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Table of Contents Psi-Knight………………………………………………………….73
Chapter 1: Races………………………………………………………..4 Psionic Scholar…………………………………………………..74
Dualist…………………………………………………….…………..4 Psychokinetic Bladedancer………………………………....74
Kambian……………………………………………………………..5 Psychoportive Assassin……………………………………….76
Sha’ah Breather…………………………………………….……..7 Shapeshifter………………………………………………………77
Age, Height, Weight………………………………………………9 Telekinetic Worker……………………………………………..78
Chapter 2: Classes………....….………...…………....……………..10 Telepathic Interrogator……………………………………....78
Genesis……………………………………………………………...10 Thoughtspy………………………………………………….........79
Sample Character: Biko and Aksa………………………..23 Teleporting Twin (Skipping)...........................................80
Skipper.……………………….………...…….…………...……....24 Teleporting Twin (Warping)...........................................80
Sample Character: Zagg……………………………………...28 Violent Imagination……………………………………………81
Warpmind………………………….………...…….……..……...29 Warplord…………………………………………………………..82
Sample Character: Agatha………………………………......35 New NPC Class: The Gifted…………………………………..83
Chapter 3: Archetypes……………………………………………...36 Chapter 8: Monsters…………....….……..……….………………..86
Botanist (Egoist).................................................................36 Broodite...………………………………………………………….86
Ghostwalker (Skipper).………….……....…………………...37 Dualist Psychokinetic.………………………………………...87
Psi-Hunter (Phrenic Slayer)............................................37 Fusemind Dualist……………………………………………….88
Retriever (Warpmind)…….………..……………...…….…..38 Kambian Fearling………...……………………...…………….89
Transcendent (Genesis)..………….………..……...………...38 Kambian Psimonk……………………………………………...89
Chapter 4: Feats………....….………...……...……….….………….39 Sha’ah Pilgrim……..………………...…………………………..90
Chapter 5: Prestige Classes……………………………………….41 Sha’ah Tanker……………………………………………………91
Astral Fist…………………………………………………………..41 Chapter 9: Psionics Cheatsheet.…......…………....……...…....93
Collider..……………………………………………………………44 Useful Feats……….………....….…..……...…..…...…….....….95
Fusemind…………………………………………………………..45 Legal Text/Open Gaming License…………………………96
Phantom………………………………………………………..…..47 Psionics+ Errata…………………………………………………98
Sha’ah Apostate.………………………………………………...48
Soulbuster………………………………………………………....50 Psionics+?
Warpknight……………………………………………………….52 Welcome! This supplement is for the first edition of
Chapter 6: Psionic Campaigns…………………………………..55 the Pathfinder roleplaying game, specifically for the
Making psionics unique……………………………………...55 psionics rule system created by Dreamscarred Press.
Psionic cities & technology…………………………………..58 This book includes revised versions of some
Jaodan’s Crusaders……………………………….....………....58 previously released Psionics+ material, plus a collection
Jaodan the Indomitable….…………………………………..59 of psionic content that is exclusive to this book. The
Order of the Astral Fist……………………………………….60 following revised supplements can be found within this
Zenya Adoett……………..……………………………………….61 book:
Psionic Science Society………………………………………..61 ● Psionics+: The Kambian
Yenetha……………………………………………………………..62 ● Psionics+: The Skipper
Chapter 7: Psionic NPCs…………………………………………...63 ● Psionics+: The Sweeper
Anti-Psychic……………………………………………………....63 ● Psionics+: The Order of the Astral Fist
Beastmaster……………………………………………………….64 ● Psionic NPC Gallery
Brawling Con Artist…………….……………………………...65 ● Psionics Cheatsheet
Cerebral Parasite………………………………………………..66
Coastal Guardian………………………………………………..66 Why psionics?
Crystalline Bomber…….……………………………………....68 My love for the psionics system started with
Fleshwarper……………………………………………………....68 Dungeons & Dragons’ 3.5 edition, when I picked up a
Mad Psychic…………………………………..………………….69 used copy of the Expanded Psionics Handbook at a local
Mysterious Gunslinger………………………………………..70 games store as a middle schooler. I remember being
Mystic Elder……………………………………………………....71 frustrated with the complexity of the rules, but
Noble Psychic…………………………………………………….71 enthralled by the mysterious and esoteric nature of
Outlaw Grammaton……….………………………………....72 psionics. It felt so fresh and different from the stuffiness
Prodigious Child………………………………………………...72 of garden variety wizards and clerics, Tolkien worship,

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and medieval western fantasy that the game was Archer Slade: Editor.
oversaturated with. Freya JN: Psionics+ logo, cover design and
As an adult, I’ve come to love the psionics system, to illustration, illustrations of dualist’s whisper, sha’ah
the point where I prefer it to the “vancian magic” used breather, and crystal sketches. You can see more of
by arcane and divine spellcasters. Psionics not only
Freya’s work at her website:
provided a more interesting, dynamic set of rules for the
https://instagram.com/gremlin.tricks
game, but they also added an amount of novelty and
Katherine Graci: Illustrations of kambian fearling,
weirdness to a game that was starting to feel very stale.
Biko the dromite genesis and their avatar Aksa, Zagg the
After playing D&D and Pathfinder for over 15 years, I
don’t get quite as excited about a demonic cult, mad blue skipper, Agatha the human warpmind, Zenya the

necromancer, or horde of always-evil humanoids as I half-giant astral fist, and Yenetha the elan soulbuster.
used to. Psionics made the game feel new to me again, You can see more of Katherine’s work at her website:
and helped me break out of some of those stale cliches I https://hugesugarcrystal.tumblr.com
had developed from running and playing games for so Additional illustrations by Brett Neufield, Bryan
long. Syme, Claudio Casini, Danny Hibbert, Dean Spencer,
Dreamscarred Press perfected the psionic rules Gary Dupuis, Ger Curti, Jacob Blackmon, Jennifer S.
presented in 3.5e with their Pathfinder supplement Lange, Jeshields, and Matt Morrow.
Ultimate Psionics, but there were still things I wanted
Special thanks to Andie Bee, Kat Michaela, and
more of, ideas I wanted to see expanded upon, and
Katherine Graci for being such great players and
creative uses of psionics that there weren’t yet rules for.
playtesters!
Thus, Psionics+ was born.
Additional thanks to Kevin Glusing (Samurai
What do I need to use this book? Sheepdog) and Kristal Magiere (Moonhand Press) for
This book requires the Pathfinder Core Rulebook their help balancing and fine-tuning my ideas for the
from Paizo and Ultimate Psionics from Dreamscarred errata.
Press.
Additional references are made to the Advanced Although the rules presented in this book have been
Player’s Guide, Advanced Race Guide, Bestiary, Occult tested in game and in practice, we’re always looking for
Adventures, Psionic Bestiary, Psionics Augmented - ways to make them better. If you’ve used any of this
Compilation 2, Psionics Augmented - Seventh Path, material in a game and have questions or feedback,
Ultimate Campaign, and Ultimate Combat. These shoot me an email at sammyhgagnon@gmail.com! I’d
references are typically cursory, with the below love to hear your thoughts.
exceptions.
Throughout Psionics+, an asterisk (*) is used to
signify a class, creature, feat, or other idea introduced in
this book. Additionally, SP denotes a power from the book
Psionics Augmented - Seventh Path, and C2 signifies a
power from Psionics Augmented - Compilation 2.
Although these powers are referenced in classes’ power
lists, these books are not necessary to use this book.
In Chapter 7: Psionics NPCs, one NPC uses the young
template from Ultimate Campaign and two NPCs use the
rules for firearms and the gunslinger class from
Ultimate Combat.
Finally, monsters referenced with a PB are from
Psionic Bestiary, and B are from Bestiary. Outside of
these exceptions, all references to rules (classes, feats,
races, powers, etc) come from the Core Rulebook and
Ultimate Psionics.
Credits
Samantha Gagnon: Author, formatting.

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CHAPTER 1: RACES
DUALIST Physical Description: Dualists are slightly smaller
than humans, most standing about 5 feet tall. They have
Dualists are a race of strange and secretive
small pointed ears that point downward, reminiscent of
humanoids who are born with a bizarre symbiote that
a goat or cow. Their noses are turned slightly upwards
possesses incredible psionic might. This symbiote, called
and their eyes are large and doe-like. Because of this,
a “whisper”, appears as a small wrinkled face on the
they are often mistaken for young half-elves or tall
creature’s stomach. The whisper is almost always in a
halflings.
deep slumber, and it gets its name from its habit of
The most unique feature of the dualist is the
quietly mumbling and muttering in its endless sleep.
whisper, the slumbering symbiote on the dualist’s
stomach. The whisper and its dualist’s minds are
connected via the creature’s spinal column, allowing
them to have very minimal communication with one
another. The whisper possesses its own mind and soul
independent of the dualist, but relies on the dualist’s
body to function.
The only time the whisper awakens is if the dualist
forces it to. When this occurs, the whisper unleashes a
massive amount of dangerous psychic energy from its
eyes and mouth, searing anything it touches. After its
brief awakening (only seconds long), the whisper
immediately returns to sleep.
Society: Dualists are highly secretive, often living
alone or in small groups far away from towns and cities.
They prefer to make their homes in remote locations
such as dense forests or high mountaintops to avoid
unwelcome interactions with other species. Many are
nomadic, moving homes every few months or years.
Although there is no centralized dualist culture or
society, dualists recognize one another as their kin and
go out of their way to protect others of their kind.

Table 1-1: Racial Ability Adjustments

Race Type (subtype) Ability Adjustments Automatic Languages

Dualist Humanoid (aberrant) +2 to any one Common

Kambian Humanoid (amphibian) +2 Dexterity, +2 Charisma, -2 Constitution Common, Kambian

Sha’ah Breather Humanoid (psionic) +2 Intelligence, +2 Wisdom, -2 Dexterity Any two

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Relations: While some communities openly who succeed the save take half damage and are not

welcome dualists as blessings due to their psionic dazed.

abilities, most see them as taboo or cursed for similar Subconscious Focus (Su) (2 RP): Once per day,

reasons. In these hostile communities, dualists often when the dualist would expend their psionic focus, they

take great care to hide their true nature at all times, can instead expend their whisper’s focus while

keeping their ears and stomach covered at all times and continuing to maintain their own psionic focus.

only awakening their whisper as a last resort. Aberrant Nature (-1 RP): Dualists have a bizarre

Alignment and Religion: Because of their fringe nature, causing their social interactions with

nature, most dualists are chaotic. Dualists are typically non-dualists to be strained. They suffer a -1 penalty to

neutral, but good and evil dualists exist as well. Dualists Charisma-based skill checks when dealing with

have a creation myth in which two deities or incredibly non-dualists.

powerful psionic beings loved one another so much they Naturally Psionic (2 RP): Dualists receive Wild

formed a single being. This single being, known as the Talent as a bonus feat at 1st level. If a dualist takes levels

One, is revered as a deity among dualists. in a psionic class, they instead gain the Psionic Talent

Adventurers: Dualists are natural nomads, passing feat.

through towns on the fringes of civilization, taking on Psionic Aptitude (1 RP): When a dualist takes a

new names and identities in each town they enter. level in a favored class, they can choose to gain an

Because of their secrecy combined with their natural additional power point instead of a hit point or skill

knack for psionics, dualists tend towards cryptics and point.

wilders and generally avoid frontline melee combat. Languages (0 RP): Dualists begin play speaking

Names: Dualists have no language or centralized Common. Dualists with high Intelligence scores can

culture, thus their names range. Although they are given choose from the following languages: Elven, Gnoll,

a name by their parents at birth, dualists will take many Goblin, and Xeph.

different names throughout their lives as they take on


Dualist Favored Class Options:
different aliases in different communities. They will
Cryptic: Add +1/2 to the damage of disrupt pattern.
borrow names from elves, humans, maenads, and other
Druid: Add +1/3 to the druid’s natural armor bonus
races, choosing names they like or naming themselves
when using wild shape.
after people they know.
Genesis*: Add a +1/2 bonus on concentration checks
when manifesting genesis powers.
DUALIST RACIAL TRAITS (9 RP)
Rogue: Add a +1 bonus on Disguise checks to appear
Ability Score Modifiers (0 RP): Dualists gain a +2
as a different humanoid race, and a +1/2 bonus on
bonus to one ability score chosen at creation to
Stealth checks.
represent their varied nature.
Warpmind*: Add +1/2 to daily use of teletechniques.
Size (0 RP): Dualists are Medium creatures and have
Wilder: The wilder gains 1 psionic talent.
no bonuses or penalties due to their size.
Type (0 RP): Dualists are humanoids with the
aberrant subtype. KAMBIAN
Speed (0 RP): Dualists have a base speed of 30 feet. Kambian are amphibious humanoids who can
Senses (1 RP): Dualists have low-light vision. secrete a psionic poison through their skin. Anyone who
Awaken Whisper (Su) (4 RP): Once per day as a comes in contact with the poison experiences a
full-round action, a dualist can force their whisper to terrifying glimpse into multiple possible versions of the
awaken, emitting a bright light and a blast of psionic future. Despite their natural curiosity, kambian are
energy from their open eyes and mouth. All creatures quite mysterious about their homes and customs.
within a 15 foot cone must make a Reflex save (DC 10 + Physical Description: Kambian typically stand
the dualist’s Wisdom modifier + ½ the dualist’s Hit Dice) about 6 and a ½ feet tall and weigh around 140 pounds,
or be dazed for 1 round and take 2d6 damage. Creatures causing their thin and lanky bodies to appear long and
gangly. There is little sexual dimorphism between male

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and female kambian, and their culture and dress Relations: Kambian are naturally curious and are
typically do not reveal their gender. It is common for a intrigued by the ways of outsiders, although their alien
person not to know the gender of a kambian until they appearance can be unnerving to some. Paradoxically,
are introduced to them. outsiders are never permitted to enter the kambian nest
Society: Kambian position their communities (called communities, except in situations of grave emergency
nests) in areas that are difficult for non-water-breathing where outside aid is necessary.
creatures to access, often requiring dives into deep Alignment and Religion: Kambian tend towards no
undersea caves or up roaring rapids. The nests particular alignment, although lawful kambian tend to
themselves are usually built on land but in damp areas, be less common. There is no central kambian religion,
such as natural cave systems with flowing or dripping but each nest worships a similar pantheon based
water. Here, the kambian tend to their tadpole young in around the natural world.
small pools, typically only having 1-4 tadpoles in a pool Adventurers: Many young kambian choose not to
per couple. The kambian spend the first year of their life stay in their nests, and it is common for kambian to
in this tadpole form, rapidly growing and evolving into a roam the world in pursuit of adventures and
smaller version of their adult humanoid shape. These experiences before returning to the nest to mate. These
nests typically hold around a dozen families of kambian, wandering kambian opt for lives as merchants,
organized without any kind of central leader. scoundrels, diplomats, adventurers, or simply nomads.
They tend towards classes that utilize their touch
attacks, favoring classes like the dread, meditant psychic
warrior, monk, and soulthief vitalist.
Names: The kambian language contains many
two-syllable words made up of “ah” and “oh” vowel
sounds and hard, sharp consonant sounds. They
typically have a first given name, a second chosen name
(usually a title or an occupation), and a nest-name.
Examples: Akkar “Huntress” Tidecave, Bokra
“Destroyer” Underpool, Okbo “Fist” Seasedge, Rokrar
“Healer” Riverfall.

KAMBIAN RACIAL TRAITS (10 RP)


Ability Score Modifiers (0 RP): +2 Dexterity, +2
Charisma, -2 Constitution: Kambian are captivating and
nimble but quite fragile due to their slender bodies.
Size (0 RP): Kambian are Medium creatures and
have no bonuses or penalties due to their size.
Type (0 RP): Kambian are humanoids with the
amphibian subtype.
Speed (2 RP): Kambian have a base speed of 30 feet
and a swim speed of 30 feet (which grants an additional
+8 bonus to swim).
Senses (2 RP): Kambian have darkvision 60 feet.
Amphibious (2 RP): Kambian can breathe both air
and water.
Psychotoxin (Ps) (3 RP): 3 times per day, a kambian
can secrete a psionic poison through their skin that acts
as though the kambian had just manifested the power

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destiny dissonance at a manifester level equal to ½ the worn on the breather’s back. This tank, which is still a
kambian’s character level (minimum 1st). part of the sha’ah’lar’s body, is where the sha’ah sap is
Swamp Camouflage (1 RP): Kambian gain a +4 slowly burned and pumped to the breather.
bonus on stealth checks in a swamp/marsh/bog terrain. This extreme use physically changes the sha’ah
Languages (0 RP): Kambian begin play speaking breather’s body, but the extent of this change is
Common and Kambian. Kambian with high Intelligence unknown to most, as their faces are always covered by
scores can choose from the following languages: Aquan, their masks and their bodies are usually cloaked in dark
Elven, Goblin, and Xeph. robes. This change takes about a month, and causes the
breather to lose any of the qualities they had as a
Kambian Favored Class Options: member of their former race.
Aegis: Add +1/4 to the maximum dexterity bonus of Society: The breathers live in heavily walled
the aegis’s astral suit. fortresses far out into the desert wastes, where they
Dread: Add +1/2 to Intimidate checks. grow massive groves of the now rare sha’ah trees, safe
Monk: Add +1/4 point to the monk’s ki pool. from would-be thieves and raiders. Inside the reinforced
Psychic Warrior: Add +1/2 to concentration checks walls of these fortresses, sha’ah vapor is constantly
when manifesting psychic warrior powers. pumped through vents and tubing from a great furnace
Ranger: Add +1/3 dodge bonus to Armor Class against deep in the catacombs. This allows the breathers to not
the ranger’s favored enemies. need to wear their masks inside the fortress, and causes
Skipper*: Add +1 foot the skipper’s skip distance. intruders to be affected by the intoxicating gas.
The sha’ah breathers view themselves as divine
SHA’AH BREATHER emissaries on a mission to free the world from suffering.

Long ago, there grew wild a plant called the sha’ah They travel in great numbers from their fortressed

tree. It was found that when the thick sap of this short, desert homes in a mass migration that they call their

skinny tree was burned, it released a sour-smelling “holy mission”. Migrating sha’ah breathers are known to

smoke that sometimes induced psionically-enabled set up temporary tent homes outside of settlements

visions of distant and future events. It was soon found where they sell their psychic resin, often to the chagrin

that long term use of the drug granted astounding of many citizens of the settlements. Sha’ah breathers

psychic powers such as the ability to survive without have been known to set up permanent outposts in some

food or water, unnaturally lengthening one’s life span, towns and cities where they establish “sha’ah temples”.

and even recalling information impossible for one to These “holy places” often include social and lounging

know. A culture and religion formed around this plant, areas with tubed sha’ah furnaces, making them feel

and thus the sha’ah breathers were born. more like a drug den than a place of worship.

Sha’ah breathers are not necessarily a race: no one is Relations: In most communities, sha’ah breathers

born a breather. Breathers can be a member of any race are treated with distrust and unfriendliness. They have

who has donned the helm of the sha’ah’lar and inhales a reputation, and because of this many people will

the sacred smoke. Similar to the elan in this way, a refuse to work with them.

member of any race can cease being what they are at Alignment and Religion: The religion of sha’ah is

any point and become a sha’ah breather. based around the sha’ah plant. They revere the plant as

Physical Description: The sha’ah breathers wear a if it were a deity, and view the resin as a holy substance.

living contraption known as the sha’ah’lar that allows Sha’ah breathers are almost always lawful neutral,

them to constantly inhale sha’ah smoke. Designed by the carrying out their holy missions with abject morality.

cult’s psychobotanists, the sha’ah’lar is a bony and Adventurers: Most sha’ah breathers seen outside

coral-like creature that attaches itself to the sha’ah their missions are on a quest from their holy leaders.

breather’s face, gaining sustenance through its host Very few are the shunned, those who have deserted or

while feeding a constant supply of the psychic vapor to have been expelled from the mission. These shunned

the breather. This living mask covers most of their face, sha’ah breathers are treated with extreme disdain and

and has multiple tubes connecting the mask to a tank

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disrespect by other sha’ah breathers, sometimes to the SHA’AH BREATHER RACIAL TRAITS (9 RP)
point of violence. Ability Score Modifiers (1 RP): +2 Intelligence, +2
Names: After donning the helm of sha’ah’lar, sha’ah Wisdom, -2 Dexterity: Sha’ah breathers are cerebral and
breathers rename themselves. This name typically has mentally gifted, but physically slow due to their warped
two syllables and no more than five letters. No two bodies and bulky resin tanks.
sha’ah breathers may ever possess the same name, and Size (0 RP): Sha’ah breathers are either Medium or
because of this there are many strange spellings and Small creatures depending on their previous heritage. A
names among sha’ah breathers. Examples: Eano, Iond, sha’ah breather’s size quality must be chosen at 1st level
Pkrd, Ylli and cannot be changed thereafter. Medium creatures
have no bonuses or penalties due to their size, while
BECOMING A SHA’AH BREATHER AFTER 1ST LEVEL small creatures gain a +1 size bonus to their AC, a +1 size
Unlike most races, any character can become a sha’ah breather bonus on attack rolls, a –1 penalty on combat maneuver
simply by joining their cult (and by gaining the GM’s permission). A
checks and to their CMD, and a +4 size bonus on Stealth
character must make contact with a sect of sha’ah breathers or one of
their temples and pass a few simple entrance rites and rituals, checks.
including donning the sha’ah’lar. Over the course of the following Type (0 RP): Sha’ah breathers are humanoids with
weeks, the character’s body and mind will warp and change with the
the psionic subtype.
aid of the drug. This changes the character to lose all of their racial
abilities, including ability adjustments, type, skill bonuses, and any Speed (0 RP): Sha’ah breathers have a base speed of
other abilities or qualities granted from their race. Additionally, racial 30 feet.
feats and other options are no longer usable, and any favored class
Sha’ah Dependency (-2 RP): Sha’ah breathers must
options the race may have provided are changed for sha’ah breather
favored class options of equal level. The only qualities the character constantly breathe in the smoke from the resin of the
retains as a sha’ah breather are their size and languages. sha’ah plant. This smoke does not give them the normal
benefits of sha’ah resin, nor do they suffer the penalties
or usual addiction to the drug. The mask does not
protect the sha’ah breather from any sort of vapor or
gas effects. If the mask is removed or the connection to
their resin tank is severed, the sha’ah breather takes 1
point of Constitution damage after every hour that they
are without their resin smoke. Additionally, after 1 hour
without the drug, the sha’ah breather is unable to
activate their repletion ability or racial psi-like abilities.
Two lumps of sha’ah resin provides a sha’ah
breather with one day’s worth of sha’ah vapor. For
sha’ah breathers, the price of sha’ah is reduced to 5gp
per lump instead of 25gp (see below).
All sha’ah breathers start play with a sha’ah’lar
weighing 20 lbs.
Deep Power (3 RP): Sha’ah breathers have an
intense connection to psionics due to their constant
sha’ah use. They gain a +2 racial bonus on manifester
level checks made to overcome power resistance, dispel
psionics, and similar effects.
Repletion (Su) (2 RP): Sha’ah breathers can sustain
their bodies without need of food or water. By spending
1 power point, a sha’ah breather does not need to eat or
drink for 24 hours.
Psi-like Abilities (Ps) (1 RP): Sha’ah breathers can
use the powers call to mind once per day with a

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manifester level equal to ½ their character level SHA’AH RESIN
(minimum 1st). Sha’ah resin looks like a glob of sticky amber sap,
Naturally Psionic (2 RP): Sha’ah breathers gain the with a pungent sour smell. A single use (or lump) is
Wild Talent feat as a bonus feat at first level. If a sha’ah about the size of an acorn. It is typically smoked and
breather takes levels in a psionic class, they instead gain inhaled through a pipe or similar apparatus, but it can
the Psionic Talent feat. be prepared and ingested as a tea.
Psionic Aptitude (1 RP): When a sha’ah breather Type ingested or inhaled; Addiction minor, Fortitude
takes a level in a favored class, they can choose to gain DC16
an additional power point instead of a hit point or skill Price 25gp (5gp for sha’ah breathers)
point. Effects 1d2+1 hours gain +1d4+1 temporary power
Languages (1 RP): Any two. Additionally, sha’ah points (lost at the end of the effect if unspent), 5%
breathers with high Intelligence scores can learn any chance to for the character to have a vision (as
languages they want (except Druidic and other secret clairvoyant sense, at manifester level equal to ½ the
languages). character’s level), and a 1% chance for the character
ALTERNATE RACIAL TRAIT- Strong Blooded (3 to use augured answer (at character’s level).
RP): Some sha’ah breathers retain some of their traits Damage 1d2 Charisma, 1d2 Dexterity
from the race they were before joining the sha’ah
breathers. This ability functions identically to the elan Table 1-2: Random Starting Age
trait of the same name. Sha’ah breathers with this racial Intuitive Self-Taught Trained (as
Race Adulthood (as Rogue) (as Fighter) Wizard)
trait gain a benefit based upon their original race and
lose the deep power trait. Dualist 25 years +2d4 +2d6 +3d6

Kambian 18 +1d4 +2d4 +2d6


Sha’ah Breather Favored Class Options:
Sha’ah 40 years +3d6 +5d6 +7d6
Alchemist: Add +1/4 to the alchemist’s natural armor Breather
bonus when using their mutagen.
Genesis*: Add +1 hit point to the genesis’ avatar. Table 1-3: Aging Effects
Psion: Add a +1/2 bonus on concentration checks Race Middle Age Old Venerable Maximum Age
when manifesting psion powers.
Dualist 65 years 100 years 150 years +2d20 years
Warpmind*: Add +1 foot to the warpmind’s warp
distance. Kambian 40 years 75 years 100 years +2d20 years

Tactician: Add +1/2 to the maximum number of Sha’ah 125 years 188 years 250 years +2d% years
Breather
creatures allowed in the tactician’s collective.
Vitalist: Add +1/2 to the maximum number of
Table 1-4: Random Height and Weight
creatures allowed in the vitalist’s collective.
Base Base Weight
Race Height Weight Modifier Multiplier

Dualist 4’8” 100 lbs 2d8 x1 lb

Kambian 5’10” 100 lbs 2d10 x1 lb

Sha’ah 4’6” 120 lbs 2d10 x3 lbs


Breather

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CHAPTER 2: CLASSES
GENESIS Alignment: Any.
Starting Age: Self-Taught (as Fighter).
Some psionic characters learn to form mental energy
Starting Wealth: 2d6 × 10 (average 70 gp). In
into blades or armor, protecting themselves with
addition, each character begins play with an outfit
powerful psionic equipment. The genesis takes this
worth 10 gp or less.
psionic technique to the next level and uses it to create a
Hit Die: d8
second self made from pure psionic might.
This second self, called an “avatar”, is the physical
CLASS SKILLS
manifestation of a part of a genesis’ psyche. The avatar
The genesis’ class skills are Autohypnosis (Wis), Craft
serves the genesis, and although they are physically
(Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge
separate entities, their minds are one.
(all) (Int), Linguistics (Int), Profession (Wis), Sense
Role: Geneses devote their lives to developing their
Motive (Wis), Spellcraft (Int), and Use Magic Device
mental power, and use their avatars as guides through
(Cha).
this cerebral journey. A genesis and her avatar function
Skill Ranks Per Level: 2 + Int modifier.
as individual beings connected by a single
consciousness, making them a powerful duo.
CLASS FEATURES
Weapons and Armor Proficiencies: A genesis is
proficient with all simple weapons and with light armor,
but not with shields. Armor and shields do not, however,
interfere with the manifestation of powers.
Power Points/Day: A genesis’ ability to manifest
powers is limited by the power points she has available.
Her base daily allotment of power points is given on
Table 2-1: The Genesis. In addition, she receives bonus
power points per day if she has a high Charisma score.
Powers Known: A genesis begins play knowing one
genesis power of her choice. Each time she achieves a
new level, she unlocks knowledge of a new power.
Choose the powers known from the genesis power list.
(Exception: the feat Expanded Knowledge does allow a
genesis to learn powers from the lists of other classes).
A genesis can manifest any power that has a power
point cost equal to or lower than her manifester level.
The total number of powers a genesis can manifest in a
day is limited only by her daily power points.
A genesis simply knows her powers; they are
ingrained in her mind. She does not need to prepare
them (in the way that some spellcasters prepare their
spells), though she must get a full night’s rest each day to
regain all her spent power points. The Difficulty Class
for saving throws against the genesis’ powers is 10 + the
power's level + the genesis’ Charisma modifier.

