes the psionic blast so it has an energy type,
the kinetic field becomes charged with that energy type. Anyone the successfully strikes
you in melee takes 1d4 damage of the appropriate energy type. This effect does not stack
with itself unless different energy types are involved.

Leaps and Bounds


Least; 2nd; Psychometabolism
You invoke this talent to gain amazing agility. You gain a +6 bonus on Acrobatics
checks for 24 hours.

Metabolic Control
Least; 2nd; Psychometabolism
You can toughen your body against wounds, lessening their impact. For 24 hours,
you gain damage reduction 2/–.

Mindwipe Blast
Supreme; 8th; Psionic Essence; Telepathy [Mind-Affecting]
This psionic essence talent allows you to change your psionic blast into a
Mindwipe blast. A Mindwipe blast disrupts the memories of the target, making it harder
for the target to do anything. Any creature struck by the attack must make a Will save or
gain two negative levels. The negative levels fade after one hour. If a target ever has as
many negative levels as Hit Dice, it dies.

Molecular Agitation
Least; 2nd; Psychokinesis
You vibrate molecules, affecting an object or area as if by a shatter spell.

Molecular Manipulation
Lesser, 4th; Psionic Essence; Psychokinesis
This psionic essence talent allows you to change your psionic blast to weaken the
integrity of a target. Any creature struck by the blast must succeed on a Fortitude save or
have its damage reduction lowered by 5 for 1 minute. Any object struck has its hardness
lowered by 5 (Fortitude save to negate if attended) for 1 minute. If the target has more
than one type of damage reduction, this effect applies to all of them. Multiple uses of this
essence don’t stack; instead the new duration replaces the old one.

Perplexing Blast
Greater, 4th; Psionic Essence; Telepathy
This psionic essence talent allows you to change your psionic blast into a
perplexing blast. Any creature struck by a perplexing blast must succeed on a Will Save
or be confused for 1 round as their minds reel from the assault. This is a mind-affecting
affect.

Pheromone Discharge
Least; 2nd; Psychometabolism
You gain a rapport with the beasts of the world. You gain the wild empathy ability
as a druid of your esper level and can communicate with animals as if under the effect of
speak with animals. This talent lasts 24 hours.

Phobia Amplification
Least, 2nd; Psionic Essence; Telepathy
This psionic essence talent allows you to alter your psionic blast to instill fear.
Any creature struck must succeed on a Will save or become shaken for 1 minute. A
shaken creature struck by the blast is not affected by the shaken aspect of the blast but
takes damage normally. Creatures with immunity to mind-affecting spells and abilities or
fear effects cannot be shaken by the blast.

Precognition
Least; 2nd; Clairsentience
You glimpse fragments of potential future events- what you see will probably
happen if no one takes action to change it. However, your vision is incomplete, and it
makes no real sense until the actual events you glimpsed begins to unfold. That’s when
everything begins to come together, and you can act, if you act swiftly, on the information
you previously received when you use this talent.
In practice, using this talent grants you a “precognitive edge.” Normally, you can
have only a single precognitive edge at one time. You must use your edge within a period
of no more than 24 hours, at which time your pre-knowledge fades and you lose your
edge.
You can use your precognitive edge in a variety of ways. Essentially, the edge
translates into a +2 insight bonus that you can apply at any time to either an attack roll, a
damage roll, a saving throw, a skill check, or your Armor Class. You can elect to apply
the bonus to the roll after you determine that your unmodified roll is lower than desired.

Prescience
Supreme; 9th; Clairsentience
You can use foresight as the spell with this talent. If you are within 100 feet of and
have line of sight to the target of the ability, you can communicate telepathically with the
target.

Psionic Chain
Lesser, 4th; Blast Shape
This blast shape talent allows you to improve your psionic blast by turning it into
an arc of energy that “jumps” from the first target to others. A psionic blast can jump to
one or more secondary targets within 30 feet of the first target, allowing you to make
additional ranged touch attacks and deal damage to the secondary targets if you hit.
You can “jump” the chain to one secondary target per five manifester levels. Each
new target must be within 30 feet of the previous one, and you can’t target the same
creature more than once with the psionic chain. If you miss any target in the chain, the
psionic chain attack ends there.
Each target struck after the first takes half the damage dealt to the first target. This
reduction in damage to secondary targets applies to any effect that increases the damage
of your psionic blast. You must make a separate power penetration check for each target,
if applicable.