10
Table 2-1: The Genesis

Base Power Max Power


Attack Fort Ref Will Points/ Powers Level
Level Bonus Save Save Save Special Day Known Known

1 +0 +0 +0 +2 Avatar, Shared Self, Talents 1 1 1st

2 +1 +0 +0 +3 Bonded Senses 2 2 1st

3 +2 +1 +1 +3 Fused Avatar 4 3 1st

4 +3 +1 +1 +4 Protective Bond 6 4 2nd

5 +3 +1 +1 +4 Detect Psionics 8 5 2nd

6 +4 +2 +2 +5 Avatar Recall 1/day 12 6 2nd

7 +5 +2 +2 +5 Renew Avatar 1/day 16 7 3rd

8 +6/+1 +2 +2 +6 Fused Avatar Ability 20 8 3rd

9 +6/+1 +3 +3 +6 Transposition 24 9 3rd

10 +7/+2 +3 +3 +7 Fused Self, Avatar Recall 2/day 28 10 4th

11 +8/+3 +3 +3 +7 Renew Avatar 2/day 36 11 4th

12 +9/+4 +4 +4 +8 Greater Protective Bond 44 12 4th

13 +9/+4 +4 +4 +8 Fused Avatar Ability 52 13 5th

14 +10/+5 +4 +4 +9 Avatar Recall 3/day 60 14 5th

15 +11/+6/+1 +5 +5 +9 Renew Avatar 3/day 68 15 5th

16 +12/+7/+2 +5 +5 +10 Quick Awakening 80 16 6th

17 +12/+7/+2 +5 +5 +10 Improved Fusion 92 17 6th

18 +13/+8/+3 +6 +6 +11 Fused Avatar Ability, Avatar Recall 104 18 6th


4/day

19 +14/+9/+4 +6 +6 +11 Dual Consciousness, Renew Avatar 116 19 6th


4/day

20 +15/+10/+5 +6 +6 +12 Dual Imprinted Avatar 128 20 6th

Maximum Power Level Known: A genesis begins Talents: Geneses learn minor powers they can use at
play with the ability to learn 1st level powers. As she will to aid them in a variety of ways. The genesis gains 2
attains higher levels, she may gain the ability to master talents from the genesis talent list.
more complex powers, as shown on Table 2-1: The Avatar: A genesis begins play with the ability to
Genesis. To learn or manifest a power, a genesis must physically project a psionic imprint of her psyche, called
have a Charisma score of at least 10 + the power's level. an avatar. This avatar can either be in its resting form
inside the genesis’ mind, or it can be in the awakened
form as a physical entity. An avatar essentially is the

11
genesis in a second body: it has the same alignment as (maximum power level 6th). If the connection is
the genesis, and it can speak all the languages its genesis interrupted or the check fails, the avatar immediately
can. The genesis can harbor her avatar in her snaps back into the mind of its genesis, returning to its
consciousness in its resting form (see the shared self resting form.
class feature), awaken it partially (see the fused avatar Fully awakened avatars can use magic and psionic
class feature), or fully awaken it. items (though not wield weapons) appropriate to their
A genesis can awaken her avatar by meditating forms. Any items worn, carried, or held by an avatar are
uninterrupted for 1 minute. When the avatar awakens, dropped when the avatar returns to the genesis’
its hit points are unchanged from the last time it consciousness, and must be retrieved and donned anew
awakened, unless the avatar was slain; in this case, the if the avatar wishes to use them when it fully awakens
genesis cannot fully reform her avatar and it awakens in the future.
with half its maximum number of hit points. Avatars require all of a genesis’ attention, thus an
In this awakened form, the avatar is a corporeal, avatar cannot be awakened (either fully or as part of a
living entity (see the Avatars section below for more fused avatar; see Fused Avatar) in the presence of an
information). The avatar does not heal naturally, and eidolon, phantom, or similar creature summoned by the
can only be healed while fully awakened with psionics avatar’s genesis. Furthermore, if an avatar is awakened
or by being tended to with the Heal skill. The avatar when such a creature is summoned, it immediately
stays fully awakened until it is either returned to the retreats into its resting form, and cannot be awakened
genesis’ consciousness (a standard action), the genesis again until the eidolon or phantom is dismissed.
falls asleep or otherwise loses consciousness, or the A fully awakened avatar’s abilities, feats, Hit Dice,
avatar is destroyed. saving throws, and skills are tied to the genesis’ class
If an avatar is reduced to a number of negative hit level and increase as the genesis gains levels. See the
points that would destroy it, it immediately returns to Avatars section for more information.
deep within the genesis’ psyche and cannot be Shared Self (Su): At 1st level, while an avatar is in
awakened again for 24 hours. its resting form, it can take over the psionic focus for
While fully awakened, an avatar can be dispelled by one of its genesis’ abilities. This essentially grants the
means of dispel psionics (causing it to be returned to its genesis the Persistent Focus feat for one of her abilities.
resting form), but powers such as expulsion and banish The ability for which effect this feat applies is chosen
(or similar effects) have no effect on the avatar, since it each time the avatar enters its resting form, and can be
is not an extraplanar creature. Whenever the genesis is changed as a swift action. As soon as the avatar is
unconscious or asleep, the avatar immediately returns awakened, this effect is lost.
to its resting form in the genesis’ consciousness. Additionally, Whenever her awakened avatar takes
When the avatar is fully awakened, it and the enough damage to be destroyed, as a reaction to the
genesis must remain within 50 feet of one another for damage, the genesis can sacrifice any number of her hit
the avatar to stay stable with little to no concentration points without using an action. Each hit point sacrificed
on the part of the genesis. The genesis can stretch this in this way prevents 1 point of damage dealt to the
range at the risk of accidentally sending the avatar back avatar. This can prevent the avatar from being
to its resting form in her mind. destroyed.
When a genesis starts her turn and her avatar is Bonded Senses (Su): At 2nd level, as a standard
more than 50 feet away from her (but closer than 100 action, a genesis can share the senses of her awakened
feet), the genesis must concentrate on their connection avatar, hearing, seeing, smelling, tasting, and feeling
as a full-round action that provokes attacks of everything her avatar does. She can use this ability a
opportunity or the avatar immediately returns to its number of rounds per day equal to her genesis level, but
resting form in the genesis’ mind. This concentration those rounds do not need to be consecutive. There is no
can be interrupted as if it were a power. Treat this maximum range for this effect, but the avatar and the
effect’s power level as equal to 1 + 1 per 10 feet farther genesis must be on the same plane. The genesis can end
than 50 feet that the avatar is from the genesis this effect as a free action.

12
Fused Avatar (Su): At 3rd level, a genesis learns the Detect Psionics (Ps): At 5th level, a genesis’
secret to fusing aspects of her avatar to her own body. connection to psionic impressions becomes so strong
For the genesis to use this ability, the avatar must be in that she can use detect psionics at will as a psi-like ability
its resting form inside the genesis’ mind and cannot be with a manifester level equal to her genesis level.
awakened in any other way. Avatar Recall (Su): At 6th level, as either a swift or
While using fused avatar, the avatar cannot be an immediate action, a genesis can call her awakened
damaged or dispelled. A genesis can use fused avatar a avatar to her side or back into its resting form in her
number of rounds per day equal to 3 + her genesis level. mind.
The rounds need not be consecutive. She can activate This ability functions as fold space, using the genesis’
and dismiss the effects of a fused avatar as a free action, class level as the manifester level. When the genesis
but even if she dismisses a fused avatar on the same calls the avatar in this way, the avatar appears adjacent
round that she used it, it counts as 1 round of use. to the genesis (or as close as possible, if all adjacent
When a 3rd level genesis uses this ability, she spaces are occupied).
becomes shrouded in an oscillating reflective sheen, When the genesis uses this ability to call the avatar
granting her concealment against ranged attacks. back into its resting form, she can activate fused avatar
At 8th level, the genesis learns to create an as part of that action, but she must expend her psionic
additional pair of arms made from pure mental energy. focus to do so.
Once per round as either a swift or a standard action The genesis can use this ability once per day at 6th
(the genesis’ choice), the genesis can use one or both level, plus one additional time per day for every 4
limbs to attack creatures within her melee reach (using genesis levels she possesses beyond 6th.
the attack bonus and damage dice of her awakened Renew Avatar (Su): At 7th level, a genesis gains the
avatar’s slam) or to manipulate objects. She can even ability to psionically heal her avatar. Once per day, as
use that action to have one limb make an attack and the long as the avatar has 1 hit point remaining and is in its
other manipulate an object, as long as that object can be awakened form, she can heal the avatar a number of hit
manipulated with one hand. points equal to her genesis level plus her Charisma
At 13th level, the avatar’s reflective sheen grows modifier. Using this ability is a full round action that
even stronger, granting the genesis total concealment provokes attacks of opportunity. The genesis can instead
against ranged weapons and concealment against melee use this ability as a standard action by expending her
weapons. psionic focus.
At 18th level, the genesis can take a full-round action At 11th level and every 4 levels thereafter, a genesis
to attack all creatures within her melee reach with her can use this ability an additional time per day (to a
limbs (using the attack bonus and damage dice of her maximum of 4 times per day at 19th level).
awakened avatar’s slam). When she does, she rolls the Transposition (Su): At 9th level, a genesis can use
attack roll twice, takes the better of the two results, and her Avatar Recall ability to swap locations with her
uses that as her attack roll result against all creatures avatar. If her avatar is larger than her, she can appear
within her melee reach. If the better attack roll in any square occupied by the avatar. The avatar must
threatens a critical hit, the genesis chooses one target occupy the square that was occupied by the genesis if
that she hit to confirm the critical hit against. The other able, or as close as possible if it is not able.
attacks that hit are considered normal hits rather than Fused Self (Su): At 10th level, a genesis always gains
critical threats. the benefits of bonded senses when her avatar is
Protective Bond (Ex): At 4th level, whenever a awakened. Additionally, she can shunt the effect of a
genesis is within the reach of her awakened avatar, she mind-affecting effect into the consciousness of her
gains a +2 shield bonus to her Armor Class and a +2 avatar when the avatar is in its awakened form, but
circumstance bonus on her saving throws. She doesn’t doing so causes the avatar to immediately retreat back
gain these bonuses when the awakened avatar is into its resting form.
grappled, helpless, or unconscious. Greater Protected Bond (Ex or Su): At 12th level,
whenever allies are within the reach of a fully

13
awakened avatar, each ally gains a +2 shield bonus to its require food or water, but they do not heal naturally
Armor Class and a +2 circumstance bonus on its saving (see the Avatars class ability above). The avatar appears
throws. For the genesis, these bonuses increase to +4. as a glowing, semi-translucent vaguely humanoid form,
The genesis and allies within range don’t gain this bonus similar to a ghost but not undead. The avatar can take
if the awakened avatar is grappled, helpless, or nearly any shape within those guidelines, but generally
unconscious. represents some characteristic of the genesis or reflects
Quick Awakening (Ex): At 16th level, the genesis them in some way. Because avatars are abstractions of
gains the ability to awaken her avatar more quickly. She the psyche, they often appear strange and uncanny,
can awaken her avatar as a full-round action that imperfect and sometimes unsettling. Some examples of
provokes attacks of opportunity a number of times per these features include too many or too few eyes or other
day equal to her Charisma modifier. facial features, vestigial extra limbs or wings, face
Improved Fusion (Su): At 17th level, the genesis can permanently locked into one expression, ornate dress or
use her fused avatar ability a number of rounds per day costume, or animalistic features such as horns, feathers,
equal to 3 + twice her genesis level. claws, or tails.
Dual Consciousness (Su): At 19th level, while a Class Level: This is the genesis’ class level.
genesis’ avatar is in its resting form, she gains the HD: This is the total number of d10 Hit Dice the
benefits of the feat Deep Focus even if she does not meet avatar possesses, each of which is modified by the
the prerequisites or if she already has the feat. This avatar’s Constitution as normal.
effect ends as soon as the avatar is awakened. BAB: This is the avatar’s base attack bonus. An
Additionally, when the avatar is fully awakened, it avatar's base attack bonus is equal to its Hit Dice.
gains the Wild Talent feat, thus gaining its own power Avatars do not gain additional attacks using their
point pool and psionic focus in addition to sharing the natural weapons at higher base attack bonuses.
focus of its genesis. The avatar can still use its genesis’ Good/Bad Saves: These are the avatar’s base saving
psionic focus as its own, expend its genesis’ psionic throw bonuses. An avatar possesses two good saving
focus, and spend its genesis’ power points, but the throws and one bad saving throw, determined by the
genesis cannot access the avatar’s psionic focus or avatar’s id imprint.
power point pool. Skills: This lists the avatar’s total skill ranks. Avatars
Dual Imprinted Avatar (Su): At 20th level, the with Intelligence scores above the base value modify
genesis’ avatar can become imprinted with more of the these totals normally (an avatar gains a number of skill
genesis’ mind, growing into a much more complex and ranks equal to 2 + its Intelligence modifier per Hit Die).
sophisticated being. The avatar gains a second id An avatar can’t have more ranks in a skill than it has Hit
imprint. This does not change the avatar’s saving Dice. The avatar’s skill ranks are set once chosen.
throws, but the avatar otherwise gains all the skills and Feats: This is the total number of feats possessed by
powers of the imprint. an avatar, not including the bonus feat gained from its
id imprint. An avatar can select any feat it qualifies for.
AVATARS The avatar’s feats are set once chosen.
An avatar’s abilities are determined by the genesis’ Dex/Cha Bonus: Add this bonus to the avatar’s
level and the avatar’s id imprint. Table 2-3: Awakened Dexterity and Charisma scores.
Avatar’s Base Statistics determines many of the base Slam Damage: Avatars have two slam natural
statistics of the avatar. Each avatar possesses a fraction weapon attacks. Those attacks’ damage is based on the
of its genesis’ personality, called an id imprint, that size of the avatar and is sometimes modified by the
modifies its base statistics and abilities. Avatars are abilities of the avatar’s id imprint. Table 2–3 gives the
considered to be outsiders (native) for the purpose of damage by genesis level of the slam attacks made by a
determining what powers and abilities affect them. Medium avatar. See Table 2–2 for the damage of such
An avatar is made from pure mental energy, pulled attacks for Small and Large avatars. Sometimes, a
from the mind of the genesis and made real by her genesis’ avatar awakens in a form that makes it appear
power. Avatars are corporeal, living beings. They do not as if it had weapons or other natural attacks. Regardless

14
of its apparent forms, the avatar’s attacks still deal the to 15/psionic, and at 20th level, the damage reduction
slam attack damage listed on Table 2–2 or Table 2–3. becomes DR 15/—.
Phase Lurch: A fully awakened avatar has the
Table 2-2: Small or Large Avatar Slam Damage
ability to pass through walls or material obstacles. In
Genesis Level Small Avatar Damage Large Avatar Damage
order to use this ability, it must begin and end its turn
1st-4th 1d4 1d8
outside whatever wall or obstacle it’s moving through.
5th-8th 1d6 2d6 An avatar can’t move through corporeal creatures with
this ability, and its movement speed is halved while
9th-12th 1d8 2d8
moving through a wall or obstacle.
13th-16th 1d10 3d6
Deliver Touch Powers (Su): The avatar can deliver
17th-20th 2d6 3d8 touch powers for the genesis when fully awakened. The
genesis and the avatar need not be in contact to
Special: This column includes a number of abilities accomplish this, but the avatar must be within 30 feet
gained by all avatars as they increase in power. Each of and the genesis must have a line of effect to her avatar.
these bonuses is described below. If the genesis is 12th level or higher, the avatar can
Darkvision (Ex): The avatar has darkvision out to a deliver touch spells within 50 feet of the genesis. The
range of 60 feet. genesis can manifest the power, and then the avatar can
Link (Su): A genesis and her avatar share a mental deliver the touch as an immediate action. If the touch
link that allows for communication across distances (as power deals damage, the avatar must make the attack
long as they are on the same plane). This roll. The avatar can’t hold the charge of a touch power
communication is a free action that can be performed manifested by the genesis using this ability. If the power
even when it isn’t the genesis’ turn, but the genesis and is delivered to the avatar, it must touch a target or the
the avatar must both be conscious to communicate in power is lost. If the power allows you to touch up to six
this way. This allows the genesis to give orders to her willing targets, the avatar can accomplish this with an
avatar at any time. Magic and psionic items interfere immediate action, but all of the willing targets must be
with a genesis’ connection to her avatar; as a result, the within the avatar’s melee reach at the time.
genesis and her avatar share item slots. Psionic Attacks (Su): When the avatar fully
For example, if the genesis is wearing a ring, her awakens, it treats its slam attacks as if they were psionic
avatar can wear only one ring. In the case of a conflict, for the purposes of overcoming damage reduction. If the
the items worn by the genesis remain active, and those genesis is 10th level or higher, all of the avatar’s
worn by the avatar become dormant. weapons are treated as the alignment of the avatar for
Share Powers (Su): Since a genesis and her avatar the purpose of overcoming damage reduction.
share a consciousness, they can share powers. The Ability Score Increase (Ex): The avatar adds 1 to
genesis can manifest a power with a target of “you” on one of its ability scores.
her avatar (as a power with a range of touch) instead of Dedication (Ex): An avatar gains a +4 morale bonus
on herself. A genesis can manifest powers from the on Will saves against compulsion powers and effects.
genesis power list on her avatar even if the powers Incorporeal Form (Su): The avatar can become
normally do not affect creatures of the avatar’s type incorporeal for a number of rounds per day equal to 3 +
(outsider (native)). This ability does not allow the avatar its genesis’ Charisma modifier. During this time, it gains
to share abilities that aren’t powers, even if they the incorporeal subtype, including a deflection bonus to
function like powers. AC equal to its Charisma modifier. It loses its natural
Damage Reduction (Ex): A fully awakened avatar armor bonus but gains a dodge bonus equal to half its
has DR 2/psionic. When the genesis reaches 5th level, the genesis’ level. Since it isn’t an undead creature, it takes
damage reduction increases to DR 5/psionic. At 10th no damage from holy water or positive energy.
level, it increases to 10/psionic, at 15th level, it increases

15
Table 2-3: Awakened Avatar’s Base Statistics

Class Good Bad Armor Dex/Cha Slam


Level HD BAB Saves Saves Skills Feats Bonus Bonus Damage Special

1 1 +1 +2 +0 2 1 +0 +0 1d6 Darkvision, Link, Damage


Reduction 2/psionic, Phase
Lurch, Share Powers

2 2 +2 +3 +0 4 1 +2 +1 1d6 -

3 3 +3 +3 +1 6 2 +2 +1 1d6 Deliver Touch Powers (30ft)

4 3 +3 +3 +1 6 2 +2 +1 1d6 Psionic Attacks

5 4 +4 +4 +1 8 2 +4 +2 1d8 Ability Score Increase,


Damage Reduction 5/psionic

6 5 +5 +4 +1 10 3 +4 +2 1d8 Dedication

7 6 +6 +5 +2 12 3 +6 +2 1d8 -

8 6 +6 +5 +2 12 3 +6 +3 1d8 -

9 7 +7 +5 +2 14 4 +6 +3 1d10 Incorporeal Form

10 8 +8 +6 +2 16 4 +8 +4 1d10 Ability Score Increase,


Damage Reduction 10/psionic

11 9 +9 +6 +3 18 5 +8 +4 1d10 -

12 9 +9 +6 +3 18 5 +10 +5 1d10 Deliver Touch Powers (50ft)

13 10 +10 +7 +3 20 5 +10 +5 2d6 -

14 11 +11 +7 +3 22 6 +10 +5 2d6 -

15 12 +12 +8 +4 24 6 +12 +6 2d6 Ability Score Increase,


Damage Reduction 15/psionic

16 12 +12 +8 +4 24 6 +12 +6 2d6 -

17 13 +13 +8 +4 26 7 +14 +7 2d8 -

18 14 +14 +9 +4 28 7 +14 +7 2d8 -

19 15 +15 +9 +5 30 8 +14 +7 2d8 -

20 15 +15 +9 +5 30 8 +16 +8 2d8 Damage Reduction 15/-

AVATAR STATISTICS her. An avatar is always a humanoid-shaped creature,

A genesis’ avatar is typically the same size as the gently glowing and almost transparent.

genesis. A genesis can have an avatar that is one size Since an avatar shares the consciousness of its

category smaller than her, and if she is Small or smaller, genesis, it cannot gain its own power point pool, nor can

she can have an avatar one size category larger than it gain a psionic focus (at least until the genesis reaches
20th level, see the Dual Consciousness ability). The
avatar shares its genesis’ psionic focus and power point

16
pool as its own for the purpose of feats and other Bonus Feat: The avatar gains Iron Will as a bonus
abilities, and the avatar can even expend the genesis’ feat at 1st level. Additionally, the avatar grants the
psionic focus and spend power points to use such benefits of this feat to its genesis when in its resting
abilities. form.
Every avatar has the following base statistics, which Confident Strikes (Ex): When a creature makes an
are then modified by its size and id imprint. attack against one of the avatar’s allies, the avatar gains
a +2 bonus on attack rolls against that target. For the
Avatar Starting Statistics: Type Outsider (native,
purposes of this ability, an attack includes any harmful
psionic); Size As genesis or one size category smaller (or
power or effect targeting an ally of whose area or effect
one size category larger, if the genesis is Small or
includes an ally.
smaller); Speed 30 ft.; AC +2 natural armor; Attack 2
This effect lasts for 1 minute after the ally is
slams (1d6 or 1d4 if size Small); Ability Scores Str 12,
attacked, until another creature attacks one of the
Dex 14, Con 13, Int 7, Wis 10, Cha 13.
avatar’s allies (at which point this effect transfers to the
The following skills are class skills for the avatar: new attacker), or until the attacking creature is reduced
Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), to fewer than 0 hit points, whichever occurs first.
Knowledge (psionics) (Int), Perception (Wis), Sense Inspiring Aura (Su): When the genesis reaches 7th
Motive (Wis), and Stealth (Dex). In addition, at 1st level, level, as long as the genesis remains psionically focused,
the genesis can choose one additional skill as a class skill the avatar emits a 20-foot radius aura that inspires
for her avatar. The avatar also gains two class skills
based on its id imprint. The avatar automatically gains
bonus ranks in these two skills as the genesis increases
in level—its number of ranks in these skills is always
equal to its number of Hit Dice.

ID IMPRINTS
Each avatar has an id imprint— a piece of the
genesis’ personality made real. This id imprint is an
emotional attitude that grants the avatar different
abilities that it can use while awakened. The type of
each ability and its power are determined by the
genesis’ level. This attitude reflects in the mannerisms of
the avatar, and can inform its physical appearance as
well.
The id imprint determines which bonus skill ranks
the avatar gains, as well as the bonus feat it gains at 1st
level, its good saving throws, and the special abilities it
gains as the genesis increases in level.

CONFIDENCE
Holding their heads high and triumphant, avatars
with this imprint inspire courage in their allies with
their presence and dedicate themselves to protecting
them. Their appearances vary, but they often bear some
resemblance to a mentor or loved one of the genesis.
Skills: The avatar gains a number of ranks in
Diplomacy and Sense Motive equal to its number of Hit
Dice.
Good Saves: Fortitude and Will.

17
courage in nearby allies. Allies within the aura gain a +2 that cannot see. This ability functions only while the
competence bonus on attack rolls and saving throws. avatar remains conscious.
Unconscious Ally (Su): When the genesis reaches 12th Confusing Strike (Su): When the genesis reaches 12th
level, the avatar can stay manifested even when its level, if the avatar hits with a slam attack, it can confuse
genesis is unconscious or asleep. those it hits instead of causing them to be fascinated (the
Perfected Avatar (Su): When the genesis reaches 17th avatar must choose when it makes the attack). Just as
level, as long as the genesis maintains her psionic focus with fascinating strike, the creature must succeed a Will
the avatar appears to others as an idealized image of saving throw (DC 10 + ½ the avatar’s Hit Dice + the
physical perfection, akin to witnessing a deity or other avatar’s Charisma modifier) and the effect lasts for 1
being of awesome power. It can add a bonus equal to its round. This is a mind-affecting effect.
Hit Dice to any Charisma-based skill check. Hilarious Thought (Su): When the genesis reaches
Additionally, the avatar gains a bonus on melee 17th level, three times per day as a standard action, the
damage rolls equal to its Charisma modifier. However, avatar can insert an urge to laugh uncontrollably into
whenever the avatar deals damage to a creature, the the mind of an opponent within its line of sight. The
creature can attempt a Will save (DC = 10 + 1/2 the creature must succeed a Will save (DC 10 + ½ the
avatar’s Hit Dice + the avatar’s Charisma modifier) to avatar's Hit Dice + the avatar’s Charisma modifier) or
disbelieve the effect, eliminating the bonus to damage begin laughing uncontrollably, causing it to collapse to a
rolls. A creature that succeeds on the saving throw is prone position. The subject can take no actions while
immune to this effect for 24 hours. This ability is a laughing, but is not considered helpless. This effect lasts
mind-affecting effect. for a number of rounds equal to the avatar’s Hit Dice.
This is a mind-affecting effect.
DELIRIUM
Delirium-imprinted avatars are vibrant and colorful, FEAR
their forms constantly shifting and changing. These Fear avatars always take the form of something
avatars tend to be permanently stuck in a spaced-out gruesome and unsettling, and only become more
expression, often with a wide grin or a slack jaw. Even terrifying once combat begins. Since the avatar is
in combat, delirium avatars seem as distracted as the formed from a piece of the genesis’ psyche, it often takes
creatures that are under the effect of their powers. the form of something that the genesis personally fears.
Skills: The avatar gains a number of ranks in Skills: The avatar gains a number of ranks in
Acrobatics and Perception equal to its number of Hit Intimidate and Stealth equal to its number of Hit Dice.
Dice. Good Saves: Reflex and Will.
Good Saves: Reflex and Will. Bonus Feat: The avatar gains Psionic Dodge as a
Bonus Feat: The avatar gains Access Psionic Talent as bonus feat at 1st level even if it does not meet the
a bonus feat at 1st level even if it does not meet the prerequisites.
prerequisites. Unnerving Strike (Su): If the avatar hits a creature
Fascinating Strike (Su): If the avatar hits a creature with a slam attack, that creature must succeed a Will
with a slam attack, that creature must succeed a Will saving throw (DC 10 + ½ the avatar’s Hit Dice + the
saving throw (DC 10 + ½ the avatar’s Hit Dice + the avatar’s Charisma modifier) or be shaken for 1d4
avatar’s Charisma modifier) or be fascinated for 1 rounds. Multiple attacks against the same creature do
round. This is a mind-affecting effect. not cause the creature to become frightened. This is a
Colorful Aura (Su): When the genesis reaches 7th mind-affecting fear effect.
level, the avatar begins to shimmer and sparkle with Frightening Aura (Su): When the genesis reaches 7th
colorful and flourishing psionic energy. As long as the level, the avatar begins to radiate nightmarish energy.
genesis maintains her psionic focus, all enemies within As long as the genesis maintains her psionic focus, all
10 feet of the avatar are distracted, taking a –2 penalty enemies within 10 feet of the avatar take a –4 penalty on
on attack and damage rolls and a -5 penalty on saving throws against fear effects. Creatures that are
Perception checks. This ability has no effect on creatures normally immune to fear lose that immunity while

18
within 10 feet of an avatar with this ability. This ability SORROW
functions only while the avatar remains conscious. Some avatars are formed from the grief experienced
Frightening Strike (Su): When the genesis reaches by especially anguished geneses. These avatars tend to
12th level, if the avatar hits with a slam attack, it can look like the genesis’ lost loved one or a younger or
frighten those it hits instead of causing them to be idealized version of their self, except they appear to be
shaken (the avatar must choose when it makes the constantly melting or crumbling, or possess some other
attack). Just as with unnerving strike, the creature must great flaw.
succeed a Will saving throw (DC 10 + ½ the avatar’s Hit Skills: The avatar gains a number of ranks in Bluff
Dice + the avatar’s Charisma modifier) and the effect and Stealth equal to its number of Hit Dice.
lasts for 1d4 rounds. This is a mind-affecting fear effect. Good Saves: Reflex and Will.
Fear Imbued (Su): When the genesis reaches 17th Bonus Feat: The avatar gains Speed of Thought as a
level, its avatar can shelter its allies from fear. As long as bonus feat at 1st level even if it does not meet the
the genesis remains psionically focused, all allies within prerequisites.
the avatar’s frightening aura become immune to fear for Sorrowful Strikes (Ex): Each time the avatar hits a
as long as they are within the aura. Additionally, the creature its slam attack, for one round after that
avatar’s genesis becomes immune to fear as long as the creature takes a -2 penalty on all attack rolls made
avatar has not been destroyed in the last 24 hours. against the avatar and its genesis.

FOCUS
Born from the minds of only the most studious and
disciplined geneses, focus-imprinted avatars are as
serious as they are imposing. These avatars take
complex and sophisticated forms to illustrate the
genesis’ impressive mental discipline.
Skills: The avatar gains a number of ranks in
Autohypnosis Intimidate equal to its number of Hit Dice.
Good Saves: Fortitude and Will.
Bonus Feat: The avatar gains Psionic Body as a bonus
feat at 1st level.
Focused Strikes (Ex): The avatar threatens a critical
hit with its slam attacks on a roll of 19-20. When the
genesis reaches 11th level, the avatar’s critical modifier
with slam attacks increases to x3. This doesn’t stack with
Improved Critical or similar effects.
Distant Focus (Su): When the genesis reaches 7th
level, the avatar can continue to take over the psionic
focus of one of its genesis’ abilities with the shared self
ability even when in a fully awakened or partially
awakened form (such as with fused avatar).
Unconscious Ally (Su): When the genesis reaches 12th
level, the avatar can stay manifested even when its
genesis is unconscious or asleep.
Steadfast Avatar (Su): When the genesis reaches 17th
level, the avatar becomes immune to detrimental
mind-affecting effects, as well as dispel psionics and
similar effects.

19
Pathetic Aura (Su): When the genesis reaches 7th Tranquilizing Strike (Su): If the avatar hits a creature
level, her avatar begins to emanate an aura that compels with a slam attack, that creature must succeed a Will
others not to attack it. As long as the genesis maintains saving throw (DC 10 + ½ the avatar’s Hit Dice + the
psionic focus, anyone within 20 feet of the avatar who avatar’s Charisma modifier) or be stunned for 1 round.
attempts to attack it must make a successful Will save This is a mind-affecting compulsion effect.
(DC 10 + 1/2 the avatar’s Hit Dice + the avatar’s Charisma Peaceful Aura (Su): When the genesis reaches 7th
modifier) or the attack takes a -2 morale penalty to its level, the avatar begins to exude an aura of pacifying
attack and damage rolls. A creature that succeeds on the energy. As long as the genesis maintains her psionic
saving throw is immune to this effect for 24 hours. Area focus, all enemies within 10 feet of the avatar take a -4
effects are not subjected to this effect. This is a penalty on saving throws against compulsion effects.
mind-affecting effect. Creatures that are normally immune to compulsion lose
Mournful Wail (Su): When the genesis reaches 12th that immunity while within 10 feet of an avatar with
level, the avatar gains the ability to emit a horrible sob this ability. This ability functions only while the avatar
that weakens its enemies up to three times per day. The remains conscious.
wail effects creatures in a 30 foot cone, and each Paralyzing Strike (Su): When the genesis reaches
affected creature must make a Will save (DC 10 + ½ the 12th level, if the avatar hits with a slam attack, it can
avatar Hit Dice + the avatar’s Charisma modifier) or paralyze those it hits instead of causing them to be
suffer a -2 penalty on attack rolls, saving throws, ability stunned (the avatar must choose when it makes the
checks, skill checks, and weapon damage rolls for 1 attack). Just as with tranquilizing strike, the creature
minute for each Hit Die the avatar possesses. This is a must succeed a Will saving throw (DC 10 + ½ the
mind-affecting effect. avatar’s Hit Dice + the avatar’s Charisma modifier) and
Surrendering Aura (Su): When the genesis reaches the effect lasts for 1 round. This is a mind-affecting
17th level, her avatar’s aura causes her opponents to be compulsion effect.
even further dissuaded from causing it harm. As long as Mental Shield (Su): When the genesis reaches 17th
the genesis maintains psionic focus, anyone who level, its avatar can shelter its allies’ minds from
attempts to attack the avatar must make a successful compulsion. As long as the genesis remains psionically
Will save (DC 10 + 1/2 the avatar’s Hit Dice + the avatar’s focused, all allies within the avatar’s peaceful aura
Charisma modifier) or it can’t follow through with the become immune to compulsion for as long as they are
attack and that part of its action is lost. A creature that within the aura. Additionally, the avatar’s genesis
succeeds on the saving throw is immune to this effect becomes immune to compulsion as long as the avatar
for 24 hours. Area effects are not subjected to this effect. has not been destroyed in the last 24 hours.
This is a mind-affecting effect.
WRATH
TRANQUILITY Avatars with this id imprint are destructive and
The avatars of especially kind-hearted and hostile, brimming with violent intention. They often take
good-natured geneses often have this imprint. These imposing or fearsome appearances to intimidate others.
avatars appear as a comforting figure, sometimes a Their spectral bodies seem to bristle and crackle with
maternal or similarly caring familial figure to the the furious energy they possess.
genesis, with a kind and blissful expression that radiates Skills: The avatar gains a number of ranks in
to the genesis’ allies and enemies alike. Intimidate and Survival equal to its number of Hit Dice.
Skills: The avatar gains a number of ranks in Good Saves: Fortitude and Reflex.
Diplomacy and Heal equal to its number of Hit Dice. Strengthened Avatar: The avatar gains a +2 bonus to
Good Saves: Fortitude and Will. Strength and a -2 penalty to Dexterity. Instead of the
Bonus Feat: The avatar gains Telepathic Link as a avatar gaining a bonus to Dexterity as the genesis gains
bonus feat at 1st level even if it does not meet the levels, a wrath-imprinted avatar gains a bonus to
prerequisites. For the purpose of this feat, the avatar Strength instead.
treats its Hit Dice as its manifester level.

20
Bonus Feat: The avatar gains Psionic Fist as a bonus Accelerated EntropyC2: Rapidly age a magic or psionic
feat at 1st level even if it does not meet the item, ruining it.
prerequisites. Burst: Gain +10 ft. to speed this round.
Powerful Strike (Ex): An avatar with this id imprint Catfall: Instantly save yourself from a fall.
deals slam damage as a creature one size category Conceal Thoughts: You conceal your motives.
larger than its current size. Elfsight: Gain low-light vision, +2 bonus on Perception
Violent Aura (Su): When the genesis reaches 7th checks, and notice secret doors.
level, the avatar begins to emit caustic emotional energy. Elongate ExtremitiesC2: You lengthen your legs or your
As long as the genesis maintains her psionic focus, arms.
creatures within 20 feet of the avatar gain a +2 bonus on Fortify: You gain a +2 resistance bonus on saves.
melee attack rolls but take a –2 penalty to AC. This effect Inevitable Strike: Gain an insight bonus on your next
does not need to be active at all times, it can be turned attack.
on and off as a free action. Metamorphosis, Minor: Change your physical form to a
Destructive Strikes (Ex): When a genesis reaches 12th minor degree.
level, her avatar’s strikes become even more dangerous. Mind PalaceC2: A moment’s reflection offers a bonus to
As long as the genesis maintains psionic focus, the your next roll.
avatar’s slam attack threatens a critical hit on a roll of Mind Thrust: Deal 1d10 damage.
19-20. Additionally, if the avatar fails the critical Mindlink: You forge a limited mental bond with another
confirmation, it can expend its genesis’ psionic focus to creature.
reroll the critical confirmation. Natural Healing: Heal 3 hit points of damage.
Enlarged Avatar (Su): When a genesis reaches 17th ShroudsightSP: Detect undead and incorporeal creatures.
level, she learns the secret to making her avatar even Shunning of the MaterialSP: Make an object ethereal.
larger. The avatar permanently becomes one size Synesthete: You receive one kind of sense when another
category larger than its current size. sense is stimulated.
Thicken Skin: Gain +1 enhancement bonus to your AC for
GENESIS POWER LIST 10 min./level.
0-Level Genesis Powers (Talents) Unnatural AuraSP: Animals are repelled from the target.
BioluminescenceC2: Cause existing vegetation to produce Ward of the MindSP: Gain immunity to possession and
natural light. attacks by incorporeal creatures.
Conceal Thoughts: You conceal your motives.
Create Sound: Create the sound you desire. 2nd-Level Genesis Powers

Distract: Subject gets –4 on Perception and Sense Motive Animal Affinity: Gain +4 enhancement to one ability.

checks. Apathetic AuraC2: Cause nearby enemies to ignore you

Detect Psionics: You detect the presence of psionics. and those accompanying you.

Empathy: You know subject’s surface emotions. Biofeedback: Gain DR 2/–.

Fortify, Lesser: Gain a +1 bonus on saving throws. Body Adjustment: Heal 1d12 damage.

Missive: Send a one-way telepathic message to subject. Chameleon: Gain +10 enhancement bonus on Stealth

My Light: Your eyes emit 20-ft. cone of light. checks.

Telekinetic Punch: Deal 1 force damage to target. Concealing Amorpha: Quasi-real membrane grants you

Telepathic Lash: Humanoid creature of 4 HD or less loses concealment.

next action. Dead HandSP: One of your hands becomes ethereal.

Vim: Gain 1 temporary hit point. Deflect: Avoid a single ranged attack.
Ectoplasmic ObeliskC2: Create a short-lived obstacle that
1st-Level Genesis Powers blocks movement and line of sight.
C2
Absorb Dorje : Make a dorje part of your body, manifest Empathic Transfer: Transfer another’s wounds to
its power as if it were a power known. yourself.
Absorb Weapon: Merge a weapon within your body, Energy Adaptation, Specified: Gain resistance 10 to one
concealing it from view. energy type.

21
HeartbindingSP: Form a protective bond with another Evade Burst: You take no damage from a burst on a
creature. successful Reflex save.
Heightened Vision: See 60ft in total darkness. Hidden Body: Hide one creature within the body of
Pummeling BarageC2: Deal nonlethal damage to a target another.
using ectoplasm. Inertial Barrier: Gain DR 5/-.
Resist Toxin: Your body becomes temporarily immune to Slip the Bonds: You cannot be held or otherwise
poison. rendered immobile.
Shape the ShadeSP: Alter the appearance of an Steadfast Perception: Gain immunity to illusory effects,
incorporeal creature. +6 bonus on Perception checks.
Sidestep: Avoid a single melee attack.
Suspend PsionicsC2: Temporarily pause the duration of 5th-Level Genesis Powers

beneficial powers manifested on you. Adapt Body: Your body automatically adapts to hostile

Sustenance: Go without food and water for one day. environments.

Thought Shield: Gain PR 13 against mind-affecting Ghostly PossessionSP: Become ghostlike and possess

powers. creatures.
Mind TrapC2: You store a power in your mind as a trap
3rd-Level Genesis Powers for those who affect you with mind-affecting effects.
C2
Biokinetic Endurance : Reduce damage to your physical Oak Body: Your body becomes as hard as oak.
ability scores. Pierce the Veils: See all things as they really are.
Body Purification: Restore 2 points of ability damage. Psionic Revivify: Return the dead to life before the
C2
Cloned Twin : Create a copy of yourself and shunt your psyche leaves the corpse.
mind between your body and your clone’s. Psychic Crush: Brutally crush subject’s mental essence,
Concealing Amorpha, Greater: Quasi-real membrane reducing subject to -1 hit points.
grants you total concealment. Psychofeedback: Boost Strength, Dexterity, or
Dispel Psionics: Cancels psionic powers and effects. Constitution at the expense of one or more other
C2
Ectoplasmic Carpet : Create a temporary flying carpet scores.
that has various utility uses. Soul ExchangeSP: You switch souls with another creature.
Ectoplasmic Cocoon: You encapsulate a foe so it can’t
move. 6th-Level Genesis Powers

Ectoplasmic Form: You gain benefits of being Aura Alteration: Repairs psyche or makes subject seem

insubstantial and can fly slowly. to be something it is not.

Expose Weakness: Cause a creature to become clumsy. Body of Iron: Your body becomes living iron.

Fettering the ShadeSP: Grant ghost touch to an object. Cleanse Spirit: Restores level and ability score drains.
C2
Insubstantial : Gain some benefits of incorporeality. Ethereal Passage: Invisible passage through wood or

Metamorphosis: Changes your physical form. stone.


SP
Mind Over the Immaterial : Remove immunity to Metamorphosis, Major: Radically change your physical

mind-affecting effects. form.

PhantasmagoriaSP: Cause the appearance of horrific Retarget PowerC2: Move an ongoing spell or power

transformations within the affected area. between two creatures.

Physical Acceleration: You move faster, gain +1 on attack


rolls, AC, and Reflex saves.
Ubiquitous Vision: You have all-around vision.
Volatile RejectionSP: Force out the entity possessing a
creature.

4th-Level Genesis Powers


Energy Adaptation: Your body converts energy to
harmless light.

22
SAMPLE CHARACTER: BIKO LIGHT RASKOR OFFENSE

Dromite genesis 1 Speed 30 ft

NG Small humanoid (insectoid, psionic) Melee 2 slams +2 (1d6+1 plus tranquilizing touch)

Init +3, Senses Perception +3 STATISTICS

DEFENSE Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13

AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 Base Atk +1, CMB +2, CMD 14

natural armor, +1 size) Feats Telepathic Link, Weapon Focus (slam)

HP 13 (1d8+5) Skills Diplomacy +5, Heal +4

Fort +1, Ref +3, Will +3 Languages As Biko

Resist sonic 5 SQ Link, phase lurch, share powers, telepathic link,


tranquilizing touch (DC12, stunned)
OFFENSE
Gear none
Speed 20 ft
Melee long spear -1 (1d6-2/x3)
As a young dromite, Biko would often wander into
Ranged light crossbow +4 (1d6/19-20)
the tunnels outside the subterranean city they were
Genesis Powers Known (ML 1st; Concentration +4); 5pp
born in, searching for interesting stones, unique plants
1st- mind thrust (DC14)
and fungi, dropped items, and other “treasures”. One
0- empathy, missive
day, they explored further than they should have, and
Psi-like Abilities (1/day, ML 1st) energy ray (sonic)
found their self lost in the labyrinth of the underdark
STATISTICS tunnels.
Str 6, Dex 16, Con 12, Int 10, Wis 13, Cha 17 After days of walking in aimless circles, young Biko
Base Atk +0, CMB +2, CMD 10 began to get desperate, and decided to try a different
Feats Psionic Body, Psionic Talent approach. They began to meditate, tapping into a
Skills Autohypnosis +5, Perception +3, Sense Motive +5, deep-seated innate psionic power. Focusing on creating
Stealth +6 some kind of guide that could lead them back to their
Languages Common home, they began to construct their perfect guardian
SQ Avatar, scent, shared self from pure mental energy.
Gear light crossbow with 20 bolts, long spear, studded Biko’s avatar, nicknamed “Aksa”, takes the form of a
leather armor, 2d6gp giant woman in flowing robes made from shimmering
pale green light, with a face that has far too many eyes
BIKO’S AVATAR “AKSA” than it should possess. Aksa stands nearly 7 feet tall,
Tranquility Avatar 1 towering over her tiny genesis.
NG Medium outsider (native, psionic) Short even for a dromite, Biko stands only 3 feet tall.
Init +3, Senses darkvision 60ft, Perception +0 Their chitinous shell is a pale gray flecked with muddy

DEFENSE green, and their eyes are a cloudy gray. Motivated by


curiosity and an innate desire to help others, Biko and
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural
Aksa are an unusual pair of heroes who always take
armor)
time to aid others in their journeys without regard to
HP 11 (1d10+1)
personal gain. Peers are often unnerved at first by Biko’s
Fort +3, Ref +2, Will +2
bizarre ally, but quickly become endeared to the duo’s
DR 2/psionic
companionship and compassion.

23
SKIPPER CLASS FEATURES
Combining a mastery of psionic teleportation and Weapons and Armor Proficiencies: A skipper is

the dangerous skills of a warrior, skippers make proficient with simple and martial weapons, light

fearsome opponents. Using an ability called “skipping”, armor, and shields (but not tower shields).

they can teleport around foes to dodge their attacks, Skip (Su): As long as she maintains her psionic

maneuver impossible battlefield strategies, and make focus, a skipper can teleport to a nearby space within

powerful inertial attacks. her line of sight as a move action. The “skip distance”

Role: The skipper is an exceptionally mobile column on Table 2-4: The Skipper indicates the distance

warrior, launching into melee as a front-line combatant that she may teleport. Skipping does not provoke an

before safely skipping away. Since heavier armor attack of opportunity.

interferes with her teleportation, defense can be a weak The skipper can use this ability for

point for skippers. three-dimensional movement, such as teleporting onto a

Alignment: Any. ledge or platform. The skipper cannot teleport upwards

Starting Age: Self-Taught (as Fighter). into the air, and she cannot teleport into objects or other

Starting Wealth: 5d6 ×10 (average 175 GP). In creatures. The skipper must be teleported onto a clear,

addition, each character begins play with an outfit supported surface. Attempts to teleport outside these

worth 10 gp or less. rules always fail. Additionally, a skipper cannot use her

Hit Die: d10 skip ability while wearing armor heavier than light
armor or while being encumbered.
For purposes of prestige class prerequisites, feat
CLASS SKILLS
prerequisites, or any other relevant abilities, this ability
The skipper’s class skills are Acrobatics (Dex),
counts as the nomad’s step ability. If the skipper has a
Autohypnosis (Wis), Climb (Str), Craft (Int), Intimidate
teleportation ability from another class (such as the
(Cha), Knowledge (psionics) (Int), Knowledge (the
nomad’s step), skipping acts as a separate ability
planes) (Int), Perception (Wis), Profession (Wis), Stealth
separate from nomad’s step rather than stacking
(Dex), and Swim (Str).
distances.
Skill Ranks Per Level: 4 + Int modifier.
Wild Talent: Skippers gain Wild Talent as a bonus
feat at first level. A character who already has a power
point pool instead gains Psionic Talent.
Skipping Skill: Beginning at 2nd level, a skipper
may choose one of a number of variations on her skip
ability. Some skipping skills require prerequisites that
must be met before they can be chosen. The skipper
gains an additional skipping skill every 2 levels
thereafter. See “Skipping Skills” below for the full list of
options.
Inertial Strike (Su): At 3rd level, a skipper learns to
channel her inertia from teleporting into an attack.
Whenever a skipper makes a successful attack with a
melee weapon or a ranged attack within 30 feet directly
after using her skip ability, that attack deals an
additional 1d8 damage. This damage can only be applied
to the first attack made directly after skipping. This
damage is considered to be psionic rather than
precision-based, so creatures that are immune to sneak
attacks are not immune to inertial strikes. This damage
increases by 1d8 every four levels after 3rd.

24
Bonus Feat: At 5th level, the skipper gains a bonus SKIPPING SKILLS
feat. This feat can be either a combat feat or a psionic Armored Skip: The skipper gains proficiency with
feat. The skipper must still meet all prerequisites for the medium armor and can still use her skip and inertial
bonus feat. The skipper gains an additional bonus feat strike abilities while wearing medium armor, but not
from the same list every four levels thereafter. heavy armor. The skipper must be 8th level to select this
Skip Mastery: At 20th level, the skipper becomes a skipping skill.
master of teleportative attacks. She can add her inertial
strike damage to any attack made in her turn after she
has used the skip ability.

Table 2-4: The Skipper

Base Attack Fort Ref Will Skip


Level Bonus Save Save Save Special Distance

1 +1 +0 +2 +0 Skip, Wild Talent 10 feet

2 +2 +0 +3 +0 Skipping Skill 15 feet

3 +3 +1 +3 +1 Inertial Strike +1d8 20 feet

4 +4 +1 +4 +1 Skipping Skill 20 feet

5 +5 +1 +4 +1 Bonus Feat 25 feet

6 +6/+1 +2 +5 +2 Skipping Skill 30 feet

7 +7/+2 +2 +5 +2 Inertial Strike +2d8 35 feet

8 +8/+3 +2 +6 +2 Skipping Skill 35 feet

9 +9/+4 +3 +6 +3 Bonus Feat 40 feet

10 +10/+5 +3 +7 +3 Skipping Skill 45 feet

11 +11/+6/+1 +3 +7 +3 Inertial Strike +3d8 50 feet

12 +12/+7/+2 +4 +8 +4 Skipping Skill 50 feet

13 +13/+8/+3 +4 +8 +4 Bonus Feat 55 feet

14 +14/+9/+4 +4 +9 +4 Skipping Skill 60 feet

15 +15/+10/+5 +5 +9 +5 Inertial Strike +4d8 65 feet

16 +16/+11/+6/+1 +5 +10 +5 Skipping Skill 65 feet

17 +17/+12/+7/+2 +5 +10 +5 Bonus Feat 70 feet

18 +18/+13/+8/+3 +6 +11 +6 Skipping Skill 75 feet

19 +19/+14/+9/+4 +6 +11 +6 Inertial Strike +5d8 80 feet

20 +20/+15/+10/+5 +6 +12 +6 Skip Mastery, Skipping Skill 80 feet

25
Table 2-5: Skipping Skills
Augment Skip: By spending power points, the skipper
Skill Prerequisites Benefit
can augment her skip ability to travel further. For every
Armored Skip Skipper 8 Skip while wearing medium 2 power points spent, she adds an additional 5 feet to
armor
her skip. This follows the standard rules for spending
Augment Skip - Spend power points to gain
bonus skip distance power points, in that a character may not spend more
power points on an ability than her manifester level (a
Defensive Skip - Ready your skip defensively
skipper’s class level counts as a manifesting class for the
Defensive Strike Skipper 4, Use inertial strike after purpose of this skipping skill).
Defensive Skip successful defensive skip
Defensive Skip (Su): Rather than use her skip ability
Dispelling Skip Skipper 10 Make an attack after skipping
to use dispel psionics to teleport on her own turn, the skipper can use a move
action to ready her skip defensively to teleport out of the
Evasion - Take no damage on a successful
Reflex save way of a single attack. After charging her defensive skip,
Explosive Skip - Cause psionic explosion after as long as she maintains her psionic focus, she can cause
skipping
a single attack made against her to suffer a 50% miss
Focused Defense Skipper 4 Add Wisdom modifier to chance.
defensive combat actions
If unused, her defensive skip charge expires at the
Focused Offense - Add Wisdom modifier to
damage in place of Strength beginning of her next turn. Using a defensive skip does
not allow a skipper to add inertial strike damage to an
Fold Space Skipper 12 Use fold space
attack unless she has the Defensive Strike skipping skill.
Improved Skipper 14, Skip while wearing heavy Defensive Strike (Su): If a skipper successfully uses
Armored Skip Armored Skip armor
her defensive skip ability to dodge an attack, she may
Improved Skipper 8 Defensive skip causes attack to
Defensive Skip miss automatically use her inertial strike ability with her next attack,
regardless of if she skipped or not that turn. The skipper
Improved Skipper 10, Make inertial attack after
Defensive Strike Defensive activating defensive strike must have the defensive skip skill and be 4th level to
Skip,
Defensive select this skipping skill.
Strike
Dispelling Skip (Su): With this skipping skill, a
Improved Skipper 10, Take half damage from
Evasion Evasion successful Reflex save skipper is capable of channeling her inertial strike
damage into disruptive anti-psionic energy. As a
Improved Skipper 16, Use quicken skip more times
Quicken Skip Quicken Skip per day standard action, a skipper can expend her psionic focus

Improved Skipper 8, Teleport before and after to make an attack after skipping. If it hits, it deals
Springing Skip Springing Skip attacking, less restrictions
weapon damage as normal, and the target is affected
Joined Skip Skipper 10 You can bring willing allies on with a targeted dispel psionics power as a psi-like ability,
your skip
with a manifester level equal to her class level. The
Long-range Skipper 12 Use inertial strike with ranged
Inertial Strike attacks further than 30ft
skipper cannot apply any additional inertial strike’s
damage to her attack. The skipper can use this ability a
Psicrystal - Gain a psicrystal
Affinity number of times per day equal to her Wisdom modifier.
The skipper must be 10th level to select this skipping
Quicken Skip Skipper 8 Skip as a swift action once per
day skill.
Reaping Skip Skipper 12 Regain psionic focus after Evasion (Ex): The skipper can avoid even magical
killing enemy with inertial
strike and unusual attacks with her skip ability. If the skipper
makes a successful Reflex saving throw against an
Springing Skip - Teleport before and after
attacking attack that normally deals half damage on a successful
Stunning Skip Skipper 4 Inertial strike stuns enemy save, she instead takes no damage. Evasion can be used
only if the skipper is wearing light or no armor. A
Unsettling Skip Skipper 16 Skip through an enemy to
sicken and possibly damage helpless skipper does not gain the benefit of evasion.
them
Explosive Skip (Su): Rather than attacking after
Vampiric Skip Skipper 4 Heal damage from inertial
strike
skipping, a skipper can channel her psionic energy into

26
a caustic explosion. By expending her psionic focus, the damage on a successful Reflex saving throw against
skipper deals a number of d6s equal to half her skipper attacks, she henceforth takes only half damage on a
level to all creatures within a 10 foot radius. Creatures failed save. A helpless skipper does not gain the benefit
caught in the radius can attempt a Reflex save to only of improved evasion. The skipper must have the evasion
take half damage (DC equal to 10 + ½ skipper level + skipping skill and be 10th level to select this skipping
Wisdom modifier). skill.
Focused Defense (Su): When fighting defensively or Improved Quicken Skip: The skipper can use her skip
using combat expertise or the total defense action, the ability as a swift action a number of times per day equal
skipper adds her Wisdom modifier as a dodge bonus to to her Wisdom modifier. The skipper must have the
her AC so long as she maintains psionic focus. The quicken skip skill and be 16th level.
skipper must be at least 4th level to select this skipping Improved Springing Skip: The skipper can use the
skill. springing skip ability without having to return to the
Focused Offense (Su): As long as the skipper space she started in. Additionally, the maximum skip
maintains her psionic focus, she may add her Wisdom distance of each teleportation is no longer half her skip
modifier to her attack and damage rolls instead of her distance, but can be any distance as long as the total
Strength. If she has the weapon finesse feat, she may distance traveled is not more than her total skip
choose to only use Wisdom in place of Strength for distance. The skipper must have the springing skip skill
damage rolls. and be 8th level to select this skipping skill.
Fold Space (Ps): As a standard action, the skipper can Joined Skip: By expending her psionic focus, a
expend her psionic focus and skip further than her eyes skipper with this ability can use her skip to bring a
can see, teleporting as if she had manifested the fold number of willing allies with her equal to her Wisdom
space power with a manifester level equal to her skipper modifier. These allies must not only be physically
level. Just as with the fold space power, the use of this adjacent to the skipper, but they must be touching her as
ability ends the skipper’s turn. The skipper can use this well. The skipper must be 10th level to select this
ability a number of times per day equal to her Wisdom skipping skill.
modifier. This skipping skill meets the prerequisites for Long-range Inertial Strike (Ex): Skippers with this
and functions with Dimensional Agility and feats that skill can apply their inertial strike damage to ranged
require it as a prerequisite. The skipper must be 12th attacks of any distance, rather than only applying
level to select this skipping skill. inertial strike damage to ranged attacks within 30 feet.
Improved Armored Skip: The skipper gains The skipper must be 12th level to select this skipping
proficiency with heavy armor and can still use her skip skill.
and inertial strike abilities while wearing heavy armor. Psicrystal Affinity: The skipper gains the psicrystal
The skipper must have the Armored Skip skill and be affinity feat with this skipping skill, and she may use her
14th level to select this skipping skill. skipper level in place of her manifester level to
Improved Defensive Skip (Su): The defensive skip determine the effectiveness of her psicrystal or to meet
skipping skill causes the attack to automatically miss. requirements or prerequisites for abilities, feats,
The skipper must have the defensive skip skill and be powers, or item usage (but not for prestige classes)
8th level to select this skipping skill. related to the psicrystal.
Improved Defensive Strike (Su): If the skipper Quicken Skip: Once per day, the skipper may use her
activates her defensive skip ability to dodge an attack skip ability as a swift action. The skipper must be 8th
(successfully or unsuccessfully), she may apply her level to select this skipping skill.
inertial strike damage to her next attack, regardless of if Reaping Skip (Su): The skipper automatically
she skips or not that turn. The skipper must be 10th recharges her psionic focus if she reduces an enemy’s
level and possess the defensive strike and defensive skip hit points to below 0 using her inertial strike ability. The
skills to select this skipping skill. skipper must be 16th level to select this skipping skill.
Improved Evasion (Ex): This ability works like Springing Skip: A skipper with this ability may either
evasion, except that while the skipper still takes no use her entire skip distance at once or separate it into

27
two teleportations. Using springing skip is a full-round points. The skipper must be 4th level to select this
action, and allows the skipper to teleport once, attack, skipping skill.
and then teleport again. Each of these teleportations has
a maximum skip distance of half her skip distance. The SAMPLE CHARACTER: ZAGG
skipper must return to her original space on the second Blue skipper 1
teleportation. CG Small humanoid (goblinoid, psionic)
The skipper must teleport before the attack, and the Init +3, Senses darkvision 60ft, Perception +8
total distance that she teleports cannot be greater than DEFENSE
her skip distance. She cannot use this ability to attack a
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1
foe that is adjacent to her at the start of her turn. For all
shield, +1 size)
intents and purposes, this functions as the spring attack
HP 11 (1d10+1)
feat.
Fort +1, Ref +5, Will +2
Stunning Skip (Su): By channeling tranquilizing
OFFENSE
psionic energy into her skip, a skipper may stun a foe
Speed 30 ft
with her teleportation. When attacking a foe after
Melee shortsword +2 (1d4/19-20)
skipping, she may expend her psionic focus to stun a
Ranged shortbow +5 (1d4/x3)
target. The target must make a Fortitude save (DC 10 + ½
the skipper’s class level + the skipper’s Wisdom STATISTICS

modifier) or become stunned for 1 round (until just Str 10, Dex 17, Con 13, Int 10, Wis 14, Cha 10

before her next turn). Base Atk +1, CMB +3, CMD 13

This skipping skill also counts as the Stunning Fist Feats Point Blank Shot, Psionic Talent, Wild Talent

feat for the purposes of fulfilling prerequisites or for Skills Autohypnosis +6, Climb +2, Perception +8, Ride +3,

effects and abilities that modify or use the feat. The Stealth +11

skipper must be 4th level to select this skipping skill. Languages Common, Goblin

Unsettling Skip (Su): The skipper gains the ability to SQ Skip 10ft, pariah, repletion

teleport through her opponents, unnerving them and Gear buckler, shortbow, shortsword, studded leather

possibly damaging them. To use this ability, the skipper armor, 5d6gp

must use her skip to teleport in a straight line that


As a blue child born amongst normal goblins, Zagg
passes through the square the target of this ability
was tormented to no end by his peers. Although he
occupies. The target creature must attempt a Will save
knew that one day, as an adult, he would be much more
(DC 10 + ½ class level + Wisdom modifier). On a failed
powerful than his bullies, right then he was simply
save, the skipper rips through the creature’s body as she
someone who looked a little too different.
passes through it, dealing damage equal to her inertial
One day, a small mob of goblin children chased him
strike damage and causing the creature to be sickened
to the edge of a high cliff ledge. As his would-be
for 1d4 rounds. If the target creature succeeds the save,
attackers approached, Zagg closed his eyes and
it is sickened for 1d4 rounds but does not take damage.
concentrated hard, focusing on being somewhere else.
The skipper can use this ability a number of times per
Suddenly, the taunting voices of his bullies ceased, and
day equal to her Wisdom modifier. The skipper must be
he opened his eyes to find he was sitting at the base of
16th level to select this skipping skill.
the cliff, safe from his tormentors high above him.
Vampiric Skip (Su): The skipper’s inertial strike
Years later, Zagg left his tribe to hone his psionic
becomes a life-draining conduit. When she uses her
skills, traveling from town to town to learn more about
inertial strike ability on an attack against a living,
his powers. An outcast to goblinoids and “civilized”
corporeal creature she may choose to inflict only 1/2 her
humanoids alike, Zagg finds company with other misfits.
inertial strike damage and heal an equal amount of hit
Despite being good at heart, he has a tendency for
misadventure and a problem with authority.

28
WARPMIND
CLASS SKILLS
Rather than teleport themselves to gain combat
The warpmind’s class skills are Autohypnosis (Wis),
advantages like other teleporters, warpminds teleport
Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int),
others, arranging the battlefield to their advantage. In
Knowledge (the planes) (Int), Perception (Wis), and
addition to a diverse repertoire of useful psionic powers,
Profession (Wis).
warpminds have the ability to disperse bits of their
Skill Ranks Per Level: 4 + Int modifier.
opponents in teleportation, painfully disintegrating the
teleportee.
CLASS FEATURES
Role: Warpminds study weaponized teleportation as
Weapons and Armor Proficiencies: A warpmind is
if it were a martial discipline or a science, honing their
proficient with all simple weapons, with light armor,
technique like a warrior studies the blade. Warpminds
and shields (but not tower shields).
can use their teleportation abilities to move their allies
Power Points/Day: A warpmind’s ability to manifest
and opponents around the battlefield, making them
powers is limited by the power points she has available.
capable of battle tactics that are impossible for others.
Her base daily allotment of power points is given on
Most warpminds use their teleportation abilities to
Table 2-6: The Warpmind. In addition, she receives
move enemies away from them, but there are the
bonus power points per day if she has a high
occasional “pull”-style warpminds who use their warp
Intelligence score.
to teleport their opponents closer to themselves in order
Powers Known: A warpmind begins play knowing
to use a melee attack.
one warpmind power of her choice. Each time she
Alignment: Any.
achieves a new level, she unlocks knowledge of a new
Starting Age: Trained (as Wizard).
power. Choose the powers known from the warpmind
Starting Wealth: 3d6 × 10 (average 105 gp). In
power list. (Exception: the feat Expanded Knowledge
addition, each character begins play with an outfit
does allow a warpmind to learn powers from the lists of
worth 10 gp or less.
other classes).
Hit Die: d6

29
Table 2-6: The Warpmind

Base Power Max Power


Attack Fort Ref Will Warp Points/ Powers Level
Level Bonus Save Save Save Special Distance Day Known Known

1 +0 +0 +0 +2 Warp, Televiscerate 1d8, 5 feet 1 1 1st


Talents

2 +1 +0 +0 +3 Teletechnique 10 feet 2 2 1st

3 +1 +1 +1 +3 Televiscerate 2d8 10 feet 4 3 1st

4 +2 +1 +1 +4 Pushing Warp (5ft) 15 feet 6 4 2nd

5 +2 +1 +1 +4 Teletechnique 15 feet 8 5 2nd

6 +3 +2 +2 +5 Televiscerate 3d8 20 feet 12 6 2nd

7 +3 +2 +2 +5 Warp Self 20 feet 16 7 3rd

8 +4 +2 +2 +6 Teletechnique 25 feet 20 8 3rd

9 +4 +3 +3 +6 Televiscerate 4d8 25 feet 24 9 3rd

10 +5 +3 +3 +7 Pushing Warp (10ft) 30 feet 28 10 4th

11 +5 +3 +3 +7 Teletechnique 30 feet 36 11 4th

12 +6/+1 +4 +4 +8 Televiscerate 5d8 35 feet 44 12 4th

13 +6/+1 +4 +4 +8 Mass Warp 35 feet 52 13 5th

14 +7/+2 +4 +4 +9 Teletechnique 40 feet 60 14 5th

15 +7/+2 +5 +5 +9 Televiscerate 6d8 40 feet 68 15 5th

16 +8/+3 +5 +5 +10 Pushing Warp (15ft) 45 feet 80 16 6th

17 +8/+3 +5 +5 +10 Teletechnique 45 feet 92 17 6th

18 +9/+4 +6 +6 +11 Televiscerate 7d8 50 feet 104 18 6th

19 +9/+4 +6 +6 +11 Greater Mass Warp 50 feet 116 19 6th

20 +10/+5 +6 +6 +12 Warp Mastery, 55 feet 128 20 6th


Teletechnique

A warpmind can manifest any power that has a spells), though she must get a full night’s rest each day to
power point cost equal to or lower than her manifester regain all her spent power points. The Difficulty Class
level. The total number of powers a warpmind can for saving throws against the warpmind’s powers is 10 +
manifest in a day is limited only by her daily power the power's level + the warpmind’s Intelligence
points. modifier.
A warpmind simply knows her powers; they are Maximum Power Level Known: A warpmind
ingrained in her mind. She does not need to prepare begins play with the ability to learn 1st level powers. As
them (in the way that some spellcasters prepare their she attains higher levels, she may gain the ability to