Psionic Cone
Greater; 5th; Blast Shape
This blast shape talent allows you to use your psionic blast as a 30 foot cone. The
psionic blast deals the normal psionic blast damage to all targets within the area. This is
not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone
can attempt a Reflex save for half damage.

Psionic Line
Greater; 5th; Blast Shape
This blast shape talent allows you to use your psionic blast as a 60 foot line. The
psionic blast deals the normal psionic blast damage to all targets within the area. This is
not a ray attack, so it requires no ranged touch attack. Any creature in the line can attempt
a Reflex save for half damage.
Psionic Spear
Least; 2nd; Blast Shape
This blast shape talent extends your psionic blast attacks to great distances.
Psionic spear increases the range of a psionic blast attack to 250 feet with no range
increment.

Psionic Wave
Dark; 8th; Blast Shape
This blast shape talent allows you to use your psionic blast as the psionic wave.
This causes bolts of psionic power to lash out and savage nearby targets. A psionic wave
deals psionic blast damage to any number of targets designated by you and within 20
feet. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt
a Reflex save for half damage.

Psionic Weapon
Least; 2nd; Blast Shape
Your psionic blast takes on physical form, appearing as any two-handed reach
weapon of your choice. As a full-round action, you can make a single melee touch attack
as if wielding a reach weapon. If you hit, your target is affected as if struck by your
psionic blast (including any psionic essence applied to the blast). Unlike hideous blow ,
you cannot combine your psionic weapon with damage from a held weapon.
Furthermore, until the start of your next turn, you also threaten nearby squares as
if wielding a reach weapon, and you can make attacks of opportunity with your psionic
weapon . These are melee touch attacks.
If your base attack bonus is +6 or higher, you can (as part of the full-round action)
make as many attacks with your psionic weapon as your base attack bonus allows.

Pyrokinetic Blast
Lesser, 3rd; Psionic Essence; Psychokinesis
This psionic essence talent allows you to change your psionic blast into a
pyrokinetic blast. A pyrokinetic blast deals fire damage, and deals +1 damage per die.
Any creature struck by a pyrokinetic blast must make a Reflex save or catch on fire,
taking 2d6 points of fire damage per round until it takes a full-round action to extinguish
the flames or the duration expires. The fire damage persists for a number of rounds equal
to one fourth your class level. .

Pyrokinetic Aura
Greater, 6th; Psychokinesis
You become wreathed in an aura of orange fire, which gives off light equivalent
to a torch. Any creature striking you with a natural weapon or a non-reach weapon takes a
number of points of fire damage equal to your esper level.

Read Thoughts
Least; 2nd; Telepathy [Mind-Affecting]
You know the surface thoughts of the mind of any creature within 60 feet that
fails a Will save. A target that succeeds on its save is not affected by this talent for 24
hours.
Creatures of animal intelligence have simple, instinctual thoughts that you can
pick up. This talent does not let you pinpoint the location of an affected mind if you don’t
have line of sight to the subject. The talent can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This talent
lasts 24 hours.

Repelling Blast
Greater; 6th; Psionic Essence, Psychokinesis
This psionic essence talent allows you to change your psionic blast into a
repelling blast. Any Medium or smaller creature struck by a repelling blast must make a
Reflex save or by hurled 1d6 x 5 feet directly away from you and knocked prone by the
energy of the attack. If the creature strikes a solid object, it stops prematurely, taking 1d6
points of damage per 10 feet hurled, and it is still knocked prone. Movement from this
blast does not provoke attacks of opportunity.

See Sound
Least; 2nd; Clairsentience
You gain the ability to see sound for 24 hours. You can see normally in darkness
and magical darkness out to 30 feet.

See the Unseen


Least; 2nd; Clairsentience
When you use this talent, you gain great powers of vision, allowing you to see
invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet
for 24 hours.

Self Preservation
Least; 2nd; Psychometabolism, Psychoportation, or Telepathy (see text)
You have harnessed your psionic potential to help you survive. You gain a luck
bonus equal to your Charisma bonus (if any) on Fortitude saves, Reflex saves, or Will
saves (your choice each time you use this ability) for a period of 24 hours. You can’t
apply this ability to two different save types at the same time, only the newer one applies.
This bonus can never exceed your esper class level. This ability is Psychometabolism if
used for Fortitude, Psychoportation if used for Reflex, and Telepathy if used for Will.