30
master more complex powers, as shown on Table 2-6: push her enemies directly after warping them. By
The Warpmind. To learn or manifest a power, a expending her psionic focus, the warpmind can cause
warpmind must have an Intelligence score of at least 10 an enemy affected by her warp to be forcibly thrust 5
+ the power's level. feet in any direction. The creature can avoid being
Talents: Warpminds learn minor powers they can moved by making a Reflex save equal to 10 + the
use at will to aid them in a variety of ways. The warpmind’s Intelligence modifier + ½ the warpmind’s
warpmind gains 2 talents from the warpmind talent list. level.
Warp (Su): As a standard action, a warpmind can If the target creature is slammed into a hard surface
attempt to teleport another creature within her line of such as a wall, it takes 1d6 points of damage. If the
sight to a different space. The “warp distance” column target creature is slammed against another creature, the
on Table 2-6: The Warpmind indicates the distance that second creature gets a Reflex save (DC 10 + the
she may teleport this creature. To warp an unwilling warpmind’s Intelligence modifier + ½ the warpmind’s
creature, the opponent must make a Will save (DC = 10 + level) or it takes damage as if the first creature was a
Intelligence modifier + ½ the warpmind’s level). On a falling object of equal size (see Table 2-7: Damage from
failed save, the creature is teleported and could be Falling Objects). The warpmind can use this ability to
subjected to the televiscerate ability (see below). move her opponents an additional 5 feet for every 6
If the target of the warp is flying, this ability can be levels after 4th (10 feet at 10th level, 15 feet at 16th level,
used to bring it to the ground. This ability cannot be etc).
used to teleport creatures upwards into the air, nor does
Table 2-7: Damage from Falling Objects (-Pathfinder Core Rulebook page 443)
it allow the target to be teleported into objects or other
Object Size Damage
creatures. The target must be teleported onto a clear,
Small 2d6
supported surface. Attempts to teleport a creature
outside these rules always fail. Medium 3d6

At 1st level, the warpmind can teleport creatures of


Large 4d6
Large or smaller size. At 5th level, this increases to
Huge 6d6
include Huge creatures, at 10th Gargantuan, and at 15th
Colossal. The warpmind cannot teleport herself with this Gargantuan 8d6

ability. Colossal 10d6


Televiscerate (Su): A warpmind can use her warp
offensively by “leaving behind” bits of her opponents Warp Self (Su): At 7th level, the warpmind gains the
during teleportation. Whenever a warpmind ability to teleport herself with her warp. By expending
successfully teleports a foe with her warp ability, she her psionic focus, she can use her warp ability to
may deal 1d8 damage to that foe. This increases by 1d8 teleport herself, as well as use teletechniques on herself.
at 3rd level and every three levels after. This teleportation functions identically to the warp
Teletechnique: Beginning at 2nd level, a warpmind ability, in that this ability is a standard action that allows
may choose one of a number of variations on her warp the warpmind to teleport herself a distance equal to her
ability, known as teletechniques. Some teletechniques warp distance. For the purposes of certain abilities, the
require prerequisites that must be met before they can warpmind counts as a willing creature.
be chosen. If the warpmind has a teleportation ability from
A warpmind can use her teletechniques a total another class (such as the nomad psion or the skipper*),
number of times per day equal to 3 + her warpmind warp self acts as a separate ability separate from
level + her Intelligence modifier. The warpmind gains nomad’s step and skip, rather than stacking distances.
an additional teletechnique every 3 levels thereafter. Mass Warp: At 13th level, the warpmind learns the
See “Teletechniquess” below for the full list of secret to teleporting multiple creatures at once. By
teletechniques. expending her psionic focus, the warpmind can attempt
Pushing Warp: At 4th level, the warpmind learns to to use her warp ability on multiple targets instead of
focus the inertia of her teleportation, allowing her to one. The total number of Hit Dice the warpmind can

31
affect with this power is equal to twice her warpmind warpmind level. The warpmind must be 17th level to
level. If there are more potential targets than the select this teletechnique.
warpmind can affect, she chooses them one at a time Table 2-8: Teletechniques
until she reaches the limit of Hit Dice she can affect. Skill Prerequisites Benefit

Each target makes their own Will save, and each target
Annihilating Warp Warpmind 17 Destroy enemy with warp
can be moved up to the warpmind’s full warp distance.
Augment Warp - Spend power points to gain
Using this ability counts as two daily uses of the bonus warp distance
warpmind’s teletechnique abilities.
Banishing Warp Warpmind 17 Teleport other creature to
Greater Mass Warp: At 19th level, the warpmind safe location

learns to make her mass warp even more potent. She Binding Warp Warpmind 5 Warp entangles creature
can choose to use her mass warp to teleport a total
Bleeding Warp Warpmind 5 Warp causes bleed damage
number of creatures equal to half her total Hit Dice,
regardless of the number of Hit Dice those creatures Disorienting Warp - Knock swept foe prone
instead of teleport
possess.
Explosive Warp Warpmind 5 Warp deals splash damage
Warp Mastery: At 20th level, the warpmind has
reached the pinnacle of her destructive teleportation Improved Warpmind 8, Knock swept foe prone and
Disorienting Warp disorienting teleport
abilities. When using the televiscerate ability, the warp

warpmind adds 1 additional point of damage per die Improved Quicken Warpmind 14, Use warp as a swift action
Warp quicken warp with less restrictions
rolled. In addition, the warpmind learns how to channel
her psionic power into her televiscerate, allowing her to Psicrystal Affinity - Gain psicrystal

spend 4 power points and expend her psionic focus


Quicken Warp Warpmind 8 Use warp as a swift action
when using her televiscerate ability to maximize the
Reaping Warp Warpmind 11 Regain psionic focus after
damage of that attack. slaying foe with warp

Sickening Warp Warpmind 8 Warp causes target to be


TELETECHNIQUES sickened

Annihilating Warp (Su): By expending her psionic Swapping Warp Warpmind 5 Use warp to swap the
positions of two creatures
focus, the warpmind can attempt to use her warp ability
to destroy a target outright instead of teleporting it. The Vampiric Warp - Heal damage from warp

target must have 150 or fewer current hit points or this


Willing Warp - Warp allies further
ability has no effect. Creatures killed in this manner
leave behind no trace of their body. This is considered a Bleeding Warp (Su): A warpmind with this
death effect. The warpmind must be 17th level to select teletechnique can choose to make her televiscerate deal
this teletechnique. bleed damage. This attack causes the target to take 1
Augment Warp: By spending power points, a additional point of damage each round for each die of
warpmind can augment her warp ability to travel the warpmind’s televiscerate (e.g., 4d8 equals 4 points of
further. For each 3 power points spent she adds an bleed). Bleeding creatures take that amount of damage
additional 5ft to her warp. This follows the standard every round at the start of each of their turns. The
rules for spending power points, in that a character may bleeding can be stopped by a DC 15 Heal check or the
not spend more power points on an ability than her application of any effect that heals hit point damage.
manifester level. Bleeding damage from this ability does not stack with
Banishing Warp (Su): This teletechnique allows a itself. Bleeding damage bypasses any damage reduction
warpmind to teleport another creature far beyond her the creature might possess. The warpmind must be 5th
mind’s eye. By expending her psionic focus, the level to select this teletechnique.
warpmind may attempt to use her warp ability on a Disorienting Warp (Su): The warpmind can use her
target. If the target creature fails the warp save, it is warp ability to reorient a creature without leaving their
teleported to a safe location as if she had manifested the space, throwing them off balance and causing them to
fold space power with a manifester level equal to her fall. If the target fails the save for the warp, they are not

32
teleported but instead are knocked prone. Creatures effect lasts. The warpmind must be at least 8th level to
who are immune to being knocked prone are not select this teletechnique.
affected by this ability. Swapping Warp (Su): The warpmind can use her
Explosive Warp (Su): The warpmind’s warp is warp ability to swap the positions of two creatures on
charged with violent psychic energy, causing the the battlefield. Any unwilling participants get a save,
teleported target to explode upon impact. Her and the distance between the two creatures cannot be
televiscerate ability deals splash damage to all creatures greater than the warpmind’s warp distance. When
adjacent to the teleported target. The splash damage is attempting to warp two unwilling creatures, if one
equal to the minimum damage of the warpmind’s creature fails the warp, both teleportations fail. The
televiscerate. The warpmind must be 5th level to select warpmind must be 5th level to select this teletechnique.
this teletechnique. Vampiric Warp (Su): The warpmind’s televiscerate
Improved Disorienting Warp (Su): This teletechnique becomes a life-draining conduit. When she uses her
functions as disorienting warp, except it allows the televiscerate ability on an attack against a living,
warpmind to teleport the target as well as knock them corporeal creature she may choose to inflict only 1/2 her
prone. The warpmind must have the disorienting warp televiscerate damage and heal an equal amount of hit
teletechnique and be 8th level to select this points.
teletechnique. Willing Warp (Su): With this teletechnique, any time
Improved Quickened Warp: As quickened warp, a warpmind uses her warp ability to teleport an ally, she
except the warpmind’s warp distance is no longer may expend her psionic focus to double the warp
reduced when using warp as a swift action. The distance.
warpmind must have the quickened warp teletechnique
and be 14th level to select this teletechnique. WARPMIND POWER LIST
Psicrystal Affinity: The warpmind gains the psicrystal 0-Level Warpmind Powers (Talents)
affinity feat with this teletechnique, and she may use Conceal Thoughts: You conceal your motives.
her warpmind level in place of her manifester level to Distract: Subject gets –4 on Perception and Sense Motive
determine the effectiveness of her psicrystal or to meet checks.
requirements or prerequisites for abilities, feats, Detect Psionics: You detect the presence of psionics.
powers, or item usage (but not for prestige classes) Far Hand: Move small objects at a limited distance.
related to the psicrystal. Float: You buoy yourself in water or other liquid.
Quickened Warp: The warpmind can expend her Fortify, Lesser: Gain a +1 bonus on saving throws.
psionic focus to use her warp as a swift action instead of Missive: Send a one-way telepathic message to subject.
a standard action. The warpmind’s warp distance when My Light: Your eyes emit 20-ft. cone of light.
using this ability is reduced by ½. The warpmind must Telekinetic Punch: Deal 1 force damage to target.
be 8th level to select this teletechnique. Telepathic Lash: Humanoid creature of 4 HD or less loses
Reaping Warp (Su): The warpmind automatically next action.
recharges her psionic focus if she reduces an enemy’s
hit points to below 0 using her televiscerate ability. The 1st-Level Warpmind Powers

warpmind must be 11th level to select this Accelerated EntropyC2: Rapidly age a magic or psionic

teletechnique. item, ruining it.

Sickening Warp (Su): The warpmind causes those Astral Traveler: Enable yourself or another to join an

subject to her warp to experience vertigo and dizziness. astral caravan-enabled trip.

The warpmind can cause a successful target of her warp Biofeedback: Gain DR 2/–.

ability to become sickened unless it makes a successful Burst: Gain +10 ft. to speed this round.

Fortitude save (DC 10 + 1/2 the warpmind’s class level + Catfall: Instantly save yourself from a fall.

the warpmind’s Intelligence modifier). This effect lasts Call to Mind: Gain additional Knowledge check with +4

for 1d6 rounds. For every additional power point spent, competence bonus.

the target also takes 1 point of damage per round the Deceleration: Target’s speed is halved.

33
Detect Teleportation: Know when teleportation powers 3rd-Level Warpmind Powers
are used in close range. Astral Caravan: You lead astral traveler-enabled group
Fortify: You gain a +2 resistance bonus on saves. to a planar destination.
Hidden Pocket: Transport a small item into an Cold of the GraveSP: Block pain, reducing ability damage
extradimensional space. and ignore morale effects.
Inertial Armor: Tangible field of force provides you with Concealing Amorpha, Greater: Quasi-real membrane
+4 armor bonus to AC. grants you total concealment.
Morbid FascinationSP: Peer into the ethereal plane to find Delayed Response: Cause the target to act last.
creatures. Dimension Slide: Teleports you a very short distance.
Skate: Subject slides skillfully along the ground. Dispel Psionics: Cancels psionic powers and effects.
C2
Steal Language : Rip a language out of the target Gravitational Anchor: Alter gravity to direct toward the
creature’s mind and put it in your own. creature or object you touch.
Synesthete: You receive one kind of sense when another Hustle: Instantly gain a move action.
sense is stimulated. LiftC2: Suspend foe in midair.
Thicken Skin: Gain +1 enhancement bonus to your AC for Mind Over the ImmaterialSP: Remove immunity to
10 min./level. mind-affecting effects.
Physical Acceleration: You move faster, gain +1 on attack
2nd-Level Warpmind Powers rolls, AC, and Reflex saves.
Body Equilibrium: You can walk on nonsolid surfaces. Sanguine DisplacementC2: Teleport a creature’s blood
Body SlamC2: Force two creatures to collide, causing away from its body, dealing 1d4 Constitution damage
injuries. and possibly granting you temporary hit points.
Concealing Amorpha: Quasi-real membrane grants you Spiritual Resting PlaceSP: Travel to the ethereal plane and
concealment. gain temporary solace.
Deflect: Avoid a single ranged attack. Time Hop: Subject hops forward in time 1 round/level.
Defy Gravity: You move up and down, forward and back, Ubiquitous Vision: You have all-around vision.
via mental support.
Dimension Swap: You and ally or two allies switch 4th-Level Warpmind Powers
positions. Borrowed Future SelfC2: Draw a fragment of your future
C2
Dirt Nap : Rest within an extradimensional grave. self into this time.
C2
Disruption : Block the target’s ability to cast spells, Energy Adaptation: Your body converts energy to
manifest powers, or use some other mental abilities. harmless light.
Energy Adaptation, Specified: Gain resistance 10 to one Evade Burst: You take no damage from a burst on a
energy type. successful Reflex save.
Gravitational Well: Cause the target to draw attacks Expulsion: Forces a creature to return to its native plane.
toward it. Fold Space: Teleports you short distance.
False Future: Show the target incorrect glimpses into the Flight: You fly at a speed of 60 ft.
future, moving them 5 feet. Gravitic Charge: Amplify object’s gravitational pull.
SP
Lifeless Tongues : Summon spirits into a corpus to Inertial Barrier: Gain DR 5/-.
answer questions. Hurl EnemyC2: Telekinetically hurl one enemy at
Natural Linguist: Communicate even if you do not another.
understand a language. Raise the ShroudSP: Separate the material and ethereal
Sidestep: Avoid a single melee attack. planes temporarily.
C2
Suspend Psionics : Temporarily pause the duration of Slip the Bonds: You cannot be held or otherwise
beneficial powers manifested. rendered immobile.
Wall Walker: Grants the ability to walk on walls and Trace Psychoport: Learn destination of subject’s teleport
ceilings. or psychoport.
Vacuum BallC2: Supporting atmosphere vanishes, causing
suffocation and silence.

34
Wrench: Bars extra-dimensional movement. Fort +1, Ref +2, Will +2
OFFENSE
5th-Level Warpmind Powers
Speed 30 ft
Adapt Body: Your body automatically adapts to hostile
Melee heavy mace +1 (1d8+1)
environments.
Ranged light crossbow +2 (1d8/19-20)
Baleful Teleport: Destructive teleport deals 9d6 damage.
Special Attacks warp (DC14, 5ft; televiscerate 1d8)
Oak Body: Your body becomes as hard as oak.
Warpmind Powers Known (ML 1st; Concentration +4);
Planar Travel: Travel to other planes.
4pp
Rending ForceC2: Tear a creature limb from limb with
1st- deceleration (DC14)
telekinetic force.
0- detect psionics, lesser fortify
Retrieve: Teleport to your hand an item you can see.
STATISTICS
Riding the ShellSP: Send your spirit into another body as a
Str 12, Dex 14, Con 13, Int 17, Wis 10, Cha 8
passenger.
Base Atk +0, CMB +3, CMD 13
Summoning Strike: Teleport a nearby creature to you
Feats Endowed Warp*, Psionic Talent
and attack it.
Skills Autohypnosis +4, Knowledge (psionics) +7,
Upheaval: Telekinetically hurl portions of the ground
Knowledge (the planes) +7, Perception +4, Sense
into the air, dealing damage and causing difficulty in
Motive +4, Stealth +3
moving.
Languages Common, Giant, Infernal, Xeph
6th-Level Warpmind Powers Gear heavy mace, leather armor, light crossbow with 20
Body of Iron: Your body becomes living iron. bolts, power stone of thicken skin, 3d6gp
Brutalize Wounds: Your target takes more damage than
Agatha is often described by her peers as being
normal from wounds.
intelligent, unfriendly, and strange. A deeply private
Disintegration: Turn one creature or object to dust.
person, she keeps most of her personal history to
Reposition: Teleport multiple creatures short distances
herself, only revealing that she’s from a small village far
to different locations.
from any cities, and that she doesn’t have any family.
Retarget PowerC2: Move an ongoing spell or power
These things are both true, but what she doesn’t reveal
between two creatures.
SP is that she was sent to a sanitarium as a teenager after
Soul Exchange : You switch souls with another creature.
accidentally disintegrating her friend during an
Sustained Flight: You fly at a speed of 40 ft. and can
argument.
hustle over long distances.
In the hospital, Agatha met another patient: an older
Temporal Acceleration: Your time frame accelerates for 1
woman named Rishanne, who also had “the gift”.
round.
Rishanne helped Agatha control her abilities, and

SAMPLE CHARACTER: AGATHA together they honed her psychoportive powers for years
in secret.
Human warpmind 1
Upon reaching adulthood, Agatha was allowed to
N Medium humanoid (human, psionic)
leave the sanitarium. Unable to bring herself to return
Init +2, Senses Perception +4
to her birth village out of shame, she had to learn to
DEFENSE
survive on her own. “Released” from the only
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
community she’s ever known, she wanders the world,
HP 8 (1d6+2)
despondent and lost, but free.

35
CHAPTER 3: ARCHETYPES
These archetypes modify the base classes found in Transcendent (Genesis*): A genesis who gives up
Ultimate Psionics as well as the classes found in Chapter her ability to fuse with her avatar and instead learns to
1 of this book, with the exception of the psi-hunter, who place herself in a trance and place her full
modifies the phrenic slayer prestige class from Ultimate consciousness in her avatar.
Psionics.
Botanist (Egoist): A psion who focuses on BOTANIST (Egoist Archetype)
manipulating plant life.
Egoists who focus specifically on psionically
Ghostwalker (Skipper*): Skippers who can teleport
manipulating the bodies of plants are called botanists.
through walls.
These niche psions study the strange relationship
Psi-Hunter (Phrenic Slayer): Rather than modify a
base class, this archetype modifies the phrenic slayer between psionics and certain plants, and care greatly

prestige class. These warriors despise psionics and for the natural world. Despite this, not all are good in
refuse to use them. Rather than hunt monsters like nature, and many hold a deep hatred for civilization and
phrenic slayers, psi-hunters exclusively hunt psionic industry.
humanoids. Ensnaring Flora (Su): At 2nd level, as long as the
Retriever (Warpmind*): Warpminds who botanist maintains her psionic focus she can cause
specialize in teleporting objects. vegetation to burst forth from her surroundings and
entangle her enemies. As a standard action, the botanist
may target a creature within 30 feet. The creature must
make a Reflex save (DC 10 + ½ the botanist’s class level +
the botanist’s Intelligence modifier) or be entangled for
a number of rounds equal to the botanist’s Intelligence
modifier. This replaces Metabolic Healing.
Constricting Flora (Su): At eighth level, the botanist
can cause the plant life around her to painfully crush
her enemies. When the botanist uses her ensnaring flora
ability, she deals 2d4 points of damage to any creature
that fails the save. Additionally, as long as the creature
remains ensnared and the botanist remains psionically
focused, she can take a standard action to deal damage
to the creature again. This damage increases by 1d4
every four levels thereafter. This replaces Shared Effect.
Green Mind (Su): At 14th level, the botanist gains
the ability to communicate with and affect plants as if
they weren’t mindless. She can affect plant-type
creatures with mind-affecting effects (ignoring their
immunity). When using telepathy to communicate with
plants, remember that a normal plant’s sense of its
surroundings is limited, so it won’t be able to give (or
recognize) detailed descriptions of creatures or answer
questions about events outside its immediate vicinity.
This replaces Resilient Body.
Plant Body (Su): At 20th level, the botanist’s body
joins her mind in becoming one with the green. The

36
botanist’s entire body changes to become woody and PSI-HUNTER (Phrenic Slayer Archetype)
green, sap flows through her veins, and her hair Archetypes for prestige classes are a unique concept
becomes grassy leaves. The botanist’s type changes to presented in Psionics Augmented - Seventh Path. Just as a
plant. She gains low-light vision, plant immunities class archetype does, the psi-hunter archetype modifies
(mind-affecting effects, paralysis, poison, polymorph, the phrenic slayer prestige class. If an ability isn’t noted
sleep effects, and stunning), and no longer has to sleep. as changed, it retains the original prestige class ability.
Her hit dice and other abilities are unchanged. This In addition, for prestige class archetypes, the
replaces Infused Form. prerequisites presented in the archetype replace those
of the original class.
GHOSTWALKER (Skipper Archetype) The psi-hunter does not hunt psionic monsters like a
Some skippers learn the secrets to teleporting phrenic slayer might: they hunt psionic individuals.
through walls and solid surfaces, passing through Possessing a deep-seated fear and distrust of psionics
barriers like an incorporeal creature might. Expert and those who can use them, psi-hunters hone their
thieves, dangerous assassins, and daring adventurers mental techniques to keep psionicists out of their minds.
are drawn to the ghostwalker and its infiltrating power. Although not always evil, psi-hunters tend to not be
Sneak Attack: A ghostwalker of 3rd level gains the good-aligned.
sneak attack ability as a rogue of half her skipper level
(rounded down) as long as she is maintaining psionic REQUIREMENTS
To qualify to become a psi-hunter, a character must
focus. If a character already has sneak attack from
fulfill all the following criteria.
another class, the levels from the classes that grant
Base Attack Bonus: +4.
sneak attack stack to determine the effective rogue level
Skills: Knowledge (psionics) 1 rank.
for the sneak attack’s extra damage dice. For example a
Feats: Skill Focus (survival).
skipper 3/rogue 1 has a +1d6 sneak attack like a Special: Cannot possess a power point pool.
2nd-level rogue, a skipper 8/rogue 1 has a +3d6 sneak Additionally, A character with the Track class feature
attack like a 5th-level rogue, and so on. This replaces does not need to have the Skill Focus (Survival) feat to
inertial strike. become Psi-Hunter.
Ghostwalk (Su): At 5th level, the ghostwalker learns
CLASS FEATURES
to teleport beyond what her eyes can see. She can use
Favored Enemy (Ex): The psi-hunter must choose
her skip to teleport skip distance in any direction. This
Humanoid (Psionic) as her favored enemy. This modifies
teleportation must occur in a straight line, and the
the favored enemy ability. Additionally, the psi-hunter
untouchable does not need a line of sight or effect, she
does not gain the powers known class feature or the
only needs to know how far she will be teleporting. If additional manifesting abilities it grants.
this would cause the ghostwalker to teleport into an Cerebral Blind (Su): The cerebral blind feature is
occupied space, the teleportation fails and the daily use active as long as the psi-hunter is not unconscious. This
of this ability is not expended. The ghostwalker can use modifies the cerebral blind ability.
this ability once per day, and gains an extra daily use Dispel Psionics (Ps): At 8th level, the psi-hunter
every four levels thereafter. This replaces the bonus learns to negate her enemies abilities outright. She can
feats gained at 5th, 9th, 13th, and 17th levels. use the power dispel psionics as a psi-like ability a
number of times per day equal to her Wisdom modifier
Unlimited Ghostwalk: At 20th level, the
with a manifester level equal to her class level. This
ghostwalker learns to use her ghostwalk ability in a
ability replaces breach power resistance.
nearly-unlimited fashion. In addition to her daily uses of
Cerebral Immunity (Su): The cerebral immunity
the ghostwalk ability, the ghostwalker can expend her
class feature is active as long as the psi-hunter is not
psionic focus to use the ghostwalk ability as a full-round unconscious. This modifies the cerebral immunity
action. This replaces skip mastery. ability.
Dispel Psionics (Area) (Ps): At 10th level, the
psi-hunter can use her dispel psionics ability to effect an

37
entire area, as if she had manifested the augmented transcending, allows these geneses to improve their
Area Dispel version. This replaces rebound attack. avatars, as well as allowing the avatar to borrow the
transcendents’ manifesting abilities.
RETRIEVER (Warpmind Archetype) Transcend (Su): At 3rd level, the transcendent
Retrievers are warpminds who specialize in learns to give her mind completely over to her avatar,
teleporting objects. Known for their pilfering and causing her to enter a catatonic state and the avatar to
disarming abilities, retrievers are great explorers and grow in power and size. While the avatar is in its
thieves. fully awakened form, the genesis can activate this ability
Warp Object (Su): At 4th level, the retriever learns as a swift action at the beginning of her turn, and can
to use her warp to teleport unattended objects to her use the ability for a number of rounds per day equal to 3
hands. The retriever can expend her psionic focus to + the transcendent’s class level. The rounds do not need
cause one unattended object within her warp distance to be consecutive, and the genesis can end the ability as
that she can hold with one or two hands to teleport to a free action on her turn.
her grasp. The retriever must have the appropriate While the ability is in effect, the transcendent enters
number of hands free to hold the item as well as a line a semi-conscious state, taking on the dazed condition
of effect to the item. At 10th level, the retriever can use until the end of the effect. The avatar grows larger and
this ability to teleport an unattended object within her more powerful, becoming one size category larger (as if
line of sight to be teleported to her hands. affected by an expansion power), and increasing its
This replaces pushing warp. The retriever never natural armor bonus by 2 for the effect’s duration. At
gains the pushing warp ability, and further 8th level and every 5 levels thereafter, the genesis can
advancements that would be gained from that ability grant its avatar new abilities. This ability replaces fused
are replaced by the abilities gained from this archetype. avatar.
Retrieval (Su): At 10th level, the retriever gains the Borrow Power: At 8th level, while using transcend,
ability to pull objects from the grasp of their opponents. the avatar can use its genesis’ manifesting abilities. The
Once per day by expending her psionic focus, the avatar can take a swift action to manifest on itself any
retriever can automatically teleport an item she can touch power or power with a target of “you” that the
hold with one or two hands that is in an opponent’s transcendent knows. Powers manifested with this ability
possession to her grasp. The retriever must have the consume double the amount of power points normally
appropriate number of hands free to use this ability, as used, using the transcendent’s manifester level
well as a line of effect to the item, and the opponent multiplied by 2 as the avatar’s manifester level for the
must be within her warp distance. If the opponent fails purpose of determining the maximum amount of power
a Will save (DC 10 + ½ the retriever’s level + the points that can be spent on the power.
retriever’s Intelligence modifier) the item teleports into Resistant Mind: At 13th level, when using transcend,
her hand. the avatar gains a +2 morale bonus on attack rolls,
At 16th level, the retriever can use this ability a saving throws, and skill checks.
number of times per day equal to her Intelligence Borrow Manifesting: At 18th level, when using
modifier, and the target item must be within her line of transcend, the avatar can use all of its geneses
sight rather than line of effect. manifesting abilities (including power points and
powers known) as if they were its own.

TRANSCENDENT (Genesis Archetype) Transcendent Bond: At 17th level, the transcendent

Some geneses give up their ability to fuse with their can use the transcend ability a number of rounds per

avatars, and instead learn a powerful meditation day equal to 3 + double the transcendent’s class level.

technique that allows them to place their mind fully This ability replaces improved fusion.

inside their avatar. This technique, known as

38
CHAPTER 4: FEATS
Table 4-1: Feats Extra Skipping Skill [Psionic]
Feat Prerequisites Benefit You have unlocked a new skipping skill.
Prerequisite: Skipping skill* class feature.
Additional Teletechnique* class Gain additional
Teletechnique feature teletechnique Benefit: You gain one additional skipping skill. You
must meet all the prerequisites for this skipping skill.
Endowed Warp Warp* class feature Expend psionic focus
to add 1 to warp DC This feat may be taken multiple times.

Greater Endowed Warp, Warp* Expend psionic focus


Extra Teletechniques [Psionic]
Endowed class feature to add 2 to warp DC
Warp You can use your teletechniques more often than normal.
Prerequisite: Teletechnique* class feature.
Extra Skipping Sill Skipping skill* class Gain additional
feature skipping skill Benefit: You gain 3 additional daily uses of your
teletechniques. This feat may be taken multiple times. Its
Extra Teletechnique* class Gain additional daily
Teletchniques feature uses of teletechniques effects stack. Each time you take the feat, you gain three
additional daily uses of your teletechniques.
Improved Con 11, Kambian* Apply psychotoxin to
Psychotoxin weapons
Greater Endowed Warp [Psionic]
Greater Con 13, Improved Expend psionic focus
You can use meditation to focus your warp.
Psychotoxin Psychotoxin, Kambian* to use psychotoxin
Prerequisites: Endowed Warp, Warp* class feature.
Psionic Distant Avatar* class feature, Avatar can deliver
Benefit: When you use the Endowed Warp feat, you
Delivery avatar with deliver touch powers further
touch powers ability add +2 to the save DC of the warp instead of +1.

Quicken Step Fast Step, Manifester Expend psionic focus


level 8th, Nomad’s Step to use nomad’s step as Greater Psychotoxin [Racial]
class feature swift action You can secrete psychotoxin more often than normal.

Realistic Avatar Avatar* class feature Avatar appears more


Prerequisite: Con 13, Improved Psychotoxin,
realistic Kambian*.

Unwilling Teleport - Use psychoportation


Benefit: You can expend your psionic focus to
power to teleport activate your psychotoxin ability, even if you have
unwilling target
already used all of your daily uses. Activating your
Vigilant Avatar Avatar* class feature Avatar grants psychotoxin in this way does not use a daily use.
Perception bonus

Improved Psychotoxin [Racial]


Additional Teletechnique [Psionic]
You can secrete a much larger amount of psychotoxin
You have unlocked another offensive teleportation secret.
than normal.
Prerequisite: Teletechnique* class feature.
Prerequisite: Con 11, Kambian*.
Benefit: You gain one additional teletechnique. You
Benefit: You can secrete more psychotoxin, allowing
must meet all the prerequisites for this teletechnique.
you to apply your psychotoxin to weapons or bottle it
This feat may be taken multiple times.
for later. Additionally, if your touch attack with destiny

Endowed Warp [Psionic] dissonance fails, you can hold the charge until you
You can endow your warp with a more concentrated succeed with the attack.
focus.
Prerequisite: Warp* class feature.
Benefit: To use this feat, you must expend your
psionic focus. You add 1 to the save DC of your next
warp attempt.

39
Psionic Distant Delivery [Psionic] Unwilling Teleport [Metapsionic]
Your avatar can deliver powers at a greater range than You can use psychoportation powers on a target you
usual. wouldn’t normally be able to effect.
Prerequisites: Avatar* class feature, avatar with the Benefit: To use this feat, you must expend your
deliver touch powers ability. psionic focus. You may manifest a psychoportation
Benefit: The distance from you at which your power with a target of “willing creatures” on an
phantom can deliver touch powers increases by 20 feet. unwilling creature within line of sight. The creature gets
a Will saving throw (DC 10 + the power’s level + your
Quicken Step [Psionic] main manifesting ability’s modifier) to avoid the effect.
You are able to teleport more rapidly. Using this feat increases the power point cost of the
Prerequisites: Fast Step, Manifester level 8th, power by 6. The power’s total cost cannot exceed your
Nomad’s Step class feature. manifester level. This feat follows the standard rules of
Benefit: You may expend your psionic focus to use teleportation, in that the teleported creature cannot be
your nomad’s step as a swift action instead of a standard teleported upwards into the air or into objects or other
action. creatures. The target creature must be teleported onto a
Special: This feat cannot be taken by a skipper to use clear, supported surface. Attempts to teleport a creature
their skip as a swift action. outside these rules always fail.
Special: This feat does not work with powers that
Realistic Avatar [Psionic]
have an augmentation option that allows them to target
Your avatar appears more realistic and “normal” to
unwilling creatures.
others.
Prerequisites: Avatar* class feature. Vigilant Avatar [Psionic]
Benefit: Your avatar ceases to be a semi-transparent Your avatar is incredibly perceptive, and its connection
humanoid with bizarre features and becomes more with you improves your own observational skills.
realistic, appearing as if it were a normal humanoid Prerequisite: Avatar* class feature.
creature. Anyone looking at the avatar can make a Benefit: While your avatar is within reach, you gain
Perception or Sense Motive check to recognize it as an a +4 bonus on Perception checks. If you have 10 or more
avatar, with a DC equal to 10 + the genesis’ class level + ranks in Perception, this bonus increases to +8. This
the avatar’s Charisma modifier. doesn’t apply if your avatar is helpless or unconscious.

40
CHAPTER 5: PRESTIGE CLASSES
These prestige classes are for specialized psionic the hand-loss event to anything she sees fit, be it a quest
individuals who hone a narrower range of abilities than or an accident or some other organization.
a base class might. Role: Astral fists are cunning and clever, using their
Astral Fist: Members of an ancient order of psionic intellect and psionic abilities to overcome any challenge.
monks who train against an astral threat. They ritually They use adventure to test their skills, preparing for the
remove their dominant hand and replace it with a hand supposedly inevitable eth-xadeo. Unlike most monks,
made of ectoplasm. astral fists shift away from front-line combat, further
Collider: Warpminds who can bend the rules of removing themselves as they grow in level.
teleportation to allow them to accomplish otherwise Alignment: Due to their order’s code, astral fists
impossible feats of psychoportation. must be lawful and cannot be evil. While some astral
Fusemind: Dualists who have learned to share fists are focused on the greater good, others are so
minds with their whispers, unleashing an incredible involved in their work that their mission outweighs any
inner power. moral obligations.
Phantom: As the name suggests, phantoms are Hit Die: d8
experts of killing undetected. They combine
teleportation abilities with stealth to become
formidable assassins.
Sha’ah Apostate: These psionicists use the
intoxicating sha’ah* resin to enhance their
psionic abilities without embracing the sha’ah
religion. They build a tolerance to the drug,
eventually negating its harmful effects.
Soulbuster: Soulknives who have unlocked
the ability to create and wield an oversized
mind blade.
Warpknight: Warriors who train in
the secrets of the warpmind, becoming a
teleporting terror on the battlefield.
Additionally, the psi-hunter
archetype for the phrenic slayer
prestige class is presented on page 37.

ASTRAL FIST
The Order of the Astral Fist (see page 60) is a group
of psionic monks who believe that an ancient
slumbering monster known as the eth-xadeo will
awaken and send hordes of ancient evils to destroy the
material plane. To train for this event, the members of
this order study the astral plane and its inhabitants,
honing their psionic abilities to be especially dangerous
towards them. The most important initiation rite for the
order is the Rite of Earthly Sacrifice, in which the astral
fist’s hand is removed and replaced with a hand made
from ectoplasm.
Note: This prestige class could easily be used without
the order of the astral fist. A gamemaster could change

41
REQUIREMENTS nonexistence, destroying anything inside. The astral
To qualify to become an astral fist, a character must fist’s dominant hand is severed in a clean stump at the
fulfill all the following criteria. wrist. She takes 4d6 nonlethal damage from this, and
Alignment: Any lawful and nonevil. must succeed a DC 20 Fortitude save or fall unconscious
Skills: Knowledge (psionics) 6 ranks, Knowledge (the from the pain.
planes) 6 ranks. Left in its place is a translucent hand made from
Psionics: Able to manifest 2nd-level powers. ectoplasm drawn from the astral plane: an astral hand.
Special: Must possess the Flurry of Blows ability. This astral hand is functionally identical to the astral
Additionally, the character must be part of the Order of fist’s hand before (in that it can carry weapons, perform
the Astral Fist (see page 60) and have reached a point in skills, wear gloves and psionic or magic items, etc),
their initiation with the order where they are ready to except for the following ways described below.
be ordained with the Rite of Earthly Sacrifice. The astral hand can be detached from the astral fist’s
body, gaining reach as indicated on Table 5-1: The Astral
CLASS SKILLS Fist. This ability can be used to make unarmed strikes or
The astral fist’s class skills are Autohypnosis (Wis), deliver touch powers, but cannot be used to wield a
and Knowledge (all) (Int). weapon. Unlike normal reach weapons, an astral fist
Skill Ranks Per Level: 2 + Int modifier. may also attack adjacent opponents with her astral
hand.
CLASS FEATURES Alternatively, the astral hand can be used to
Weapon and Armor Proficiency: Astral fists gain manipulate objects as if the astral fist had manifested
no proficiency with any weapon or armor. the far hand power at-will with a manifester level equal
Manifesting: At each level indicated on Table 5-1: to the astral fist’s character level. When using this ability
The Astral Fist, an astral fist gains additional power in this way, the power’s range is equal to the astral fist’s
points per day and access to new powers as if she had astral hand range.
also gained a level in whatever manifesting class she Despite being made from ectoplasm, unarmed
belonged to before she added the prestige class. She strikes from the astral fist do not count as ghost touch
does not, however, gain any other benefit a character of weapons unless the astral fist gains the incorporeal fist
that class would have gained (bonus feats, metapsionic astral talent (see below). Additionally, the astral fist
or item creation feats, and so on). This essentially means cannot use this ability to initiate a grapple or make
that she adds the level of astral fist to the level of flurry of blows attacks.
whatever manifesting class the character has, and then Astral Sense (Su): An astral fist can sense the
determines power points per day, powers known, and presence of incorporeal enemies and outsiders from the
manifester level accordingly. If a character had more astral plane within 30 feet of herself, even if they are
than one manifesting class before she became an astral hidden by darkness or walls, but she cannot discern
fist, she must decide to which class she adds the new their exact location. At 7th level, the range of this ability
level of collider for the purpose of determining power increases to 60 feet.
points per day, powers known, and manifester level. If Astral Talent: Beginning at 3rd level, an astral fist
the character did not belong to a manifesting class may choose one of a number of variations on her astral
before taking this prestige class, she does not gain hand ability, as well as gaining similar abilities that
manifesting levels. relate to her order’s astral goals. Some astral talents
Monk Abilities: An astral fist’s class levels stack with require prerequisites that must be met before they can
her monk levels for the purpose of determining her be chosen. The astral fist gains an additional astral
unarmed damage, bonuses to Armor Class, unarmored talent every 2 levels thereafter. See “Astral Talents”
speed, and flurry of blows. Her class levels do not apply below for the full list of astral talents.
to other monk abilities such as slow fall, ki strike Bonus Feat: At 4th and 8th level, the astral fist gains
abilities, and so on. a feat from the following list: Greater Psionic Fist,
Astral Hand (Su): At 1st level, an astral fist Psionic Fist, Psionic Unarmed Strike, Shattered Dream
undergoes the Rite of Earthly Sacrifice. The astral fist’s Strike, or any style feat. The astral fist must meet all the
dominant hand is placed in a box known as the prerequisites for this bonus feat.
xi-b’nopa. When the box is closed, it becomes a void of

42
Table 5-1: The Astral Fist

Base Attack Fort Ref Will Astral Hand


Level Bonus Save Save Save Special Reach Manifesting

1 +0 +0 +1 +1 Monk Abilities, Astral Hand 10 feet -

2 +1 +1 +1 +1 Astral Sense 30 feet 10 feet +1 level of existing class

3 +2 +1 +2 +2 Astral Talent 15 feet +1 level of existing class

4 +3 +1 +2 +2 Bonus Feat 15 feet +1 level of existing class

5 +3 +2 +3 +3 Astral Talent 20 feet +1 level of existing class

6 +4 +2 +3 +3 Astral Sense 60 feet 20 feet +1 level of existing class

7 +5 +2 +4 +4 Astral Talent 25 feet +1 level of existing class

8 +6 +3 +4 +4 Bonus Feat 25 feet +1 level of existing class

9 +6 +3 +5 +5 Astral Talent 30 feet +1 level of existing class

10 +7 +3 +5 +5 Dual Astral Hands 30 feet -

Dual Astral Hands (Su): At 10th level, the astral fist to how the astral fist’s feet normally would except for
undergoes a second Rite of Earthly Sacrifice, severing the following ways described below.
their other hand with the xi-b’nopa and replacing it with As long as she maintains her psionic focus, the astral
a second astral hand. This astral hand has the same fist gains a fly speed of 10 feet (average). Additionally,
range and abilities as the astral fist’s first astral hand. while flying, she can expend her psionic focus to make a
She can use her astral hands to make flurry of blows number of kicks against her opponent with her astral
attacks at a distance, initiate a grapple, and perform any feet. The astral fist can use her full flurry of blows
other task at a distance that would require two hands. attack, treating her astral feet as her astral hands,
gaining all of the astral hand’s abilities aside from its
ASTRAL TALENTS range. The astral fist must be 7th level to select this
Astral Enemy (Ex): The astral fist has studied her astral talent.
enemies from the astral realm and knows their Critical Fist (Su): Any time an astral fist with this
weaknesses. She gains a +2 bonus on Bluff, Knowledge, talent successfully confirms a critical hit, she can
Perception, Sense Motive, and Survival checks against expend her psionic focus to manifest a power as a swift
any creature she recognizes to be from the astral realm. action that does not provoke attacks of opportunity. The
Additionally, She gets a +2 bonus on weapon attack and power must include the target of the attack as one its
damage rolls against them. An astral fist may make targets or in its area of effect. Manifesting this power
Knowledge skill checks untrained when attempting to costs 4pp more than usual, and the power is considered
identify these creatures. to be a Quickened power. The astral fist must be 9th
Astral Feet (Su): In a similar ceremony to the Rite of level to select this astral talent.
Earthly Sacrifice, the astral fist’s feet are severed and Distant Fist (Su): By expending her psionic focus, an
replaced with ectoplasmic ones. This ritual functions as astral fist can use her astral hand to make a single
if the astral fist had just undergone two Rites of Earthly unarmed strike against at double her normal astral
Sacrifice: she takes nonlethal damage twice, and she hand reach.
must make two separate Fortitude saves to avoid falling Exploding Fist (Su): The astral fist can charge her
unconscious from the pain. unarmed strikes with her astral hand with violent
Unlike her astral hand, the astral feet cannot be used psychic energy, causing them to explode upon impact. If
at quite a distance. These astral feet function identically the astral fist successfully hits with an unarmed strike
using her astral hand, it causes splash damage to all

43
adjacent creatures. The splash damage is equal to ½ the Special: Must possess the warp* and teletechnique*
astral fist’s class level. The astral fist must decide abilities.
whether or not to use this ability before she makes her
attack. CLASS SKILLS
Improved Astral Enemy (Ex): The astral fist has The collider’s class skills are Autohypnosis (Wis),
studied her extraplanar enemies extensively. Her bonus Intimidate (Cha), Knowledge (psionics) (Int).
on Bluff, Knowledge, Perception, Sense Motive, and Skill Ranks Per Level: 2 + Int modifier.
Survival checks against any creature she recognizes to
be from the astral realm increases to +4. Additionally, CLASS FEATURES
she gets a +2 bonus on weapon attack and damage rolls Weapon and Armor Proficiency: Colliders gain no
against them. The astral fist must have the astral enemy proficiency with any weapon or armor.
astral talent to select this astral talent. Manifesting: At each level indicated on Table 5-2:
Improved Distant Fist (Su): By expending her psionic The Collider, a collider gains additional power points
focus, an astral fist can use her astral hand to make a per day and access to new powers as if she had also
single unarmed strike against any opponent the astral gained a level in whatever manifesting class she
fist has a line of effect to. The astral fist must have the belonged to before she added the prestige class. She
distant fist astral talent and be 7th level to select this does not, however, gain any other benefit a character of
astral talent. that class would have gained (bonus feats, metapsionic
Incorporeal Fist (Su): The astral fist learns to use her or item creation feats, and so on). This essentially means
astral hand against incorporeal enemies. Her astral that she adds the level of collider to the level of
hand gains the ghost touch weapon ability. whatever manifesting class the character has, and then
determines power points per day, powers known, and

COLLIDER manifester level accordingly. If a character had more


than one manifesting class before she became a collider,
Some warpminds have unlocked the secret
she must decide to which class she adds the new level of
technique to breaking the laws of teleportation, allowing
collider for the purpose of determining power points
them to teleport their enemies into objects or into one
per day, powers known, and manifester level. If the
another.
character did not belong to a manifesting class before
Due to this prestige class’s ability to break the rules
taking this prestige class, she does not gain manifesting
of teleportation (see Pathfinder Core Rulebook page 209
levels.
for the full restrictions to teleportation), make sure your
Teletraining: A collider adds her level to any levels
gamemaster fully understands the abilities of this class.
of warpmind she might have for the purpose of meeting
These abilities have been balanced and are no more
the prerequisites and benefits of feats and
powerful than certain powers that psionicists of such
teletechniques, as well as for the purpose of calculating
level could manifest, but because of their rule-breaking
the DCs of her warp and teletechniques. This does not
they are not for every game.
grant the collider increased warpmind level for any
Role: Like warpminds, colliders are expert
other purposes (such as warp distance, televiscerate
tacticians, moving their enemies around the battlefield
damage, or teletechniques).
like pieces in a board game. Colliders possess unique
Colliding Warp (Su): At 1st level, a collider learns to
(and dangerous) abilities for teleporters that make them
use her warp ability to teleport an enemy into another
formidable combatants. Colliders prefer to stay out of
enemy. By expending her psionic focus and one of her
the heat of melee, staying on the edge of combat and
daily teletechnique uses, the collider can attempt to
using their abilities to keep enemies from getting too
warp one target into a second target within warp
close.
distance of the first. While the target of the warp gets
Alignment: Colliders can be of any alignment.
the normal Will save to avoid being teleported, the
Hit Die: d6
second target instead gets a Reflex save to take ½
damage (Reflex save DC equal to warp DC). Both targets
REQUIREMENTS
take damage equal to the warpmind’s televiscerate
To qualify to become a collider, a character must
damage, and the teleported target is then deposited into
fulfill all the following criteria.
a 5 foot square adjacent to the second target.
Skills: Autohypnosis 12 ranks, Knowledge (psionics)
12 ranks.

44
If this ability deals enough damage to reduce both prone. The creature can avoid damage from the first 10
targets to 0 HP, they are warped together into one feet fallen by making a DC15 Acrobatics check and
hideously combined form and rest in the same space converts any damage from the second 10 feet to
rather than the teleported target being ejected into an nonlethal damage.
adjacent space. If the target creature is dropped onto another
Bonus Distance (Ex): At 2nd level, a collider adds 5 creature, it’s considered a falling object. The second
feet to her warp distance. At 4th level, this bonus creature is knocked prone and takes damage depending
increases to 10 feet. on the size of the creature (see Table 2-7: Damage From
Dropping Warp (Su): At 3rd level, a collider learns Falling Objects on page 31), and is allowed a DC20 Reflex
to use her warp ability to move the target into a location save to take half damage and not be knocked prone.
in the air above the ground, dropping them from a Bonus Size Category (Ex): At 4th level, a collider
height. The target can be teleported vertically a distance can affect up to one size category larger with her warp
equal to the collider’s warp distance. This vertical ability.
movement can be combined with horizontal movement, Entombing Warp (Su): At 5th level, the collider
as long as the total distance equals her warp distance. learns to teleport her enemies into objects. Once per day,
For example, a character with a warp distance of 40 feet by expending her psionic focus, a collider can use her
could potentially use Dropping Warp to teleport their warp ability to teleport a creature into a solid surface or
target 30 feet vertically into the air and 10 feet object larger than the target that is within warp distance
horizontally, or any combination as long as the sum of of the target. If the warp attempt succeeds, the creature
the distance equaled 40 feet. becomes partially embedded into the surface or object.
The dropped creature takes 1d6 points of damage The target creature is considered helpless, and suffers
per 10 feet fallen (to a maximum of 20d6) and falls 9d6 points of damage + 1d6 damage per round until
freed.
Table 5-2: The Collider

Base Attack Fort Ref Will


Level Bonus Save Save Save Special Manifesting

1 +0 +0 +0 +1 Teletraining, Colliding Warp -

2 +1 +1 +1 +1 Bonus Distance +5ft +1 level of existing class

3 +1 +1 +1 +2 Dropping Warp +1 level of existing class

4 +2 +1 +1 +2 Bonus Distance +10ft, Bonus Size Category +1 level of existing class

5 +2 +2 +2 +3 Entombing Warp +1 level of existing class

FUSEMIND Alignment: Due to their volatile nature, fuseminds


often tend towards chaos. Although lawful fuseminds
Some dualists can unlock a connection between their
are rare, they are not unheard of.
conscious mind and their whisper, allowing them to
Hit Die: d6
share a single psyche. In this state, the whisper is awake,
granting their shared form incredible psionic abilities REQUIREMENTS
such as a caustic aura of phrenic energy, a deflective To qualify to become a fusemind, a character must
force field, and even flight. fulfill all the following criteria.
Role: Fuseminds emphasize their racial abilities Race: Dualist*.
while unlocking new abilities from their whispers as Feats: Psionic Meditation.
well. Wilder dualists often choose to become fuseminds, Psionics: Able to manifest 3rd level powers.
but any dualist who has levels in a manifesting class CLASS SKILLS
would benefit from the fusemind prestige class. The phantom’s class skills are Autohypnosis (Wis),
Knowledge (psionics) (Int), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.

45
CLASS FEATURES psionic focus as if it were her own. The fusemind
Weapon and Armor Proficiency: Fuseminds gain effectively gains an additional psionic focus while using
no proficiency with any weapon or armor. the fuse minds ability. The fusemind can use this ability
Manifesting: At each level indicated on Table 5-3: up to 10 rounds per day after which she cannot use any
The Fusemind, a collider gains additional power points of her racial abilities until she takes a full night’s rest.
per day and access to new powers as if she had also For every level after the first, she can use this ability for
gained a level in whatever manifesting class she 1 additional round. The fusemind can end this ability as
belonged to before she added the prestige class. She a free action.
does not, however, gain any other benefit a character of Whisper Blast (Ex): At 1st level, the fusemind gains
that class would have gained (bonus feats, metapsionic the ability to use her awaken whisper ability at-will as a
or item creation feats, and so on). This essentially means standard action by expending their psionic focus instead
that she adds the level of fusemind to the level of of a full-round action once per day.
whatever manifesting class the character has, and then Deflective Body (Su): At 2nd level, while using the
determines power points per day, powers known, and fuse minds ability, the fusemind is surrounded by an
manifester level accordingly. If a character had more intangible field of psionic energy. This grants the
than one manifesting class before she became a fusemind a +1 deflection bonus to Armor Class. Every 3
fusemind, she must decide to which class she adds the levels thereafter, the fusemind gains an additional +1
new level of collider for the purpose of determining deflection focus to Armor Class.
power points per day, powers known, and manifester Phrenic Radiation (Su): Upon reaching 3rd level,
level. If the character did not belong to a manifesting the fusemind begins to radiate an aura of destructive
class before taking this prestige class, she does not gain psionic energy while using her fuse minds ability.
manifesting levels. Anything touching the fusemind’s body takes 1d6 points
Fuse Minds (Su): As a full-round action, a fusemind of damage. The fusemind can deliver this damage as a
can combine psyches with her whisper, granting her melee touch attack. Creatures striking the fusemind
incredible psionic power. The fusemind dualist loses the with natural attacks or unarmed strikes are subject to
ability to use Subconscious Focus while using this ability, this damage, but creatures striking with melee weapons
but gains the ability to expend and regain her whisper’s are not. This damage increases by 1d6 every 3 levels
thereafter.
Table 5-3: The Fusemind

Base Attack Fort Ref Will


Level Bonus Save Save Save Special Manifesting

1 +0 +0 +0 +1 Fuse Minds, Whisper Blast +1 level of existing class

2 +1 +1 +1 +1 Deflective Body (+1) +1 level of existing class

3 +1 +1 +1 +2 Phrenic Radiation (1d6) +1 level of existing class

4 +2 +1 +1 +2 Psionic Flight +1 level of existing class

5 +2 +2 +2 +3 Deflective Body (+2) +1 level of existing class

6 +3 +2 +2 +3 Phrenic Radiation (2d6) +1 level of existing class

7 +3 +2 +2 +4 Hastened Fuse Minds +1 level of existing class

8 +4 +3 +3 +4 Deflective Body (+3) +1 level of existing class

9 +4 +3 +3 +5 Phrenic Radiation (3d6) +1 level of existing class

10 +5 +3 +3 +5 Fuse Mind Mastery +1 level of existing class

46
Psionic Flight (Su): At 4th level, the fusemind begins Artist (Dex), Knowledge (psionics) (Int), Knowledge (the
to float off the ground while using her fuse minds planes) (Int), Perception (Wis), Profession (Wis), Sense
ability. She gains a fly speed of 20 feet (good) for as long Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),
as she maintains her psionic focus. Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.
Hastened Fuse Minds: At 7th level, the fusemind
can activate her fuse minds ability as a standard action
CLASS FEATURES
instead of a full-round action.
Weapon and Armor Proficiency: Phantoms gain no
Fuse Mind Mastery: At 10th level, the fusemind and
proficiency with any weapon or armor.
her whisper gain the ability to share minds completely. Sneak Attack: This is exactly like the rogue ability of
This ability essentially acts as the power schism, with the same name. The extra damage dealt increases by
the fusemind’s whisper acting as her second mind, for as +1d6 every other level (1st, 3rd, 5th, 7th, and 9th). If a
long as she uses the fuse minds ability. Unlike the power phantom gets a sneak attack bonus from another source,
schism, the fusemind’s whisper cannot gain its own the bonuses on damage stack.
psionic focus, and shares psionic focuses with its Phantom Step (Su): A phantom can use their
fusemind (the whisper can expend its fusemind’s psionic psychoportation abilities to disappear after teleporting,

focus, and if the fusemind is psionically focused her making it easier for them to stalk their opponents
undetected or make a hasty getaway. After using her
whisper is considered to be as well.
skip or nomad’s step ability, the phantom can become
invisible for a number of rounds equal to her Phantom
PHANTOM level. This effect ends if she attacks any creature. A
Teleporters who have honed their abilities to phantom can use this ability a number of times per day
stealthily kill without a trace are known as phantoms. equal to her class level.
These elusive assassins blend their covert rogue abilities Bonus Distance (Ex): At 2nd level, a phantom adds 5
with psychoportative psionics to become ruthless feet to her skip distance or nomad’s step distance. Every
slayers. Phantoms lurk in the shadows, teleporting two levels thereafter this bonus increases by 5 feet.
unseen past guards and locked doorways, killing their
victims efficiently and quietly.
Role: Phantoms typically prefer to work alone, but
occasionally find themselves amongst a team of
adventurers for a mission or bounty. They’re cold and
calculated killers who can dispatch enemies silently, but
don’t always make the most trusted allies.
Alignment: Due to the violent and brutal nature of
their occupation, phantoms cannot be good characters.
Hit Die: d8

REQUIREMENTS
To qualify to become a phantom, a character must
fulfill all the following criteria.
Alignment: Any nongood.
Skills: Acrobatics 2 ranks, Stealth 5 ranks.
Special: Sneak Attack +2d6, must possess either the
Ghost StepC2, Nomad’s Step, Skip*, Warp Self*, or similar
teleportation ability.

CLASS SKILLS
The phantom’s class skills are Autohypnosis (Wis),
Bluff (Cha), Craft (Int), Disable Device (Dex), Escape

47
Table 5-4: The Phantom

Base Attack
Level Bonus Fort Save Ref Save Will Save Special

1 +0 +0 +1 +0 Phantom Step, Sneak Attack +1d6

2 +1 +1 +1 +1 Uncanny Dodge, Bonus Distance +5ft

3 +2 +1 +2 +1 Sneak Attack +2d6

4 +3 +1 +2 +1 Improved Uncanny Dodge, Bonus Distance +10ft

5 +3 +2 +3 +2 Sneak Attack +3d6

6 +4 +2 +3 +2 Folded Step, Bonus Distance +15ft

7 +5 +2 +4 +2 Sneak Attack +4d6

8 +6 +3 +4 +3 Greater Phantom Step, Bonus Distance +20ft

9 +6 +3 +5 +3 Sneak Attack +5d6

10 +7 +3 +5 +3 Phantom Death Strike, Bonus Distance +25ft

Uncanny Dodge (Ex): At 2nd level, a phantom functions with Dimensional Agility and feats that
cannot be caught flat-footed, even if the attacker is require it as a prerequisite.
invisible. She still loses her Dexterity bonus to AC if Greater Phantom Step (Su): At 8th level, a phantom
immobilized. A phantom with this ability can still lose can attack while using the Phantom Step ability without
her Dexterity bonus to AC if an opponent successfully having to end the invisibility effect.
uses the feint action against her. Phantom Death Strike (Su): At 10th level, phantoms
If a phantom already has uncanny dodge from a learn the secret to stealthily killing their foes. After
different class, she automatically gains improved using the Phantom Step ability, she can attempt a sneak
uncanny dodge instead. attack with a melee weapon. The target must succeed a
Improved Uncanny Dodge (Ex): At 4th level and Fortitude save (DC 10 + the phantom’s class level)
higher, a phantom can no longer be flanked. This against this kill effect or die.
defense denies a rogue the ability to sneak attack the This phantom death strike attack fails if the target
phantom by flanking her, unless the attacker has at least detects the phantom or recognizes the phantom as an
four more rogue levels than the target has phantom enemy (although the attack might still be a sneak attack
levels. if the target is denied their Dexterity bonus to Armor
If a character already has uncanny dodge from Class or is flanked).
another class, the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue
SHA’AH APOSTATE
level required to flank the character.
Not all psionicists who use sha’ah to enhance their
Folded Step (Ps): At 6th level, the phantom learns to
abilities are sha’ah breathers (see page 7). These
teleport beyond her line of sight. As a standard action,
non-breathers who develop a tolerance to the psychic
the phantom can expend her psionic focus and teleport
drug are called sha’ah apostates. These psionic addicts
further than her eyes can see, teleporting as if she had
use the drug in a similar way to the sha’ah breathers in
manifested the fold space power with a manifester level
that they enhance their psionic abilities through it, but
equal to her phantom level. Just as with the fold space
the sha’ah apostate’s use is somewhat less “chronic” in
power, the use of this ability ends her turn. She can use
that they only need to use the drug when they wish to
this ability a number of times per day equal to half her
empower their abilities, rather than needing to
class level. This ability meets the prerequisites for and
constantly ingest the drug to survive.

48
Sha’ah apostates are typically reckless and unruly Race: Cannot be a sha’ah breather.
miscreants, not caring for the opinions of the world or Skills: Knowledge (nature) 5 ranks, Knowledge
the traditions of ancient religions. Because of this, the (psionics) 5 ranks.
prestige class often attracts dreads and wilders. While Special: Must have previously had or currently have
some respect the sha’ah breathers and buy resin from an addiction to sha’ah resin (see page 9).
them, others think them selfish or overindulgent, and
steal or buy stolen resin. These rogue sha’ah users are CLASS SKILLS
often powerful figureheads in the criminal The sha’ah apostate’s class skills are Autohypnosis
underground, using their abilities to aid in their drug (Wis), Knowledge (nature) (Int), Knowledge (psionics)
smuggling enterprises. (Int), Survival (Wis).
Rather than constantly inhale the resinous smoke Skill Ranks Per Level: 2 + Int modifier.
through a gas mask, sha’ah apostates typically choose to
ingest the drug in smaller, more portable and discreet CLASS FEATURES
ways. Sha’ah apostates are known to inhale the burning Weapon and Armor Proficiency: Sha’ah apostates
resin through a heated metal straw, while others prefer gain no proficiency with any weapon or armor.
to prepare the drug in a tea. Some flashier psionicists Manifesting: At each level indicated on Table 5-5:
will heat the drug with pyrokinetics and inhale the The Sha’ah Apostate, a sha’ah apostate gains additional
vapor from their cupped hands, or absorb it directly power points per day and access to new powers as if she
into their body with psychometabolism abilities. had also gained a level in whatever manifesting class
Role: Sha’ah apostates are typically psionic she belonged to before she added the prestige class. She
manifesters or some other psionic class that uses power does not, however, gain any other benefit a character of
points (such as an aegis). Characters that rely on martial that class would have gained (bonus feats, metapsionic
or dexterous abilities often avoid this class due to sha’ah or item creation feats, and so on). This essentially means
resin’s ability damage and penalties. Alternatively, such that she adds the level of sha’ah apostate to the level of
a character might take this prestige class to help remove whatever manifesting class the character has, and then
those physical ability penalties from continuously taking determines power points per day, powers known, and
sha’ah resin. manifester level accordingly. If a character had more
Alignment: Due to their fringe lifestyle, sha’ah than one manifesting class before she became a sha’ah
apostates cannot be lawful. apostate, she must decide to which class she adds the
Hit Die: d8 new level of sha’ah apostate for the purpose of
determining power points per day, powers known, and
REQUIREMENTS manifester level. If the character did not belong to a
To qualify to become a Sha’ah Apostate, a character manifesting class before taking this prestige class, she
must fulfill all the following criteria. does not gain manifesting levels.
Alignment: any nonlawful.