Sensory Blast
Lesser, 4th; Psionic Essence; Telepathy
This psionic essence talent allows you to change your psionic blast into a sensory
blast. Any living creature struck by a sensory blast must succeed on a Will Save or by
blinded for 1 round as their eyes temporally stop sending information to their brain. This
is a mind-affecting affect.

Serpent’s Tongue
Least; 2nd; Psychometabolism
You transform your tongue into that of a serpent, and you gain the scent ability.
Additionally, you gain a +5 bonus on saves against poison. This talent lasts for 24 hours.

Shocking Blast
Lesser, 4th; Psionic Essence; Psychokinesis
This psionic essence talent allows you to change your psionic blast into a
shocking blast. A shocking blast deals electricity damage, and provides a +3 bonus on
your attack roll if the target is wearing metal armor and a +2 bonus on manifester level
checks for the purpose of overcoming power resistance.

Sickening Blast
Least, 2nd; Psionic Essence; Psychometabolism
This psionic essence talent allows you to alter your psionic blast into a sickening
blast. Any living creature struck must succeed on a Fortitude save or become sickened for
1 minute. A sickened creature struck by the blast is not affected by the sickened aspect of
the blast but takes damage normally.

Spider Touch
Least, 2nd; Psychometabolism
You can grant yourself the ability to spider climb (as the spell) with a duration of
24 hours. While this talent is in effect, you are unaffected by webs (either mundane or
magical).

Telekinesis
Lesser; 4th; Psychokinesis
You can use telekinesis as the spell.

Telekinetic Flight
Lesser, 3rd; Psychokinesis
When this talent is activated, psychokinetic energies swirl about you, lifting you
aloft. You can fly at a speed equal to your land speed with good maneuverability for 24
hours.

Temporal Blast
Greater, 4th; Psionic Essence; Psychoportation
You transform your psionic blast into a temporal blast. Any creature struck by a
temporal blast must succeed on a Will Save or by slowed for 1 round in addition to the
normal damage from the blast. .

Vitriolic Blast
Lesser, 4th; Psionic Essence; Psychometabolism
This psionic essence talent allows you to change your psionic blast into a vitriolic
blast. A vitriolic blast deals acid damage, and deals 1 damage per die to creatures within
5 feet of the target from splash damage. Creatures next to the target can make a Reflex
save to take no damage. Any creature struck by a vitriolic blast continues to be damaged
from the acid, taking 2d6 points of acid damage per round. The acid damage persists for 1
round per five manifester levels you have. .

Water Affinity
Least; 2nd; Psychometabolism
You alter yourself to become an aquatic creature. Your hands and feet become
slightly webbed, granting you a swim speed equal to your base land speed (and all other
benefits derived from a swim speed, including a +8 racial bonus on Swim checks). You
gain the ability to breathe water as well as air. This talent lasts for 24 hours.

Feats

Apport Arrows (Psionic)


You can teleport away incoming arrows, as well as crossbow bolts, spears, and other shot
or thrown weapons.
Prerequisites: Wis 13, at least one Psychoportation talent or power.
Benefit: Once per round when you would normally be hit with an attack from a ranged
weapon, you reflexively apport it away from you, causing it to miss. You must be aware
of the attack and not f lat-footed. Attempting to apport a ranged attack doesn’t count as an
action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged
attacks generated by natural attacks or spell effects can’t be apported. If you have the
greater psychic eruption class feature, you may expand the use of this feat to include
massive ranged weapons while in a psychic eruption.

Extra Talent
You learn an additional talent.
Prerequisites: Ability to use lesser talents.
Benefit: You learn one additional talent, choosing a talent of one grade lower than the
highest grade you know.
Special: You can gain this feat multiple times.

Discipline Focus
Choose a discipline of psionics. Any talents you use of that discipline are more difficult
to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against talents from the
discipline of psionics you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new discipline of psionics.

Greater Spell Focus


Choose a discipline of psionics to which you have already applied the Discipline Focus
feat. Any talents you use of this discipline are very hard to resist.
Prerequisite: Discipline Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against talents from the
discipline of psionics you select. This bonus stacks with the bonus from Discipline Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new discipline to which you already have applied the
Discipline Focus feat.

Psionic Metabolism (Psionic)


Your mental strength allows you to heal faster.
Prerequisites: At least one Psychometabolism talent or power, Int or Cha 13.
Benefit: You may add your Intelligence bonus (if using powers) or Charisma bonus (if
using talents) to your level when determining the amount of natural healing you heal.

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