49
Table 5-5: The Sha’ah Apostate

Base Attack Fort Ref Will


Level Bonus Save Save Save Special Manifesting

1 +0 +1 +0 +1 Redoser, Haze of Power, +1 level of existing class


Unclouded Mind

2 +1 +1 +1 +1 Lucid Visions, Gifts of the Sha’ah +1 level of existing class

3 +2 +2 +1 +2 Tolerance, Focused Haze +1 level of existing class

Redoser (Ex): Sha’ah apostates’ minds and bodies resin (essentially rendering her immune to addiction to
are used to continuously using sha’ah resin to enhance sha’ah resin).
their psionic abilities. A sha’ah apostate only takes Focused Haze (Su): A sha’ah apostate of 3rd level
ability damage from using sha’ah resin the first time she enters an enhanced mental state when she uses sha’ah.
uses it in a day, and doesn’t take ability damage from While under the influence of the drug, sha’ah apostates
using sha’ah resin again until she takes a full rest or 24 gain a +2 bonus on manifester level checks against
hours pass (whichever comes first). A sha’ah apostate power resistance and dispelling effects, and a +2 bonus
with this ability still cannot ingest multiple uses of against mind-affecting effects.
sha’ah resin within the same drug duration to gain more Additionally, unused temporary power points gained
power points, she must wait until the effects of a use from sha’ah resin no longer expire at the end of the
wears off before using the drug again to gain its drug’s effect. Instead, they expire after a full rest or a 24
benefits. hours have passed, whichever occurs first. A sha’ah
Haze of Power (Su): While under the effects of apostate with this ability still cannot ingest multiple uses
sha’ah resin, a sha’ah apostate gains double the number of sha’ah resin within the same drug duration to gain
of power points normally gained from the drug. more power points, she must wait until the effects of a
Unclouded Mind (Ex): Sha’ah apostates are no use wears off before using the drug again to gain its
longer affected by some of the adverse effects of sha’ah benefits (1d2+1 hours).
resin. She no longer takes Charisma damage when using
sha’ah resin.
SOULBUSTER
Lucid Visions (Su): At 2nd level, sha’ah apostates
learn the secret to purposefully having a vision when While some soulknives may favor lighter blades or

using sha’ah resin. Once per day when using the drug, ranged bolts, soulbusters prefer to use the largest mind
she can have a vision (as the power clairvoyant sense at blade possible. Uninhibited by the normal restrictions of
a manifester level equal to ½ her character level). There using larger weapons due to their mind blade’s lack of
is a 20% chance that this ability uses the power augured weight, these soulbusters learn to create and wield mind
answer instead. Additionally, a sha’ah apostate can blades of tremendous size, sometimes even larger than
choose to not have a vision after ingesting sha’ah resin the character herself.
by making a DC 20 Will save.
Role: Soulbusters are melee combatants who can
Gifts of the Sha’ah (Ps, Su): A sha’ah apostate of
create massive weapons, rivaling larger creatures in
2nd level and higher is blessed with psionic abilities
both reach and damage.
from long term sha’ah resin use. She gains the ability to
Alignment: Any.
use the power call to mind at-will with a manifester level
Hit Die: d10
equal to ½ her character level.
Additionally, she gains the repletion ability: by
spending 1 power point, a sha’ah apostate does not need REQUIREMENTS
to eat or drink for 24 hours. To qualify to become a soulbuster, a character must
Tolerance (Ex): At 3rd level, a sha’ah apostate’s fulfill all the following criteria.
body has become immune to the adverse effects of Base Attack Bonus: +8
sha’ah resin. She no longer takes Dexterity damage Special: Enhanced Mind Blade class feature. Must be
when using sha’ah resin, and she no longer suffers a able to form a mind blade into a two-handed form.
penalty to Constitution while being addicted to sha'ah

50
Table 5-6: Two-handed Mind Blade Damage by Size
CLASS SKILLS
Mind Blade Size Two-handed Form Damage
The soulbuster’s class skills are Autohypnosis (Wis)
and Knowledge (psionics) (Int). Small 1d8

Skill Ranks Per Level: 2 + Int modifier. Medium 2d6

CLASS FEATURES Large 3d6

Weapon and Armor Proficiency: Soulbusters gain Huge 4d6


no proficiency with any weapon or armor.
Gargantuan 6d6
Mind Blade: At each level indicated on Table 5-7:
The Soulbuster, the soulbuster increases her soulknife Colossal 8d6

level for the purposes of her Enhanced Mind Blade class


feature. This does not grant the soulbuster increased
soulknife level for any other purposes (qualifying for
blade skills, psychic strike, etc.).
Enlarge Mind Blade (Su): At 1st level, the soulbuster
learns to enlarge the size of her mind blade. While the
soulbuster has her mind blade in its two-handed form,
she
can take a move action to
make her mind blade one size
category larger for a number of
rounds per day equal to 4 + her Wisdom
modifier. At each level after 1st, she gains an
additional 2 rounds. The soulbuster can maintain this
ability as long as she wants for as long as she has rounds
available, or dismiss it at any time as a free action.
While the mind blade is in its enlarged form, it deals
damage as if it were a size larger than normal (see Table
5-7: Two-handed Mind Blade Damage by Size), and the
weapon gains an additional 5 foot reach. Unlike normal
reach weapons, a soulbuster may also attack adjacent
opponents with her mind blade. When using a mind
blade of this size, the soulbuster does not incur the usual
penalty for fighting with a two-handed weapon a size
larger than her. At 5th level this size increases to 2 steps
larger, and the additional reach increases to 10 feet.
For example, at 1st level, a medium-size soulbuster
could use enlarge mind blade to make her mind blade a
large-size weapon that deals 3d6 damage, and she uses it
as a weapon with a reach of 10 feet. At 5th level, it
becomes a huge-size weapon with a reach of 15 feet and
deals 4d6 damage.

51
Table 5-7: The Soulbuster

Base Attack Fort Ref Will


Level Bonus Save Save Save Special Mind Blade

1 +1 +0 +1 +0 Enlarged Mind Blade (+1 size) -

2 +2 +1 +1 +1 Buster Skewer (2) +1 level of existing class

3 +3 +1 +2 +1 Bonus Feat +1 level of existing class

4 +4 +1 +2 +1 Buster Slam +1 level of existing class

5 +5 +2 +3 +2 Enlarged Mind Blade (+2 size) +1 level of existing class

6 +6 +2 +3 +2 Buster Skewer (3) -

7 +7 +2 +4 +2 Hastened Enlarged Mind Blade +1 level of existing class

8 +8 +3 +4 +3 Bonus Feat +1 level of existing class

9 +9 +3 +5 +3 Buster Whirlwind +1 level of existing class

10 +10 +3 +5 +3 Titanic Mind Blade -

Buster Skewer (Ex): At 2nd level, the soulbuster or take damage equal to her mind blade’s damage.
learns to use her oversized mind blade to attack Creatures who succeed the save take half damage.
multiple enemies at once. While using enlarge mind Hastened Enlarged Mind Blade: At 7th level, the
blade, she can expend her psionic focus to take a soulbuster can activate her enlarged mind blade ability
full-round action to attack two enemies who are as a swift action instead of a move action.
adjacent to each other within spaces she threatens with Buster Whirlwind (Ex): At 9th level, the soulbuster
her reach using her mind blade. She makes a single learns to use her oversized weapon in a grand, cleaving
attack against each enemy inside this space, resolving sweep. While using enlarge mind blade, she can expend
each attack separately. At 6th level, the soulbuster gains her psionic focus to take a full-round action to attack all
the ability to attack up to three enemies with this ability. enemies within spaces she threatens with her reach
Each opponent targeted must be in a straight line and using her mind blade. She makes a single attack against
adjacent to one another. each enemy inside this space, resolving each attack
The soulbuster can use this ability a number of times separately. The soulbuster can use this ability a number
per day equal to her ½ her class level. of times per day equal to her ½ her soulbuster level.
Bonus Feat: At 3rd level, the soulbuster gains a Titanic Mind Blade: At 10th level, the soulbuster
bonus feat. The soulbuster may select any combat or becomes a master of magnifying her mind blade. She
psionic feats that she meets the prerequisites for. The can expend her psionic focus to make her mind blade a
soulbuster gains an additional bonus feat at 8th level. colossal-sized weapon dealing 8d6 damage with a reach
Buster Slam (Ex): At 4th level, the soulbuster gains of 30 feet until the beginning of her next turn.
the ability to slam her enlarged mind blade into the
ground, releasing a blast of psychic energy. Once per
WARPKNIGHT
day, while using enlarge mind blade, the soulbuster can
Some warpminds combine their unique
designate an unoccupied 5 foot square within her mind
teleportation abilities with martial prowess, becoming
blade’s reach that she has a line of effect to. All creatures
psychoportive warriors capable of bending reality to
within a 10 foot radius of the designated square must
their will. Warpknights control the battlefield,
make a Reflex save (DC 10 + the soulbuster’s class level)

52
rearranging their enemies with devastating melee Manifesting: At each level indicated on Table 5-8:
attacks. The Warpknight, a warpknight gains additional power
Role: Feared and revered for their strange powers, points per day and access to new powers as if she had
the warpknight is a frontline melee combatant with also gained a level in whatever manifesting class she
belonged to before she added the prestige class. She
unique offensive teleportation abilities. Warpknights
does not, however, gain any other benefit a character of
disperse and rearrange their enemies at their will,
that class would have gained (bonus feats, metapsionic
simultaneously brutalizing them with melee attacks.
or item creation feats, and so on). This essentially means
Alignment: Any.
that she adds the level of warpknight to the level of
Hit Die: d10. whatever manifesting class the character has, and then
determines power points per day, powers known, and
REQUIREMENTS manifester level accordingly. If a character had more
To qualify to become a warpknight, a character must than one manifesting class before she became a
fulfill all the following criteria. warpknight, she must decide to which class she adds the
Base Attack Bonus: +5 new level of sha’ah apostate for the purpose of
Special: Warp class feature. determining power points per day, powers known, and
manifester level. If the character did not belong to a
CLASS SKILLS manifesting class before taking this prestige class, she
The warpknight’s class skills are Autohypnosis (Wis), does not gain manifesting levels.
Knowledge (psionics) (Int), and Knowledge (the planes) Teletraining: A warpknight adds her level to any
(Int). levels of warpmind she might have for the purpose of
Skill Ranks Per Level: 2 + Int modifier. meeting the prerequisites and benefits of feats and
teletechniques, as well as for the purpose of calculating
CLASS FEATURES the DCs of her warp and teletechniques. This does not
Weapon and Armor Proficiency: Warpknights gain grant the warpknight increased warpmind level for any
no proficiency with any weapon or armor. other purposes (such as warp distance, televiscerate
damage, or teletechniques).
Table 5-8: The Warpknight

Level Base Attack Fort Ref Will


Bonus Save Save Save Special Manifesting

1 +1 +0 +0 +1 Teletraining, Warp Strike -

2 +2 +1 +1 +1 Bonus Distance +5ft +1 level of existing class

3 +3 +1 +1 +2 Televiscerating Strike -

4 +4 +1 +1 +2 Televiscerate +1d8 +1 level of existing class

5 +5 +2 +2 +3 Pushing Strike (5ft) -

6 +6 +2 +2 +3 Pulling Strike +1 level of existing class

7 +7 +2 +2 +4 Televiscerate +2d8 +1 level of existing class

8 +8 +3 +3 +4 Bonus Distance +10ft +1 level of existing class

9 +9 +3 +3 +5 Pushing Strike (10ft) +1 level of existing class

10 +10 +3 +3 +5 Televiscerate +3d8, Warp Focus -

53
Warp Strike (Su): At 1st level, the warpknight can Pushing Strike (Su): At 5th level, the warpknight
expend her psionic focus while making a melee attack to learns to push her enemies after teleporting them. The
automatically attempt to warp the target if the attack warpknight can cause an enemy affected by her warp
hits. Unlike a normal warp, a warpknight cannot strike ability to be forcibly thrust 5 feet in any direction
televiscerate the target of her warp strike, nor can she after they are warped. The creature can avoid being
use her teletechniques in combination with this warp. moved by making a Reflex save equal to 10 + the
Bonus Distance (Ex): At 2nd level, a warpknight warpknight’s Intelligence modifier + ½ the warpknight’s
adds 5 feet to her warp distance. At 8th level, this bonus level.
increases to 10 feet. If the target creature is slammed into a hard surface
Televiscerating Strike (Su): At 3rd level, the such as a wall, it takes 1d6 points of damage. If the
warpknight gains the ability to use her televiscerate target creature is slammed against another creature, the
ability and teletechniques in combination with her warp second creature gets a Reflex save (DC 10 + the
strike ability.
warpknight’s Intelligence modifier + ½ the warpknight’s
Televiscerate (Su): At 4th level, the warpknight’s
level) or it takes damage as if the first creature was a
televiscerate deals an additional 1d8 of damage. Every 4
falling object of equal size (see Table 2-7: Damage from
levels thereafter, this damage improves by an additional
Falling Objects on page 31).
1d8.
At 9th level, the distance moved increases to 10 feet.
The warpknight can use this ability a number of times
per day equal to ½ her warpknight level.
Pulling Strike (Su): At 7th level, the warpknight
learns to teleport an enemy to her before attacking
them. She can expend her psionic focus to attempt to
warp an enemy as a standard action. If the warp is
successful, the enemy is teleported to within melee
range of the warpknight, and the warpknight can make
a full attack against the enemy. The warpknight cannot
take any other actions after making this full attack, even
through abilities or powers such as hustle. If the enemy
succeeds the save and is not warped, the daily use of this
ability is lost but the warpknight can take the rest of her
turn as usual. The warpknight can use this ability a
number of times per day equal to ½ her warpknight
level.
Warp Focus (Su): Any time the warpknight
successfully uses her warp strike ability to warp an
enemy, she automatically regains her psionic focus after
the results of the attack have been determined.

54
CHAPTER 6: PSIONIC CAMPAIGNS
MAKING PSIONICS UNIQUE Adventures that take place on the astral plane feel
uncanny. Time doesn’t work the way it’s supposed to,
There are many reasons to choose psionics over the
gravity is subjective, and the entire plane is shrouded in
core Pathfinder “Vancian” magic system, such as
a silvery haze. The void of the astral plane is not unlike
flexibility in abilities with the power point system, the
the void of space: a being could seemingly drift
dynamic psionic focus mechanic, or the mysterious and
endlessly through it, and the plane is dotted with
unique flavor that they add. Psionics represents a fresh
massive distant features such as the dead or sleeping
new beginning in fantasy role-playing games, full of
bodies of ancient deities, chunks of land pulled from
possibilities not tied to existing literary works,
other planes, and rifts into other dimensions.
franchises, cultures, or traditions. This gives the
maximum amount of liberty to a gamemaster: a psionic
High Psionics vs. Low Psionics: In a “low psionics”
setting can look like anything!
campaign, psionics play a very small role in the world,
For many gamemasters and players, it’s important to
and are typically an anomaly. In games like this, psionics
separate psionics from magic in terms of function and
might be reserved for a specific group of people,
theme. Here are a few of the important thematic
restricted to a different continent, or perhaps only
differences between psionics and magic.
possessed by certain alien beings. An example of a low

Table 6-1: Examples of Psionics in Media psionics setting is the Eberron campaign from Dungeons
& Dragons: the kalashtar, inspired, and quori all possess
Genre Examples
innate psionic abilities, but they only played a tiny role
Anime Akira, The Disastrous Life of Saiki K., Mob Psycho,
in a world where the predominant force was still magic.
Serial Experiments: Lain
Campaigns where psionics are the focus of the world
Film & TV Firefly, Looper, Scanners, Stranger Things
and the dominant system used are considered to be

Literature Dark Sun, Saga of Pliocene Exile, Ubik “high psionics”. In a high psionics campaign, Soulknives
are more common than “material” weapon-wielding
Multimedia Carrie, the Dark Tower, Firestarter, the Shining, various
other works by Stephen King; Dune, Ringu (the Ring), warriors, psions and wilders replace wizards and
Star Trek, Star Wars, X-Men sorcerers, and vitalists are the paramount of healers.

Video Games Fallout, Mother, Psychonauts, StarCraft


While high psionics campaigns are not always
exclusively psionic in nature, many have unique rules

The Astral Realm: Although scholars have speculated and restrictions for magic. For example, in the Dark Sun

on the link between psionics and the astral plane, there campaign setting from Dungeons & Dragons, nearly

is currently no known connection between the two. every character and creature can tap into some sort of

Despite this, many psionic powers, abilities, and psionic power. On the other hand, arcane magic blights

creatures are born from the astral plane or access it in the earth and is illegal for anyone except the

some way. sorcerer-kings, and there are no deities so divine magic

The astral plane is a liminal plane: it is a vast flowing is reserved for druids (which can be difficult to find in

ocean of silvery infinity that connects the material and the desert).

inner planes to the outer planes. It exists as a place


Psionic Crystals: Crystals are a hallmark of psionic
between places, where people pass through rather than
fantasy. Power stones, dorjes, psicrystals, and many
stay. A fact unbeknownst to many psionicists
other psionic items are made from crystals, as well as
themselves, psychoportation abilities access the astral
many monsters such as automatons, phthisic, and
plane for a tiny fraction of a second, acting as a folding
psion-killers, and a whole suite of powers like crystal
point in reality for one to pass through.
shard, swarm of crystals, and crystalline bonds. In a high

55
psionics campaign where crystals like these are Table 6-2: Interesting Crystals
common, this can get repetitive. Here are a few ideas for Crystal Description

making psionic crystals more interesting than just


Cerebral This crystal is wrinkled like the folds of a brain. It might
another translucent spindle or sphere. be shaped like a normal brain, or it could be some other
shape, like a perfect sphere or a diamond.

Cloudy The inside of this translucent crystal is filled with


swirling tendrils of color, like ink suspended in water. It
seems to change in form imperceptibly slowly, and can’t
be shaken up.

Dark This crystal is a completely opaque black. It seems to do


the opposite of glow: it seems to absorb light instead of
reflect it like any other object might.

Disc This crystal is shaped into a perfect circle. It’s smooth


and flat, perhaps becoming convex or having a hole in
the center.

Embryonic The tiny body of a still-forming creature is suspended


inside this translucent crystal.

Liquid This crystal is not really a crystal at all: it glistens in the


light and has the color and transparency of a crystal,
but it’s a puddle of thick liquid.

Nanite Billions of tiny crystals form this shifting sand. Each tiny
crystal seems to move with purpose and intention, as if
they’re acting in tandem.

Shaped Some crystals grow into bizarre unnatural forms, some


abstract and some recognizable. These more
recognizable shapes might be blooming flowers, eyes,
heads with faces, or insects; more abstract shapes might
be linking helixes, tubes, or like liquid suddenly turned
to crystal. Crystals like this are especially impressive
when found in large groups, such as naturally forming
in a cavern.

Statue This crystal has been carved (or perhaps it simply


formed) into a miniature sophisticated shape, such as a
humanoid figurine, a building, an object, or an animal
or other creature. Crystals like this are perfect for
psicrystals, since psicrystals can talk and move.

Suspended A barely visible image made from tiny points of light


hangs inside this crystal. The image appears
holographic, shifting and shimmering in form like the
sun on the surface of water.

Tessellating This crystal is in a shape that is typically reserved only


for bismuth: straight lines form layers upon layers of
cubes, curling in on themselves in a hypnotic pattern.

Psionic Enemies: The supernatural enemies a party


encounters in a high psionics campaign are conceivably
much different from those a party in a magical setting
might encounter. For example, while psionic undead do
exist, there aren’t powers that can replicate the
necromancy magic necessary to create undead like
skeletons or zombies. Similarly, it is uncommon for fey
to be psionic given their inherent magical nature.
It’s common for psionic creatures to be outsiders and
aberrations given their tendency towards more alien
natures. A surprising number of psionic plants and

56
constructs exist, despite their given “mindlessness”. Psionic Patterns: While occult and arcane magic
These creatures and psionic undead are especially might rely on strange symbols and runes in mystical
feared, since they are capable of using psionics but not languages, and divine casters use holy and unholy
capable of being harmed by mind-affecting effects. symbols of their deity, psionics are represented
differently. Since psionics are the power of the mind
Table 6-3: High Psionic Adventure Hooks
manipulating the form of the world around them,
A recent earthquake has revealed ruins from an ancient civilization.
The PCs quickly discover that there are equally ancient inhabitants still psionic symbols are usually incredibly detailed
living in the ruins: immortal elans driven insane by the passage of
geometric patterns, lacking any language characters.
time, bizarre deranged trepannersPB, and disturbing uralsPB.
These patterns represent mental techniques,
A person in town keeps having strange prophetic dreams of disaster. movements and forms in the universe, and meditation
This person’s most recent dream involves the PCs.
foci; rather than being “supernatural” or “divine”
A local lord has been acting strangely, and has begun excavating a languages and symbols.
previously uninhabited area, for reasons that no one but the lord
understands. Mind control, shapeshifting, the phrenic hegemony,
possession, or body snatching could be to blame. Table 6-4: Hallmarks of Psionics
Trope Description
The entire student body of a school for psionic children have all gone
missing overnight. The headmaster of the school and the parents are in
a state of panic. Telekinetic The psionicist’s hair begins to stand on end and small
Field objects like leaves and gravel begin to float all around
her.
Massive crystal obelisks that float a few feet off the ground have been
seen on the outskirts of town. Those who have gotten close to them
claim that it communicated with them through an intangible The Bald Many psionicists will take up a monastic life to hone
nonverbal language. Psychic their mental powers. For many psychics, regardless of
gender, this lifestyle involves keeping their head tightly
shaved.
A marauding band of soulknives has been ransacking small villages on
the edges of civilization. The invaders leave behind a single survivor,
who has had one or more of their limbs severed clean by a mind blade. The The user of a psionic power or the victim of a telepathic
Nosebleed attack begins to bleed from their nose, perhaps bleeding
more profusely or from other orifices when a higher
A powerful (but quite possibly mad) psion believes he can create an
level power is manifested.
elan (or has already done so). The elan council is not only furious, but
frightened as well.
The Scream The psionicist lets out a shriek that shatters glass. The
maenad is the master of the psychic scream, especially
A group of psions has accidentally summoned a cerebrilithPB. The
with the banshee archetype for the wilder class.
cerebrilith has killed its summoners, and now stalks the building the
psions were inhabiting. The PCs may be tasked with killing the
cerebrilith, or they could have to rescue someone or retrieve The Stance The psychic puts two fingers to their temple, and
something from the building. outstretches their free hand to the target of their
abilities.

Someone has killed a local lord in his sleep behind a locked and
guarded door. The evidence points towards a psionicist, and if the PCs
have a teleporter among their ranks they may find themselves facing
blame.

Aliens from beyond the stars have crash-landed in a remote area.


These aliens have impressive psionic powers, and their destroyed ship
holds psionic secrets and dangers unknown to the world. The aliens
might use psionics in conjunction with advanced technology, or they
might use purely psionic means to travel through outer space.

CrysmalsPB have somehow gotten into a psion’s workshop, consuming


massive amounts of gemstones and reproducing exponentially. The
psion may task the PCs with extermination, or they may believe that
this was sabotage and task the PCs with finding the perpetrator as well.
Instead of swarming crysmals, this hook could be used with a small
number of folugubsPB.

An evil psion has discovered the previously unknown discipline of


AthanatismSP. The psion has been communing with the souls of evil
psionicists from ages past, learning their secrets and amassing a
spectral army with their new powers.

Deep underground, miners have discovered a cavern filled with


strange crystals. The miners seem to be different somehow when they
return from the mountain.

57
PSIONIC CITIES & TECHNOLOGY Psithenaeums can also be accessed at a distance via
a device known as a telereceiver. These thin, crystalline
Metropolitan civilizations with vast resources and an
rods can be used to communicate with the psithenaeum
organized government could feasibly build a city using
as long as they remain on the same plane. The
psionics that rivals or even surpasses today’s technology.
telereceiver allows a character to act as if she was in
A city built upon a psionic infrastructure might use
direct physical contact with the psithenaeum 3 times per
teleportation booths instead of a railway system, or use
day.
telekinetic powers to achieve architectural feats beyond
what even the strongest workers could accomplish. CONSTRUCTION

Psionic civilizations might use psionic teleportation Requirements Craft Wondrous Item, call to mind; Cost
prescience on a cosmic scale to travel the stars. Psionics 150gp
could even accomplish technological feats like
Psychic Dystopia: Especially authoritarian
computers and the internet without the use of machines.
governments might utilize troops of secret telepathic
The psithenaeum and the telereceiver are options for
spies to listen to the thoughts of their own citizens. In a
such psionic/technological advancements, taking the
setting where telepathic “thoughtcrime” exists,
place of a supercomputer and a database search engine
characters could be arrested just for considering
respectively.
committing crimes, and convincing an interrogator that

Psithenaeum can read thoughts will take much more than a simple
Bluff check.
Aura strong clairsentience ML 17th
In a psionic dystopian campaign, trust between
Slot none; Price 272,000gp Weight 2 tons
characters is a huge issue. Bodythieves, mind control
DESCRIPTION
powers, shapeshifters, and phrenic monstersPB make it
A psionic technology that some highly intelligent
certain that not everyone is exactly who they say they
civilizations use is the psithenaeum. This massive
are. Secret organizations may take extreme precautions
crystal cube contains the psionically-preserved
against these sorts of infiltrations, making breaches in
memories of hundreds of psionicists, essentially acting
security all the more concerning.
as a massive databank of psionic knowledge. Anyone
possessing a power point pool can interact with the
psithenaeum by simply touching it. While in physical PSIONIC ORGANIZATIONS
contact with the psithenaeum, they can seek out a Many psionicists choose to form groups with

specific memory or piece of information harbored like-minded peers to achieve their shared goals. Here

inside the crystal (which is up for the GM to decide), as are three psionic organizations that could fit into any

well as providing a +6 bonus to any Knowledge psionic campaign. One of these groups, Jaodan’s

(psionics) check and a +4 bonus with any other Crusaders, are anti-psionics: they despise psionic-users

Knowledge checks. Rather than the psithenaeum’s and hunt them down, and refuse to use psionic abilities.

information being relayed via text or images, the


information is imprinted directly into the user’s mind as
JAODAN’S CRUSADERS
Jaodan was brash and courageous as a child,
if it was a memory they possessed. This “memory-meld”
knowing one day he would become one of the great
with the psithenaeum takes 1 minute to perform.
hunters of his village just like his parents. One day, a
CONSTRUCTION
traveler came to his village looking for shelter. Upon the
Requirements Craft Wondrous Item, hypercognition;
traveler’s arrival, disagreements began to break out in
Cost 136,000gp
town, rapidly turning violent. By the end of the
traveler's second day in town, every able-bodied adult in
Telereceiver
town had slewn one another, leaving the elderly,
Aura faint clairsentience ML 1st
disabled, and children. This traveler, then revealing
Slot none; Price 300gp Weight -
himself as a powerful telepath, scavenged anything of
DESCRIPTION
value from the carnage and left town.

58
Jaodan was left scarred by this incident, and vowed Jaodan claims that using psionics automatically makes
to one day slay the telepath who killed his parents. As he the battle an unfair fight, and that psionicists are, “less
matured, Jaodan’s hatred and distrust towards psionics dangerous at a distance, and even less so when they’re
grew deeper. He honed his tracking skills and talent for dead.”
archery, eventually hunting down the evil telepath and
avenging his parents’ death. Jaodan found that slaying Jaodan the Indomitable CR 16
the telepath had not sated his anger: he craved the XP 76,800
destruction of all psionics and those who wield them. Human ranger 2/fighter 5/phrenic slayer(psi-hunter*) 10
Realizing he would not be able to take on every psionic LE Medium humanoid (human)
being by himself, he began to recruit like-minded Init +4, Senses Perception +13
individuals who also sought to destroy psionic DEFENSE
manifesters, forming the first iteration of Jaodan’s AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection,
Crusaders. +5 Dex)
Today, the Crusaders number in the hundreds, with HP 140 (17d10+34)
many training at their headquarters and even more in Fort +14, Ref +15, Will +11 (+1 vs fear, +10 vs
the field. The Crusader’s headquarters are heavily compulsions and mind-affecting effects)
guarded by anti-psionic wards and a troop of PR 17 (36 against humanoid (psionic) creatures)
psion-killers who patrol the grounds. On the off chance
OFFENSE
that a crusader believes a psionicist would better be
Speed 30 ft
kept alive, the bottom level of the stronghold is a prison,
Melee +1 longsword +21/+16/+11/+6 (1d8+3/19-20)
complete with interrogation and torture chambers.
Ranged +1 keen psibane composite longbow +24
Although the organization’s main interest is slaying
(1d8+5/17-20/x3)
psionicists for the greater good of the world, the
or +1 keen psibane composite longbow rapid shot +23/+23
Crusaders’ services are often called upon for other
(1d8+5/17-20/x3)
needs. The Crusaders often act as a bounty-hunting
or +1 keen psibane composite longbow deadly aim +19
service for psionic criminals, and in more unsavory
(1d8+15/17-20/x3)
cases, will act as assassins.
or +1 keen psibane composite longbow deadly aim and
rapid shot +17/+17 (1d8+15/17-20/x3)
JOINING JAODAN’S CRUSADERS
To qualify to join Jaodan’s Crusaders, a character Special Attacks deadly aim, manyshot, rapid shot

must fulfill all the following criteria. Psi-like Abilities (2/day, ML 10th) dispel psionics (area)
Alignment: Any nongood. STATISTICS
Skills: Knowledge (psionics) 1 rank. Str 14, Dex 21, Con 12, Int 8, Wis 14, Cha 10
Special: Cannot possess a power point pool. Must kill Base Atk +17, CMB +19, CMD 34
a psionic humanoid and bring proof to show Jaodan
Feats Deadly Aim, Disrupting Shot, Far Shot, Improved
himself.
Critical (longbow), Improved Precise Shot, Iron Will,
EXAMPLE MEMBER: JAODAN THE INDOMITABLE Manyshot, Pinpoint Targeting, Point Blank Master,
Jaodan is a grizzled human with long black hair and Point Blank Shot, Precise Shot, Rapid Shot,
dark dead eyes. He has no morality outside his narrow Toughness, Weapon Focus (longbow), Weapon
set of beliefs, and cannot be reasoned with when Specialization (longbow)
psionics are involved. Skills Bluff +9, Climb +9, Intimidate +9, Knowledge
Jaodan is known to hunt particularly powerful (psionics) +19, Perception +13, Sense Motive +10,
psionicists himself, often traveling with a group of Stealth +12, Survival +12
anti-psychics (see page 63). Jaodan is patient, waiting to Languages Common
strike at the most opportune moments from a safe SQ Armor training, brain nausea (DC17, stunned),
vantage point. Jaodan prefers to assassinate his cerebral blind, cerebral immunity, enemy sense,
unwitting foes from a distance rather than engage them favored enemy (humanoid (psionic)) +8, track,
in combat. When asked about honor or fair fights, weapon training (bows), wild empathy

59
Gear cloak of resistance +3, headband of incredible JOINING THE ORDER OF THE ASTRAL FIST
Dexterity +2, +1 keen psibane composite longbow (+2) To qualify to join the Order of the Astral Fist, a
with 60 arrows, +1 longsword, power resistance (15) character must fulfill all the following criteria.
mithral chain shirt, psionic restraints (1pp) (2), ring of Alignment: Any lawful and nonevil.
Feats: Improved Unarmed Strike.
protection +2, 597gp
Psionics: Must possess a power point pool.
Special: Must first study at a monastery for a year,
THE ORDER OF THE ASTRAL FIST
passing various tests of knowledge, strength, and wit as
Long ago, an explorer named Kubus accidentally
the character progresses in their studies. After this first
discovered a slumbering monstrosity the size of a small
year, they must undergo the Rite of Earthly Sacrifice to
star while venturing deep within the astral realm. The
fully join the order.
creature was curled into a fetal position around its
enormous belly, expanding and contracting with EXAMPLE MEMBER: ZENYA ADOETT
shallow breaths as it slept. Kubus, curious to learn more Zenya is a massive, burly half-giant who is as serious
about this unique creature, decided to read its thoughts.
as she is powerful. Her interest in the astral plane as a
In its dream, the creature unleashed a horde of hideous
young adventurer led her to the order’s great libraries,
spawn that tore apart the fabric of the planes with a
filled with vast knowledge of the astral plane. After
ferocious glee. Kubus reached deeper and found their
learning more about the order and their purpose, Zenya
greatest fears were true: the monster truly did bear
millions of twisted souls inside its stomach. decided to abandon her former adventuring party and

Kubus, terrified by this horrific encounter, shared take up life at the monastery.
their findings with their peers. They watched the Zenya divides her time at the monastery between
behemoth for months, studying its movements in its training her abilities against astral constructs, studying
sleep and its dreams. Frighteningly, they found that it ancient astral texts, and monitoring eth-xadeo. She may
only dreams of one thing: giving birth to the apocalypse. temporarily join a party of adventurers if the adventure
Kubus decided to call this creature eth-xadeo, involves some sort of astral enemy or visit to the plane
“destruction’s mother”. itself. She treats the PCs with gruff silence and casual
Unsure of what was keeping eth-xadeo asleep, Kubus
condescension, but eventually grows to respect them if
and their peers began to focus their abilities on two
they prove themselves to her. Despite her outwardly
things: searching for answers about the eth-xadeo, and
unfriendly disposition, Zenya cares greatly about her
preparing for its inevitable awakening. This search for
allies and feels a responsibility towards their well-being,
answers was passed down from generation to
generation for thousands of years, as well as a great going as far as to sacrifice herself if it means saving
tradition of psionic-embellished martial arts to defend them.
themselves against their future-astral enemies. Zenya is a master tactician and experienced
Upon officially joining the order, members must combatant. If she has time to prepare before battle,
undergo the Rite of Earthly Sacrifice. In this ceremony, Zenya will use biofeedback and force screen on herself,
the member’s dominant is placed in a box known as the and then create an astral construct directly before
xi-b’nopa. When the box is closed, it becomes a void of combat starts. If she doesn’t have the opportunity to
nonexistence, destroying anything inside. The astral
prepare for battle, she’ll instead manifest quickened
fist’s dominant hand is severed in a clean stump at the
force screen in the first round of combat. During combat,
wrist. Left in its place is a translucent hand made from
Zenya relies on her unarmed strikes, only using her
ectoplasm drawn from the astral plane: an astral hand.
powers to manifest inevitable strike when necessary and
This astral hand is the most distinguishing feature of an
astral fist, as well as their greatest weapon in combat. other powers when only doing so makes the most sense

Members of the order of the astral fist continue to tactically.


search for the secrets of the astral realm, as well as
continuously monitor eth-xadeo. Many members will
adventure if called upon by their greater community,
especially if the adventure involves venturing to the
astral plane or dealing with enemies from there.

60
Zenya Adoett CR 10 Gear bracers of armor +2, cloak of resistance +2, cracked

XP 9,600 dusty rose prism ioun stone (+1 initiative), headband

Half-giant psion (shaper) 3/monk 3/astral fist* 5 of vast Intelligence +2, psionic tattoo of mend body (2),

LG Medium humanoid (giant, psionic) ring of protection +1, 350gp

Init +2, Senses astral sense 30ft, low-light vision,


Perception +18 THE PSIONIC SCIENCE SOCIETY
DEFENSE The Psionic Science Society (often shortened to “PSS”
or simply referred to as “the Society”) is a collaborative
AC 20, touch 18, flat-footed 19 (+2 armor, +1 deflection,
group of psionicists who share techniques and
+1 Dex, +2 monk, +4 Wis)
knowledge with one another. The Society does not
HP x (3d6+8d8)
discriminate based on alignment, creed, race, or any
Fort +8, Ref +10, Will +15 (+2 vs enchantment and fire)
other allegiance or identity. They welcome anyone with
Defensive Abilities evasion significant psionic abilities and discoveries, be they
OFFENSE ruthless warlords, stoic monks, heartless slayers, or
Speed 50 ft heroic adventurers.
Melee ghost touch unarmed strike +8 (1d10+4) or The goal of the PSS is to collect and share
information about psionics. The Society’s headquarters
unarmed strike flurry of blows (1st and 3rd strikes
are a vast library in a massive building taller than all of
are ghost touch) +13/+13/+8/+8 (1d10+4)
those around it. These headquarters also possess a series
Space 5ft Reach 5ft (20ft with astral fist)
of catacombs extending as deep into the earth as the
Special Attacks astral hand (20ft), flurry of blows,
building is tall. Rumors persist of secret levels hidden
stunning fist (5/day, DC 19) even deeper below the catacombs that are only
Shaper Powers Known (ML 7th; Concentration +10); accessible via teleportation.
58pp; 2 psionic focuses with psicrystal The Society is run by a council of elected officials
4th- augured answer, wall of ectoplasm who must swear an oath of neutrality. The Society
3rd- dismiss ectoplasm (DC16), dispel psionics, greater cannot get involved in any kind of political affair or
concealing amorpha interest; they are simply interested in the collection and
2nd- biofeedback, concussion blast, reconstruction preservation of information. The PSS are not a

1st- astral construct, astral traveller, call to mind, catfall, missionary organization and do not seek out new
members, but it is not uncommon for members to
dissipating touch, force screen, inevitable strike
recommend joining the Society to those they think
0- detect psionics, ectoplasmic creation (1 hour),
would benefit.
entangling ectoplasm (1 round), missive
Psi-like Abilities (1/day, ML 5th) stomp (DC 10) JOINING THE PSIONIC SCIENCE SOCIETY
STATISTICS To qualify to join the order of the astral fist, a

Str 14, Dex 12, Con 10, Int 16, Wis 18, Cha 8 character must fulfill all the following criteria.
Skills: Knowledge (psionics) 2 ranks.
Base Atk +5, CMB +9, CMD 25
Psionics: Must possess a power point pool.
Feats Catch Off Guard, Combat Reflexes, Greater Psionic
Special: Must submit a unique, not-yet-discovered
Fist, Improved Unarmed Strike, Persistent Focus
psionic specimen for the council to inspect and verify.
(Greater Psionic Fist), Psicrystal Affinity (sage (the
planes)), Psicrystal Containment, Psionic Fist, Psionic EXAMPLE MEMBER: YENETHA
Meditation, Psionic Talent, Stunning Fist, Quicken Originally chosen by the elan council because of her
Power, Weapon Focus (unarmed strike) incredible focus and discipline, Yenetha is an ambitious
Skills Acrobatics +15, Autohypnosis +18, Knowledge and fiery adventurer with a surprisingly versatile and
unique repertoire of psionic abilities for a soulknife. Her
(psionics) +17, Knowledge (the planes) +20,
hair is a wild dusty blonde mess, and her eyes seem to
Perception +18, Stealth +10, Survival +8
bristle and shimmer with psychic power. She stands
Languages Common, Draconic, Giant
barely 5 feet tall, causing her to be dwarfed by her
SQ Astral hand, astral talents (astral enemy, incorporeal
massive enlarged mind blade. Many underestimate
fist), powerful build, summoner’s call

61
Yenetha due to her size and frail figure, and many come Yenetha CR 11
to regret it.
XP 12,800
Yenetha became involved with the PSS after
Elan soulknife 8/soulbuster 4
attracting their attention with her adventuring exploits:
CG medium humanoid (aberrant, psionic)
a prolific traveler who made easy friends with other
Init +2, Senses Perception +19
misfits and vagabonds, tales of her discoveries of untold
powers, bizarre monsters, and secret locations spread DEFENSE
far and wide. She was approached by an older member AC 23, touch 12, flat-footed 21 (+7 armor, +2 Dex, +4
of the organization, an elan nomad named Yllyse. natural armor)
Impressed by Yllyse’s teleportation abilities, Yenetha HP 116 (12d10+40)
decided to travel with the older elan to the Society’s Fort +5, Ref +10, Will +12
headquarters. Once there, she found herself in a
OFFENSE
community of people like her: adventurers, explorers,
Speed 20 ft
scholars, and wanderers, all coming to one place to
share their experience and knowledge with others. Melee +3 keen mind blade +21/+16/+11 (2d6+12/17-20)
Yenetha immediately fell in love with the idea, and was Ranged thrown +3 keen mind blade +17 (2d6+8/17-20)
quickly inducted into the Society. Special Attacks buster skewer (2 targets, 2/day), enlarge
Years later, Yenetha continues to travel the world, weapon (15 rounds/day, large), psychic strike +3d8
seeking out new psionic phenomena and adventures. Psionics 4pp; 2 psionic focuses
Yenetha makes a great mentor for any group of PCs who STATISTICS
are considering joining the society, and might even seek
Str 8, Dex 14, Con 14, Int 10, Wis 21, Cha 12
out PCs who have made enough of a name for
Base Atk +12, CMB +17, CMD 29
themselves in a psionic world.
Feats Deep Focus, Extra Blade Skill (powerful strikes),
Greater Psionic Focus, Persistent Focus (focused
Ghost Step (Blade Skill)
The soulknife has learned a potent trick that some offense), Psionic Body, Psionic Meditation, Psionic
call the ‘ghost step’; a teleportation-based principle that Talent (2), Psionic Weapon, Weapon Focus (mind
allows the soulknife to slip between nearby places at great
blade)
speed. As a move action, the soulknife can expend her
psionic focus to teleport to any location she can see within Skills Acrobatics +12, Diplomacy +11, Knowledge
close range (25 feet + 5 feet per 2 soulknife levels). She can (psionics) +13, Perception +19
carry no more than 50 lbs. of additional gear, and cannot
Languages Common
bring creatures other than her psicrystal (if she has one)
with her. The use of this ability ends the soulknife’s turn. SQ Aberrant nature, blade skills (focused offense, ghost
At 10th level, this ability can be used to teleport up to step (45ft), powerful strikes, reaching blade,
medium range (100 feet + 10 feet per soulknife level), and
two-handed throw), buster slam (DC14, 1/day) form
she may teleport as a swift action instead of a move action.
This is a teleportation effect. This blade skill meets the mind blade, quick draw, repletion, resilience,
prerequisites for and functions with Dimensional Agility resistance
and feats that require it as a prerequisite. The soulknife
Gear +1 chain mail, headband of inspired Wisdom +2,
must be at least 4th level in order to select this blade skill.
- Psionics Augmented - Compilation 2 pg. 17 psychoactive skin of the defender, 50gp
Base Stats -2 melee damage without psionic focus

62
CHAPTER 7: PSIONIC NPCS
Table 7-1: NPCs by CR
These NPCs can fit into any Pathfinder campaign
CR NPCs Alignment/Race/Class
that involves psionics. An asterisk (*) is used to signify a
1 Crystalline Bomber LE forgeborn psion (bombardier) 2 class, creature, feat, or other idea introduced in this

1 Noble Psychic LN half-elf aristocrat 2/gifted* 1


book.

1 Prodigious Child NG youngUC elan gifted* 3


ANTI-PSYCHIC CR 9
2 Beastmaster CE blue tactician 3
XP 6,400
2 Fleshwarper CE noral aegis (aberrant) 3
Human ranger 3/rogue 2/phrenic slayer (psi-hunter*) 5
2 Violent Imagination CN youngUC human genesis* 3 LE Medium humanoid (human, psionic)

3 Mystic Elder CG venerable human gifted* 6


Init +2, Senses Perception +15
DEFENSE
3 Outlaw Grammaton CN dromite cryptic (grammaton) 4
AC 19, touch 13, flat-footed 16) (+6 armor, +2 Dex, +1
4 Psi-Knight LG human soulknife 5
dodge)
4 Thoughtspy LE elf gifted* 5/rogue 1 HP 80 (8d10+2d8+18)

5 Mad Psychic CE human gifted* 2/dread 5


Fort +5, Ref +9, Will +6 (+2 vs. compulsion and
mind-affecting effects)
5 Psionic Scholar LN elan expert 4/psion (generalist) 3
Defensive Abilities evasion; PR 18 (only against
5 Shapeshifter N ophiduan psion (egoist) 6 humanoid (psionic) creatures)

6 Brawling Con Artist CN halfling psychic warrior (meditant) 7 OFFENSE

6 Twin Teleporter CN human skipper* 7


Speed 30 ft
(skipping)
Melee +1 psibane greataxe +15/+10 (1d12+7/19-20/x3) or
6 Twin Teleporter CN human warpmind* 7 power attack psibane greataxe +12/+7
(warping)
(1d12+16/19-20/x3)
7 Coastal Guardian LG maenad avatar* (transcendent) 8 Ranged masterwork composite longbow +12 (1d8+4/x3)
7 Telekinetic Worker N xeph gifted* 9 Special Attacks sneak attack +1d6
STATISTICS
8 Telepathic LE human psion (telepath) 9
Interrogator
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8
9 Anti-Psychic LE human ranger 3/rogue 2/phrenic Base Atk +9, CMB +13, CMD 25
slayer (psi-hunter*) 5
Feats Cleave, Dodge, Endurance, Great Cleave, Improved
10 Mysterious CG forgeborn marksman (kaigun) 11 Critical (greataxe), Power Attack, Toughness,
Gunslinger
Weapon Focus (greataxe)
11 Psychokinetic N xeph psychic warrior 7/telekinetic
Bladedancer weaponmaster 5 Skills Bluff +12, Intimidate +12, Knowledge (psionics)
+13, Perception +15, Sense Motive +9, Stealth +14,
11 Psychoportive NE dromite psion (nomad) 3/rogue
Assassin 3/phantom* 6 Survival +15
12 Warplord CE half-giant barbarian (raging beast) Languages Common
5/warpmind 1/warplord 8
SQ Brain nausea (Will DC14 or sickened 2 rounds),
13 Cerebral Parasite NE half-elf cryptic 10/body snatcher 4 enemy sense, fast stealth, favored enemy (humanoid
(psionic)) +6, favored terrain (urban), track,
trapfinding, wild empathy
ECOLOGY
Environment any urban

63
Organization solitary, pair, dangerous duo (1 plus 1 BEASTMASTER CR 2
psion-killer), execution (3-12)
XP 600
Gear masterwork composite longbow (+4) with 40
Blue tactician 3
arrows, +2 chain shirt, +1 psibane greataxe, psionic
CE Small humanoid (goblinoid, psionic)
restrains (5pp), psionic tattoo of conceal thoughts (4),
Init +3, Senses darkvision 60ft, Perception +9
psionic tattoo of mend body, 48gp
DEFENSE
The anti-psychic is a grizzled human who hates AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
psionicists with an undying passion. This hatred HP 27 (3d8+9)
towards psionics-users could be because of a traumatic Fort +2, Ref +4, Will +4
past with psionicists or an affiliation with an OFFENSE
anti-psionic government or organization such as Speed 30ft
Jaodan’s Crusaders (see page 58). Alternatively, the Melee masterwork shortsword +2 (1d4-1/19-20)
anti-psychic may simply be a bounty hunter with a Ranged longbow +6 (1d6/x3)
unique skill set. Tactician Powers Known (ML 3rd, Concentration +6);
Because of their distrust of psionic-users, the 20pp
anti-psychic will never work with people who show any 2nd- coordinate as one
sign of being psionic. The anti-psychic makes a great 1st- entangling debris (DC14), sense link
antagonist for a psionic campaign due to the threat they 0- detect psionics, lesser fortify, unearthly terror (DC13)
pose to a party of psionicists. STATISTICS
The anti-psychic is incredibly paranoid about having
Str 6, Dex 16, Con 12, Int 17, Wis 13, Cha 10
their mind read, and activates one of their psionic
Base Atk +2, CMB -1, CMD 12
tattoos of conceal thoughts any time they are not resting.
Feats Psionic Body, Psionic Talent (2)
The anti-psychic lurks in the shadows, waiting for the
Skills Handle Animal +4, Intimidate +6, Perception +9,
opportune time to strike.
Ride +8, Stealth +14, Survival +4
Languages Common, Draconic, Dwarven, Gnoll, Goblin
SQ Collective, coordinated strike +1 (6/day), goblin
weapon familiarity, pariah, repletion, spirit of many,
telepathy with collective
ECOLOGY
Environment any
Organization solitary, pair, pack (3-12), clan (15-50)
Gear masterwork shortsword (2), longbow with 20
arrows, masterwork studded leather, psionic tattoo
of mend body, 29gp

This goblin warrior has electric blue skin, and their


eyes shine with power and madness. The snarling of
nearby animals begins to rise in the air.
Although weak on their own, the beastmaster
emboldens and strengthens their allies, making them a
formidable commander. Because of their animalistic
nature, the beastmaster prefers to have creatures such
as goblin-dogsB or dire ratsB in their collective as allies,
but will resort to working with other goblinoids as well
if it suits their needs.

64
BRAWLING CON ARTIST CR 6 This diminutive halfling challenges the PCs to a
weaponless brawl in the streets, goading them into a
XP 2,400
fight with taunts and offers of bets. They boast heavily,
Halfling psychic warrior (meditant) 7
possibly even offering to take on all of the PCs at once,
CN Small humanoid (halfling, psionic)
and soon a crowd of spectators gathers around them.
Init +2, Senses Perception +12
Although they are physically small, the brawling con
DEFENSE
artist possesses incredible psionic might, which is how
AC 16, touch 16, flat-footed 14 (+2 Dex, +1 size, +3 Wis)
they plan to defeat the PCs in a brawl.
HP 69 (7d8+13)
Depending on how the brawling con artist is played,
Fort +8, Ref +6, Will +7 (+2 vs fear)
they’ll either bet that they can pin the PCs or knock them
OFFENSE unconscious. The brawling con artist will bet either all
Speed 20 ft the money they have on their person or some other
Melee unarmed strike +7 (1d6+2) or unarmed strike valuable object in their possession against something
flurry of blows +7/+7 (1d6+2) the PCs have, most likely items they’re currently holding
Special Attacks flurry of blows or wearing such as weapons and psionic items.
Psychic Warrior Powers Known (ML 7th; Before combat, the brawling con artist will ask for a
Concentration +10); 31pp moment to prepare, manifesting animal affinity to
3rd- dimension slide improve their Strength as well as a few of
2nd- animal affinity, biofeedback, sidestep their defensive powers. If they feel
1st- expansion, grip of ironpp, hammerpp, inertial armor, they are beginning to lose the match,
inevitable strike they will manifest expansion to grow
0- blinding flash (DC13), distract (DC13) to a larger size. In the above stat block,
pp
STATISTICS denotes a path power.
Str 14, Dex 15, Con 12, Int 8, Wis 16, Cha 12
Base Atk +5, CMB +6 (+8 grapple), CMD 18
Feats Improved Grapple, Improved Unarmed Strikes,
Psionic Body, Psionic Talent (2)
Skills Acrobatics +16, Bluff +11, Climb +4, Perception
+12
Languages Common, Halfling
SQ Brawling maneuver (4d6), brawling trance (3),
martial power, psionic proficiency
ECOLOGY
Environment any urban
Organization solitary, pair, troupe (3-15)
Gear belt of giant strength +2, cloak of resistance +1,
power stone of endorphin surge, psionic tattoo of
mend body, 50gp

65
CEREBRAL PARASITE CR 13 evasion, mimic mind, social pattern, steal pattern),
melding exchange, seal the host, swift trapper, the
XP 25,600
flesh remembers, traumatic transfer
Half-elf cryptic 10/body snatcher 4
ECOLOGY
NE Medium humanoid (elf, human, psionic)
Init +2, Senses low-light vision, Perception +19 Environment any urban
Organization solitary, pair, infestation (3-12)
DEFENSE
Gear headband of vast Intelligence +4, +1 mithral chain
AC 19 touch 14, flat-footed 17 (+5 armor, +2 deflection,
shirt, psionic tattoo of mend body, psionic tattoo of
+2 Dex)
psionic lock, ring of protection +2, 50gp
HP 99 (10d8+4d6+30)
Fort +5, Ref +10, Will +9 (+2 vs enchantment and This tattoo-covered half-elf closes their eyes, and
telepathy effects) then suddenly slumps over. Somewhere else, another
Defensive Abilities altered defense (+3, 9 rounds/day), being seizes momentarily, gasping for breath before
improved evasion, rapid defense; Immune sleep seemingly acting normal again.
effects The cerebral parasite is a dangerous enemy, as they
OFFENSE can inhabit almost anyone’s body at any time. Important
Speed 30ft political figures, allied NPCs, and even the PCs
Special Attacks disrupt pattern +11 (ranged touch, themselves could fall victim to the parasite’s mind
1d6+7 plus 4d6 plus bleed 7 plus splash 12) switch. The cerebral parasite could be a lone being with
Cryptic Powers Known (ML 13th, Concentration +20); a singular lust for evil and selfishness, or they could be
101pp; 2 psionic focuses, 3 with psicrystal an agent of a larger organization. The cerebral parasite
6th- mind switch (ML 17th, standard action, DC23) could be a recurring villain that the PCs might not even
5th- parasitic possession (DC22) realize is the same consciousness using different bodies
4th- fold space, slip the bonds, steadfast perception until they catch the parasite in their true body.
3rd- dispel psionics, greater concealing amorpha, escape The cerebral parasite will leave their true body
detection somewhere safe, either manifesting mind switch at the
2nd- animal affinity, brain lock (DC19), cloud mind location or returning to take their body elsewhere.
(DC19), wall walker Especially prudent cerebral parasites may lure a PC or
1st- hidden pocket, kinetic legerdemain, minor NPC to a location where the parasite lies in wait,
metamorphosis restrained by chains or a straightjacket or in a cell with
0- conceal thoughts, ectoplasmic trinket a psionic lock. This way, the character is trapped inside
STATISTICS the parasite’s body with no way to escape or warn
Str 8, Dex 14, Con 12, Int 24, Wis 10, Cha 13 others. If they are able, the cerebral parasite will always
Base Atk +9, CMB +8, CMD 20 retrieve their equipment from their true body.
Feats Deep Focus, Expanded Knowledge (brain lock),
Extend Power, Psicrystal Affinity (liar), Psicrystal COASTAL GUARDIAN CR 7
Containment, Psionic Body, Quicken Power, Scribe
XP 3,200
Tattoo, Skill Focus (Bluff)
Maenad genesis* (transcendent) 8
Skills Acrobatics +19, Bluff +27, Diplomacy +18 (+2 to
LG Medium humanoid (human, psionic)
improve initial reaction attitudes), Disable Device
Init +2, Senses Perception +1
+29, Knowledge (nobility) +22, Perception +19 (+5 to
DEFENSE
locate traps), Perform (acting) +18, Sense Motive +17,
AC 16, touch 13, flat-footed 14 (+3 armor, +1 deflection,
Stealth +25
+2 Dex)
Languages Common, Draconic, Elven, Halfling, Maenad,
HP 61 (8d8+18)
Undercommon, Xeph
Fort +3, Ref +4, Will +7
SQ Extended transfer, hide in plain sight, insights
Defensive Abilities protective bond
(bleeding pattern, explosive pattern, improved

66
OFFENSE Base Atk +6, CMB +11, CMD 21

Speed 30 ft Feats Greater Psionic Fist, Psionic Body, Psionic Fist,

Genesis Powers Known (ML 8th; Concentration +13); Weapon Focus (slam)

42pp; 2 psionic focuses Skills Intimidate +12, Survival +9

3rd- dispel psionics, physical acceleration Languages As genesis

2nd- animal affinity, biofeedback, concealing amorpha, SQ Borrow power, link, phase lurch, psionic attacks,

dissolving touch share powers, telepathic link, violent aura

1st- inevitable strike, natural healing, thicken skin Base Stats without transcend: Size Medium AC 17,

0- detect psionics, empathy, lesser fortify touch 11, flat-footed 16; Ref +6; Melee 2 slams +11

Psi-like Abilities (1/day, ML 4th) energy ray (sonic) (2d8+6); Str 18, Dex 12 without transcend; -2 slam
damage without genesis’ psionic focus
STATISTICS
Str 8, Dex 14, Con 12, Int 10, Wis 13, Cha 21
This dark-haired human’s eyes roll back into their
Base Atk +6, CMB +5, CMD 17
head, as behind them a massive glowing fish-like
Feats Deep Focus, Expanded Knowledge (dissolving
humanoid appears from thin air. The coastal guardian is
touch), Psionic Body, Psionic Meditation, Psionic
not an antagonist. Rather, they pose a simple test to the
Talent
PCs: defeat my avatar and earn my favor. The coastal
Skills Autohypnosis +8, Knowledge (psionics) +7, Sense
guardian may reserve secret knowledge or items for
Motive +8, Swim +5
only those who are worthy, or they may have a quest for
Languages Common, Maenad
the PCs and must ensure they are fit for the task.
SQ Avatar, avatar recall 1/day, bonded senses, maenad
weapon familiarity, natural sailor, outburst, renew
avatar 1/day, shared self, sonic affinity, transcend (11
rounds/day)
ECOLOGY
Environment any coastal
Organization solitary, pair, secret sentinels (3-20)
Gear headband of alluring Charisma +2, +1 leather
armor, psionic tattoo of mend body, power stone of
body adjustment (2), ring of protection +1, 40gp

COASTAL GUARDIAN AVATAR (TRANSCENDENT)


XP with genesis
Wrath avatar 8
LG Large outsider (native, psionic)
Init +0, Senses darkvision 60ft, Perception +0
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural armor, -1 size)
HP 52 (6d10+12)
Fort +6, Ref +5, Will +2 (+4 Will vs compulsion effects);
DR 5/psionic
OFFENSE
Speed 30 ft
Melee 2 slams +11 (2d8+7)
Space 10ft Reach 10ft
STATISTICS
Str 20, Dex 10, Con 13, Int 7, Wis 10, Cha 16

67
CRYSTALLINE BOMBER CR 1 FLESHWARPER CR 2
XP 400 XP 600
Forgeborn psion (bombardier) 2 Noral aegis (aberrant) 3
LE Medium Humanoid (Forgeborn, Half-Construct, CE Medium humanoid (noral, psionic)
Psionic) Init +1, Senses low-light vision, darkvision 60 ft,
Init +2, Senses darkvision 60ft, Perception +3 Perception +5
DEFENSE DEFENSE
AC 13 touch 12, flat-footed 11 (+2 Dex, +1 natural armor) AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1
HP 12 (2d6+2) natural armor)
Fort +1, Ref +2, Will +4 (+2 vs disease, exhaustion, HP 28 (3d10+6)
fatigue, mind-affecting effects, and poison, +2 vs Fort +5, Ref +2, Will +5
fear) DR 2/-
OFFENSE OFFENSE
Speed 20ft Speed 30 ft
Melee masterwork morningstar +2 (1d8) Melee claw +6 (1d4+3) or 2 claws +4/+4 (1d4+3) or
Special Attacks exploding stone +3 (ranged touch using tentacle +6 (1d4+3 plus grab) or 2 tentacles +4/+4
throw splash weapon, 1d6+3 plus power stone effect, (1d4+3 plus grab)
DC14 splash 4) Special Attacks grab +8 (1d6 damage per attached
Psion Powers Known (ML 2nd, Concentration +5); 10pp tentacle when opponent breaks free)
1st- crystal shard, dissipating touch, inertial armor, Psionics 8pp
inevitable strike, mind thrust (DC14) Psi-like Abilities (1/day, ML 1st) vigor (DC10); (at-will
0- detect psionics, energy splash with psionic focus, ML 3rd) vim
STATISTICS STATISTICS
Str 10, Dex 14, Con 13, Int 17, Wis 12, Cha 6 Str 16, Dex 12, Con 14, Int 15, Wis 15, Cha 8
Base Atk +1, CMB +1, CMD 13 Base Atk +3, CMB +6, CMD 17
Feats Point Blank Shot, Psionic Talent, Scribe Scroll Feats Extra Customization, Psionic Talent, Two-Weapon
Skills Autohypnosis +6, Knowledge (local) +8, Perception Fighting
+3, Spellcraft +8, Use Magic Device +3 Skills Acrobatics +8, Climb +8, Intimidate +3, Knowledge
Languages Common, Elven, Forgeborn, Maenad, Xeph (psionics) +8, Perception +5, Survival +7
SQ half-construct traits, slow and steady, source crystal Languages Common, Draconic, Goblin, Noral
ECOLOGY SQ Customizations (brawn, hardened strikes,

Environment any urban invigorating suit, nimble, tear flesh, tentacles (2), 6

Organization solitary, pair, mob (3-12), gauntlet (15-50) points), feral erliss, reconfigure 1/day, symbiotic

Treasure NPC Gear (masterwork morningstar, power surge, transformed body

stone of augmented dissipating touch (2d6) (4), power ECOLOGY


stone of augmented mind thrust (2d10) (2), power Environment any
stone of dissolving touch (2), 22gp) Organization solitary, pair, cult (3-18), grudge (20-50)
Gear +1 chain shirt, psionic tattoo of body adjustment,
This human is partially made from glittering crystals psionic tattoo of minor metamorphosis (2), psionic
which erupt from their skin. They shout a political tattoo of thicken skin (2), 65gp
mantra as they hurl a crackling shard of crystal.
The crystalline bomber may be a terrorist that the This strange near-human has a ridged forehead and
PCs intercept or have to stop, or they may be the multiple tentacles extending from the back of their neck.
guardian of a stronghold. The bomber is willing to kill Their body is warped disturbingly, and the tentacles
anyone who dares interfere with their cause, even if to loom menacingly, ready to strike.
simply prove a point or send a message.

68
The fleshwarper is evil and mad, driven exclusively Driven insane by their own visions, the mad psychic
by their disturbing work. They may kidnap others for uses their psionic abilities with wanton destructiveness.
their horrific experiments, or they might be a serial They babble incessantly in battle, addressing their self
killer who tests their monstrous powers on in the third person as well as other unseen or
unsuspecting victims. nonexistent people, but never addressing the PCs
directly.
MAD PSYCHIC CR 5 The mad psychic acts seemingly at random, perhaps

XP 1,600 stalking innocents in the dead of night or slaying lost

Human dread 6 travelers who wander too close to their place of

CE Medium humanoid (human, psionic) residence. Their violence is indiscriminate, and they

Init +1, Senses Perception +10 fight without much finesse, using their horrible strike
terror to deal the maximum amount of damage each
DEFENSE
round.
AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1
dodge)
HP 62 (6d8+14)
Fort +5, Ref +8, Will +6
OFFENSE
Speed 30 ft
Melee +1 heavy flail +7 (1d10+6/19-20)
Ranged masterwork heavy crossbow +6 (1d10/19-20)
Special Attacks devastating touch +6 (touch attack,
1d6+10)
Dread Powers Known (ML 6th; Concentration +10);
24pp
2nd- strength of my enemy, subconscious banishment
(DC16), thought shield
1st- biofeedback, mindlink, untouchable aura (DC15)
0- create sound, distract
STATISTICS
Str 14, Dex 13, Con 12, Int 10, Wis 8, Cha 18
Base Atk +4, CMB +6, CMD 17
Feats Dodge, Greater Psionic Weapon, Psionic Body,
Psionic Weapon, Touch of Terror
Skills Bluff +14, Climb +10, Intimidate +16, Knowledge
(psionics) +11, Perception +10, Stealth +10
Languages Common
SQ Aura of fear, channel terror, terrors (horrible strike,
mind rend)
Base Stats -2 melee damage without psionic focus
ECOLOGY
Environment any
Organization solitary, pair, cult (3-12), asylum (15-100)
Gear +1 chain shirt, cloak of resistance +1, +1 heavy flail,
masterwork heavy crossbow with 20 bolts, psionic
tattoo of body adjustment, 8gp

69
MYSTERIOUS GUNSLINGER CR 10 source crystal, split shot (5/day), style mantra (+2),
telekinetic reload, wind reader (+2, 5/day)
XP 9,600
Base Stats -2 Initiative and Reflex without psionic focus
Forgeborn marksman (kaigun) 11
ECOLOGY
CG Medium humanoid (forgeborn, half-construct,
psionic) Environment any

Init +6, Senses Perception +13 Organization solitary, pair, trio


Gear belt of incredible Dexterity +2, black powder horn
DEFENSE
with 10 doses of black powder, bullets (50), dagger
AC 18, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1
(2), gunsmith’s kit, +1 keen double-barreled pistol,
natural armor, +1 shield) (+2 dodge bonus vs ranged
masterwork buckler, masterwork musket,
attacks)
masterwork studded leather, 48gp
HP 93 (11d10+23)
Fort +4, Ref +13, Will +9 (+2 vs disease, exhaustion, This gruff humanoid seems to be only partially flesh.
fatigue, mind-affecting effects, and poison, +2 vs Half their body is constructed from black stone flecked
fear) with glittering crystal. A gleaming silver pistol sits in a
OFFENSE holster on their belt, and the butt of a musket peeks over
Speed 20ft their right shoulder.
Melee dagger +12/+7/+2 (1d4+1/19-20) The mysterious gunslinger does not start out as a
Ranged +1 keen double-barrelled pistol +19 friend of the PCs. They are incredibly suspicious of
(1d8+3/19-20/x4) others, unfriendly, and prefer to work alone. Despite
or deadly aim +1 keen double-barrelled pistol +16 this, the mysterious gunslinger is a good character with
(1d8+9/19-20/x4) a kind heart. They despise evil-doers and those who
or masterwork musket +19 (1d12+2/x4) would harm or oppress innocents, feeling some sort of
or deadly aim masterwork musket +15 (1d12+8/x4) innate sense of duty to protect those who can’t protect
Special Attacks style attack (expend focus during full themselves.
attack with ranged weapon for an additional attack), To earn the mysterious gunslinger’s favor, the PCs
quick volley must prove themselves in some way, not only with their
Marksman Powers Known (ML 11th, Concentration abilities but with their good deeds as well. The PCs may
+13); 37pp; 2 psionic focuses seek out the mysterious gunslinger to help them
3rd- flexible trajectory, physical acceleration overcome a returning threat that the gunslinger once
2nd- dissolving weapon, kinetic reload faced, or they may wish to be trained in the fabled art of
1st- defensive precognition, inevitable strike the kaigun.
STATISTICS In combat, the mysterious gunslinger always opens
Str 12, Dex 18, Con 12, Int 10, Wis 15, Cha 9 with their signature move: they use manifest augmented
Base Atk +11, CMB +12, CMD 26 kinetic reload to make a full attack with their
Feats Amateur Gunslinger, Deadly Aim, Deep Focus, double-barrelled pistol, using the deadly aim feat to deal
Greater Psionic Shot, Gunsmithing, Persistent Focus more damage and using their split shot ability to attack
(Greater Psionic Shot), Point Blank Shot, Psionic multiple targets. The mysterious gunslinger uses the
Body, Psionic Meditation, Psionic Shot, Psionic rules for firearms and the gunslinger class from
Talent, Rapid Reload (double-barrelled pistol) Ultimate Combat.
Skills Autohypnosis +9, Knowledge (psionics) +14,
Perception +16, Sense Motive +12, Stealth +18, Sense
Motive +16
Languages Common
SQ Combat style (volley), cover fire (DC19), deeds
(explosive shot), favored weapon (firearms) +3, grit
2, half-construct traits, mental grit, slow and steady,

70
MYSTIC ELDER CR 3 NOBLE PSYCHIC CR 1
XP 800 XP 400
Venerable human gifted* 6 Half-elf aristocrat 2/gifted* 1
CG Medium humanoid (human, psionic) LN Medium humanoid (elf, human, psionic)
Init +0, Senses Perception +4 Init +1, Senses low-light vision, Perception +7
DEFENSE DEFENSE
AC 10, touch 10, flat-footed 10 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
HP 24 (6d6-2) HP 18 (2d8+1d6)
Fort +1, Ref +2, Will +7 Fort +1, Ref +2, Will +7 (+2 vs enchantment and
OFFENSE telepathy effects)

Speed 30 ft Immune sleep effects

Melee quarterstaff +0 (1d6-3) OFFENSE


Gifted Powers Known (ML 6th; Concentration +14); Speed 30 ft
29pp Melee masterwork rapier +1 (1d6-1/18-20)
2nd- object reading, sensitivity to psychic impressions Ranged masterwork light crossbow +3 (1d8/19-20)
1st- natural healing, sense link Gifted Powers Known (ML 1st; Concentration +4); 4pp
0- detect psionics, sense poison 1st- empathic connection (DC14)
STATISTICS 0- conceal thoughts, empathy

Str 5, Dex 10, Con 9, Int 11, Wis 15, Cha 21 STATISTICS
Base Atk +3, CMB +0, CMD 10 Str 8, Dex 12, Con 10, Int 14, Wis 13, Cha 17
Feats Extra Power Known (object reading), Psicrystal Base Atk +1, CMB +0, CMD 11
Affinity (single-minded), Psionic Talent (2) Feats Psionic Endowment, Psionic Talent, Skill Focus
Skills Heal +8, Knowledge (psionics) +9, Perception +4, (Diplomacy)
Sense Motive +4, Spellcraft +6 Skills Autohypnosis +5, Bluff +9, Diplomacy +12,
Languages Common Intimidate +9, Knowledge (local) +6, Knowledge
ECOLOGY (history) +6, Knowledge (nobility) +6, Perception +7,

Environment any Sense Motive +7

Organization solitary, pair, coven (3-25), church Languages Common, Elven, Goblin, Xeph

(30-100) SQ Elf blood

Gear headband of alluring Charisma +2, power stone of ECOLOGY


clairvoyant sense, power stone of mend body, psionic Environment any urban
tattoo of inertial armor, quarterstaff, 75gp Organization solitary, pair, council (3-12), government
(15-200)
This aged human’s veteran wisdom and gentle Gear cloak of resistance +1, masterwork chain shirt,
compassion shows in their eyes. The mystic elder’s masterwork light crossbow with 10 bolts,
ability to sense psionic impressions could help the PCs masterwork rapier, royal outfit, 194gp
discover hidden secrets about objects in their possession
or places they’ve encountered. The elder always wants This attractive half-elf is dressed in regal attire.
to help the PCs, and goes out of their way to aid them. Those who speak with them seem to be magnetized by
Although the elder is not a combatant by any means, something more than just a natural charm.
they will sacrifice their self for a cause they believe in or The noble psychic could be the PCs’ connection to the
to save the PCs from a threat. local government, or they might be a hostage the PCs
have to rescue. Alternatively, the PCs may find
themselves at odds with the noble, perhaps having to
convince them of a threat or face them in a court of law.

71
OUTLAW GRAMMATON CR 3 This slender gray insectoid fires a musket with
shocking precision. The outlaw grammaton serves their
XP 800
self and their friends above all else, which makes them
Dromite cryptic (grammaton) 4
as likely to be an ally to the PCs as they are to be their
CN Small humanoid (insectoid, psionic)
enemy, depending on the situation. The outlaw
Init +3, Senses Perception +10
grammaton uses the rules for firearms and the
DEFENSE
gunslinger class from Ultimate Combat.
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
HP 81 (11d10+11)
PRODIGIOUS CHILD CR 1
Fort +2, Ref +7, Will +5
Defensive Abilities altered defense (1, 7 rounds/day); XP 400

Resist fire 5 Young elan gifted* 3


NG Small Humanoid (Aberrant, Psionic)
OFFENSE
Init +2, Senses Perception +6
Speed 20 ft
DEFENSE
Melee dagger +2 (1d3-1/19-20)
Ranged masterwork musket +8 (1d10+1/x4) AC 12 (T12, FF 10) (+2 Dex)

Special Attacks disrupt pattern (ranged touch attack HP 11 (3d6-3)

with musket, deal additional 1d6+3 plus 1d6 damage) Fort +0, Ref +3, Will +5

Cryptic Powers Known (ML 4th, Concentration +7); OFFENSE


14pp Speed 20 ft
2nd- wall walker Gifted Powers Known (ML 3rd; Concentration +5); 12pp
1st- absorb weapon, hidden pocket, inevitable strike 1st- mind link, mind thrust (DC13), natural healing
0- far hand, psionic repair 0- far hand, psionic repair
Psi-like Abilities (1/day, ML 2nd) energy ray (fire) STATISTICS
STATISTICS Str 6, Dex 15, Con 8, Int 12, Wis 15, Cha 14
Str 6, Dex 16, Con 12, Int 16, Wis 13, Cha 12 Base Atk +1, CMB -2, CMD 10
Base Atk +3, CMB +0, CMD 13 Feats Psicrystal Affinity (focused), Psionic Talent (2),
Feats Amateur Gunslinger, Gunsmithing, Point Blank Unlocked Talent
Shot, Psionic Shot, Psionic Talent Skills Autohypnosis +11, Knowledge (psionics) +7,
Skills Bluff +8, Craft (traps) +14, Disable Device +10, Knowledge (the planes) +7
Escape Artist +9, Perception +10, Stealth +15 Languages Common, Draconic
Languages Common, Dwarven, Goblin, Terran SQ Aberrant nature, repletion, resilience, resistance
SQ Deeds (quick clear), grit 4, rapid defense, scent ECOLOGY
Base Stats -1 ranged damage without psionic focus Environment any
ECOLOGY Organization solitary, pair, class (3-15), school (16-100)
Environment any Gear power stone of mend body (2), 30gp
Organization solitary, pair, disturbance (3-10), gang
(12-50), lawless town (60-200) This seemingly human child sits cross-legged with

Gear black powder horn with 10 doses of black powder, their eyes closed on the edge of a river. Hovering in the

bullets (20), gunsmith’s kit, dagger, masterwork air in front of them is a perfectly circular orb of water.

musket, power stone of natural healing (2), psionic The PCs could be required to protect the child on a

tattoo of kinetic reload, studded leather, thieve’s journey, or perhaps the child is entrusted to the PCs and

tools, 55gp they must care for them. Alternatively, the gifted child
could be used to give the PCs a prophecy from a dream
or vision of some sort that spurs an adventure. The
“young” template applied to the prodigious child comes
from the book Ultimate Campaign.

72
PSI-KNIGHT CR 4 This human is clad in fine chain armor and wears
multiple stately badges and symbols. In one hand they
XP 1,200
wield a sword made from gleaming light, and in the
Human soulknife 5
other they carry a shield formed from the same dazzling
LG Medium humanoid (human, psionic)
energy.
Init +2, Senses Perception +9
Psi-knights could make up the guard force of a
DEFENSE
psionic city, or they might be the personal security detail
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2
for an important political figure or powerful psionicist.
shield)
The psi-knight is always willing to help the PCs solve a
HP 49 (5d10+15)
crime or fight evil. Although they may struggle with the
Fort +3, Ref +7, Will +6
decision, if it comes between defending the innocent
OFFENSE and the orders of those they serve, they will always
Speed 20 ft choose the side of good regardless of the consequences.
Melee +1 keen mindblade +10 (1d8+6/17-20) or power
attack +1 keen mindblade +8 (1d8+10/17-20)
Ranged thrown +1 keen mindblade +8 (1d8+6/17-20)
Special Attacks psychic strike +1d8
Psionics 2pp; 2 psionic focuses
STATISTICS
Str 18, Dex 14, Con 12, Int 8, Wis 13, Cha 10
Base Atk +5, CMB +9, CMD 21
Feats Deep Focus, Persistent Focus (Psionic Weapon),
Power Attack, Psionic Body, Psionic Weapon, Wild
Talent
Skills Autohypnosis +9, Perception +9
Languages Common
SQ Blade skills (mind shield, shield block), form
mind blade, quick draw, shape mind blade
ECOLOGY
Environment any
Organization solitary, pair, troop (3-15), squadron
(20-50), army (60-300)
Gear +1 chainmail, cloak of resistance +1, psionic
tattoo of biofeedback, psionic tattoo of
entangling strike (2), psionic tattoo of
mend body, 100gp

73
PSIONIC SCHOLAR CR 5 STATISTICS

XP 1,600 Str 8, Dex 14, Con 12, Int 20, Wis 13, Cha 10

Elan expert 4/psion (generalist) 3 Base Atk +4, CMB +3, CMD 15

LN Medium humanoid (aberrant, psionic) Feats Deep Focus, Expanded Knowledge (mindlink),

Init +2, Senses Perception +3 Psicrystal Affinity (sage (psionics)), Psionic Body,
Psionic Meditation Psionic Talent, Telepathic Link
DEFENSE
Skills Autohypnosis +11, Diplomacy +2, Knowledge
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
(history), Knowledge (psionics) +18, Knowledge
HP 42 (4d8+3d6+7)
(religion) +15, Knowledge (the planes) +15,
Fort +3, Ref +4, Will +8
Perception +3, Sense Motive +13, Spellcraft +15, Use
OFFENSE
Magic Device +10
Speed 30 ft
Languages Common, Draconic, Celestial, Elven, Giant
Psion Powers Known (ML 3rd; Concentration +8); 20pp
SQ Aberrant nature, repletion, resilience, resistance,
2nd- natural linguist, psionic lock
telepathy 130 ft
1st- astral traveler, empty mind, inertial armor, mindlink,
ECOLOGY
sense link, slumber (DC16)
Environment any urban
0- call to mind (+2), detect psionics, far hand, psionic
Organization solitary, pair, study (3-50), college (60-300)
repair
Gear bracers of armor +1, headband of vast of
Intelligence +2, psionic tattoo of mend body, shard of
Knowledge (psionics) +4, 90gp

This robed being looks like a human, but they have


an unnatural aloofness about them, and their eyes seem
to glisten with some kind of hidden power. The psionic
scholar could act as an ally to the PCs, sending them on
quests or providing them with valuable information.
Although the psionic scholar is not a combatant, they
will defend their self if pressed to, manifesting slumber
to attempt to neutralize their opponents.

PSYCHOKINETIC BLADEDANCER CR 11
XP 12,800
Xeph psychic warrior 7/telekinetic weaponmaster 5
N Medium humanoid (psionic, xeph)
Init +5, Senses darkvision 60ft, Perception +9
DEFENSE
AC 22, touch 16, flat-footed 17 (+5 armor, +1 deflection,
+5 Dex, +1 natural armor)
HP 110 (7d8+5d10+24)
Fort +8, Ref +8, Will +5 (+1 vs powers, spells, and
effects)
OFFENSE
Speed 30 ft
Melee +1 psychokinetic kukri +16/+11 (1d4+3 plus 1d4
ectoplasmic/15-20) or +1 psychokinetic kukri +16/+11

74
(1d4+3 plus 1d4 ectoplasmic/15-20) and +1 kukri ECOLOGY
+16/+11 (1d4+3/15-20) and +1 kukri +16 (1d4+3/15-20) Environment any
Special Attacks dual kinetic mastery (telekinetically Organization solitary, pair, team (3-12), caravan (15-50)
wield third weapon), telekinetic throw (expend Gear amulet of natural armor +1, belt of incredible
psionic focus to make melee attack against target Dexterity +2, +1 chain shirt, cloak of resistance +1, +1
within 30ft), telekinetic whirlwind (designate 10ft keen kukri, +1 kukri (2), power stone of body
square within 20ft and make single melee attack adjustment (2), 459gp
against each enemy)
Space 5ft Reach 5ft (10ft with telekinetic reach) Three curved and wicked blades sail through the air
Psychic Warrior Powers Known (ML 11th; in circles around this xeph as they move, like dangerous
Concentration +13); 49pp moons orbiting an erratic planet. The bladedancer can
4th- battle transformation, slip the bonds be a dangerous enemy to the PCs, possibly having been
3rd- evade burst, greater concealing amorpha, physical hired as a bounty hunter or guardian by some other
acceleration power, or perhaps acting as protectors of a location. The
2nd- deflect, dissolving weapon, sidestep bladedancer values their life and the lives of their
pp
1st- call weaponry, force screen , fortify, metaphysical compatriots above all else. If brought to less than ½ hit
weaponpp, thicken skin points they will surrender, attempting to strike a deal
0- far hand, my light, sense poison with their attackers, possibly leading to a temporary
STATISTICS allyship. In the above stat block, pp denotes a path

Str 10, Dex 21, Con 14, Int 8, Wis 14, Cha 12 power.

Base Atk +10, CMB +10, CMD 25


Feats Critical Focus, Expanded Knowledge (far hand),
Greater Psionic Weapon, Improved Critical
(scimitar), Improved Two-Weapon Fighting,
Persistent Focus (Greater Psionic Weapon), Psionic
Meditation, Psionic Talent, Psionic Weapon, Weapon
Finesse
Skills Acrobatics +19, Autohypnosis +9, Bluff +7,
Perception +9, Survival +8
Languages Common, Xeph
SQ Burst 3/day (30ft), dervish maneuver, dervish trance
(+2), martial power, psionic proficiency, telekinetic
block, telekinetic reach, warrior’s path (dervish)
Base stats -1 deflection AC without psionic focus

75
PSYCHOPORTIVE ASSASSIN CR 11 2nd- deflect, sidestep
1st- bolt, crystal shard, inevitable strike, locate secret
XP 12,800
doors, sense link
Dromite nomad (psion) 3/rogue 3/phantom* 6
0- burst, catfall (20ft), detect psionics, far hand
NE Small humanoid (insectoid, psionic)
Psi-like Abilities (1/day, ML 6th) energy ray (electric);
Init +4, Senses Perception +18
(3/day, ML 6th) fold space
DEFENSE
STATISTICS
AC 22, touch 17, flat-footed 18 (+4 armor, +2 deflection,
Str 8, Dex 18, Con 12, Int 16, Wis 13, Cha 10
+4 Dex, +1 natural armor, +1 size)
Base Atk +7, CMB +5, CMD 19
HP 71 (3d6+9d8+12)
Feats Greater Psionic Shot, Persistent Focus (Greater
Fort +6, Ref +11, Will +8
Psionic Shot), Persistent Focus (nomad’s step), Point
Defensive Abilities evasion, improved uncanny dodge;
Blank Shot, Psicrystal Affinity (sneaky), Psicrystal
Resist electricity 5
Containment, Psionic Meditation, Psionic Shot,
OFFENSE
Psionic Talent
Speed 20 ft, nomad’s step 35ft
Skills Acrobatics +19, Autohypnosis +12, Bluff +15, Climb
Melee +1 short sword +9/+4 (1d4/19-20)
+14, Disable Device +18, Escape Artist +19,
Ranged +1 keen hand crossbow +13 (1d4+3/17-20)
Knowledge (local) +18, Knowledge (nobility) +18,
Special Attacks sneak attack +5d6
Knowledge (psionics) +18, Perception +18, Stealth
Psion Powers Known (ML 3rd; Concentration +6); 17pp;
+22
2 psionic focuses with psicrystal
Languages Common, Dwarven, Goblin, Terran
SQ Phantom step (6/day), scent, trapfinding, trap sense
+1
ECOLOGY
Environment any urban
Organization solitary, pair, death squad (3-8), covert
force (10-25), secret army (30-100)
Gear cloak of resistance +1, +1 keen hand crossbow with
20 bolts, power stone of body adjustment, power stone
of thicken skin (2), +1 short sword, +1 studded leather
armor, ring of protection +2, 120gp

This small insect-like humanoid lurks in the


shadows, teleporting from hiding place to hiding place
to stay undetected. The PCs might be hired to protect an
important political figure from the assassin, or they
might be the target themselves.
The psychoportive assassin stays out of sight,
striking from behind before disappearing again. They
would prefer to kill their target quickly, so they always
deal as much damage as possible by utilizing their sneak
attack and expending their psionic focus to use the
Greater Psionic Shot feat. If threatened, the assassin
manifests deflect or sidestep to avoid the attack before
teleporting away using their nomad’s step ability or fold
space psi-like ability. The elusiveness and danger of the
psychoportive assassin makes for a frustrating and often
recurring enemy for the PCs.

76
SHAPESHIFTER CR 5 shape. The beggar has become a tall and slender elf with
chiseled and attractive features.
XP 1,600
The shapeshifter could be some kind of spy or
Ophiduan psion (egoist) 6
saboteur, using their powers to pose as a political figure
N Medium humanoid (psionic, reptilian)
or other position of power. Alternatively, the
Init +2, Senses darkvision 60ft, Perception +3
shapeshifter could be a refugee or notorious criminal,
DEFENSE
blending in and avoiding detection whenever possible.
AC 12, touch 12, flat-footed 10 (+2 Dex)
The shapeshifter takes great care to hide their true
HP 32 (6d6+6)
appearance, only revealing that they are an ophiduan in
Fort +3, Ref +4, Will +6 (+2 vs poison)
death. Whether that is due to shame on part of their
OFFENSE actions or an indication of some deeper conspiracy on
Speed 30 ft part of the ophiduans remains unseen.
Melee masterwork dagger +3 (1d4-1/19-20)
Psion Powers Known (ML 6th; Concentration +10); 49pp
3rd- dispel psionics, ectoplasmic form, energy bolt (DC17),
metamorphosis
2nd- animal affinity, breach, cloud mind (DC16),
everyman
1st- compression, inertial armor, mind thrust (DC15),
minor metamorphosis, natural healing, thicken skin
0- detect psionics, sense poison, synesthete (6 rounds),
thicken skin (6 rounds)
Psi-like Abilities (1/day, ML 6th) serpent’s bite (2d8-1)
STATISTICS
Str 8, Dex 15, Con 12, Int 18, Wis 12, Cha 12
Base Atk +3, CMB +2, CMD 14
Feats Expanded Knowledge (compression), Extend
Power, Improved Metamorphosis, Master of All
Forms, Psionic Talent, Swift Shapeshifter
Skills Autohypnosis +8, Disguise +5, Bluff +6, Diplomacy
+6, Knowledge (psionics) +13, Spellcraft +9,
Perception +3
Languages Common, Draconic Dwarven, Elven, Goblin,
Ophiduan
SQ Metabolic healing (fast healing 2), ophiduan weapon
familiarity
ECOLOGY
Environment any
Organization solitary, pair, collective (3-20), secret
society (25-200)
Gear headband of vast Intelligence +2, masterwork
dagger, power stone of conceal thoughts, power stone
of control sound (2), 23gp

This hunched elderly beggar suddenly shifts in form,


their skin and clothing rippling upwards into a different

77
TELEKINETIC WORKER CR 7 perhaps the PCs have to bring the worker out of
retirement for an important task that requires their
XP 3,200
skillset. The telekinetic worker is not trained in combat
Xeph gifted* 9
and will stay as far from melee as possible, but will use
N Medium humanoid (psionic, xeph)
their powers to hurl objects at their enemies from a
Init +3, Senses darkvision 60ft, Perception +2
distance.
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
TELEPATHIC INTERROGATOR CR 8
HP 41 (9d6+3)
Fort +3, Ref +7, Will +9 (+1 vs powers, spells, and XP 4,800

effects) Human psion (telepath) 9


LE Medium humanoid (human, psionic)
OFFENSE
Init -1, Senses Perception +9
Speed 30 ft
DEFENSE
Melee masterwork quarterstaff +5 (1d6)
Gifted Powers Known (ML 9th; Concentration +14); AC 12, touch 10, flat-footed 12 (+2 armor, +1 deflection,

53pp -1 Dex)

3rd- telekinetic force (DC18) HP 52 (9d6+14)

2nd- body equilibrium, defy gravity, sustenance Fort +3, Ref +2, Will +8

1st- catfall, natural healing OFFENSE


0- far hand, psionic repair Speed 30 ft
STATISTICS Psion Powers Known (ML 9th; Concentration +14);

Str 10, Dex 16, Con 8, Int 10, Wis 14, Cha 20 72+xpp; 2 psionic focuses, 3 with psicrystal

Base Atk +4, CMB +4, CMD 17 5th- mind probe (DC20), pierce the veils, psychic crush

Feats Expanded Knowledge (defy gravity), Psionic Body, (DC20)

Psionic Talent (4) 4th- alienation (DC19), correspond, memory modification

Skills Autohypnosis +8, Knowledge (engineering) +12, (DC19), mind control (DC19)

Knowledge (psionics) +8 3rd- body adjustment, crisis of breath (DC18), false

Languages Common, Xeph sensory input (DC18), mindhunter

SQ Burst 3/day (30ft) 2nd- brain lock (DC17), compelling voice (DC17), natural
linguist, read thoughts (DC17)
ECOLOGY
1st- empathic condition (DC16), force screen, mind thrust
Environment any urban
(DC16), sense link, telepathic projection (DC16)
Organization solitary, pair, crew (3-20 plus 10
0- conceal thoughts (self only), detect psionics, mind link
non-telekinetic workers for every telekinetic worker)
STATISTICS
Gear bracers of armor +2, cloak of resistance +1,
headband of alluring Charisma +2, masterwork Str 12, Dex 8, Con 10, Int 20, Wis 14, Cha 14

quarterstaff, power stone of telekinetic force (3), Base Atk +4, CMB +5, CMD 14

shard of Knowledge (engineering) +6, 465gp Feats Extra Power Known (psychic crush), Deep Focus,
Psicrystal Affinity (bully), Psicrystal Containment,
This xeph seems far too frail to be a member of this Psionic Body, Psionic Meditation, Quicken Power
construction crew. They reach out their hands towards a Skills Autohypnosis +14, Bluff +14, Diplomacy +14,
pile of massive stone blocks, which lift up off the ground Intimidate +14, Knowledge (local) +13, Knowledge
and begin to float through the air at the xeph’s (nobility) +12, Perception +9, Sense Motive +14
command. Languages Common, Elven, Goblin, Maenad,
Because of their required experience and strength in Undercommon
abilities, workers like this are very rare and valuable. SQ Mental intrusion, telepathy 410ft (plus detect
The PCs might be required to rescue the worker from telepathic communication within 30ft with psionic
someone who is forcing them to build something, or focus)

78
ECOLOGY Ranged keen hand crossbow +5 (1d4+1/15-20)

Environment any Special Attacks sneak attack +1d6

Organization solitary, pair, posse (3-20) Gifted Powers Known (ML 4th; Concentration +9); 17pp

Gear bracers of armor +2, headband of vast Intelligence 2nd- read thoughts (DC16)

+2, masterwork manacles (4), ring of protection +1, 1st- mindlock, minor metamorphosis

50gp 0- conceal thoughts, missive


STATISTICS
This bald-headed human fixes the party with a Str 8, Dex 16, Con 10, Int 18, Wis 13, Cha 10
piercing stare. “Don’t bother trying to lie to me. I can Base Atk +2, CMB +1, CMD 14
read your thoughts.” Feats Point Blank Shot, Psionic Shot, Toughness
The psychic interrogator is a master of traditional Skills Bluff +9, Diplomacy +9, Disable Device +15,
interrogation and torture as well as telepathic methods Knowledge (local) +13, Perception +12, Sense Motive
of procuring information. They could be an agent of an +10, Stealth +12
evil government’s intelligence operations, or they may Languages Common, Draconic, Elf, Gnoll, Goblin, Orc
be part of a powerful criminal organization. The SQ Elven magic, elven weapon familiarity, trapfinding
interrogator prefers to stay out of combat, but if forced Base Stats -1 ranged damage without psionic focus
to engage they will dispose of their foes quickly and
ECOLOGY
efficiently using psychic crush.
Environment any urban
The interrogator prefers to have their enemies
Organization solitary, pair, cabal (3-50), tyranny
brought to them in some sort of restraints. The
(60-300)
interrogator will use crisis of breath to bring a PC to the
Gear cloak of resistance +1, keen hand crossbow with 20
edge of death while questioning the rest of the party,
bolts, masterwork short sword, +1 studded leather
before bringing that PC back from the brink with body
armor, masterwork thieve’s tools, 90gp
adjustment after receiving a satisfactory or intriguing
answer. If the interrogator really needs a piece of This elf is dressed in unassuming clothing. They lurk
information, they may decide to use mind probe to steal in the corners of public social areas such as taverns and
the secrets from a character's mind. The psychic markets, using read thoughts to probe the minds of
interrogator only uses these powerful telepathic powers those around them. Thoughtspies are almost always
as a last resort, preferring to challenge their self by working for some higher authority, gathering
using more conventional means of torture and information for some later nefarious action.
intimidation first. A thoughtspy might be part of a government
organization to watch its own citizens, or they could be
THOUGHTSPY CR 4 part of some criminal organization. A thoughtspy rarely

XP 1,200 becomes an ally to the PCs, only doing so if it serves the

Elf gifted* 5/rogue 1 spy’s own interests. It is much more likely for the PCs to

LE Medium humanoid (elf, psionic) be a target of the thoughtspy, who watches the PCs from

Init +3, Senses low-light vision, Perception +12 a distance and reports on their activities to a greater
threat.
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 33 (5d6+1d8+6)
Fort +2, Ref +7, Will +6 (+2 vs enchantment spells and
effects)
Immune sleep effects
OFFENSE
Speed 30 ft
Melee masterwork short sword +2 (1d6-1/19-20)

79
TWIN TELEPORTER (SKIPPING) CR 6 TWIN TELEPORTER (WARPING) CR 6
XP 2,400 XP 2,400
Human skipper* 7 Human warpmind* 7
CN Medium humanoid (human, psionic) CN Medium humanoid (human, psionic)
Init +4, Senses Perception +11 Init +2, Senses Perception +11
DEFENSE DEFENSE
AC 20, touch 14, flat-footed 16 (+5 armor, +4 Dex, +1 AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
shield) HP 47 (7d6+17)
HP 61 (7d10+15) Fort +3, Ref +4, Will +6
Fort +3, Ref +9, Will +3 OFFENSE
Defensive Abilities evasion Speed 30 ft
OFFENSE Melee masterwork spear +3 (1d8-1/x3)
Speed 30 ft, skip 40 ft Ranged masterwork light crossbow +6 (1d8/19-20)
Melee keen rapier +11/+6 (1d6+2/15-20) Warpmind Powers Known (ML 7th; Concentration
Ranged keen composite longbow +11 (1d8+4/17-20) +12); 35pp; 2 psionic focuses
Special Attacks inertial strike +2d8, stunning skip 3rd- dimension slide
(DC14) 2nd- concealing amorpha, deflection, sidestep
STATISTICS 1st- biofeedback, fortify, thicken skin

Str 14, Dex 18, Con 12, Int 8, Wis 13, Cha 10 0- distract, far hand

Base Atk +7, CMB +9, CMD 23 STATISTICS


Feats Greater Psionic Shot, Improved Skip Distance, Str 8, Dex 14, Con 12, Int 20, Wis 13, Cha 10
Point Blank Shot, Psionic Shot, Psionic Body, Weapon Base Atk +3, CMB +2, CMD 14
Finesse, Wild Talent Feats Deep Focus, Endowed Warp, Psionic Body, Psionic
Skills Autohypnosis +11, Intimidate +10, Perception +11, Meditation, Psionic Talent
Stealth +13 Skills Autohypnosis +13, Bluff +11, Intimidate +12,
Languages Common Knowledge (psionics) +16, Knowledge (the planes)
SQ Skipping skills (springing skip, stunning skip) +16, Perception +13
Base Stats -2 ranged damage without psionic focus Languages Common, Draconic, Elven, Goblin, Xeph
ECOLOGY SQ Pushing warp (5/day, 5ft), warp (DC18, 20ft;

Environment any televiscerate 3d8), warp self, teletechniques (15/day:

Organization solitary, pair (2), twins (1 plus warping disorienting warp, swapping warp)

twin) ECOLOGY
Gear +1 chain shirt, keen composite longbow (+2) with 40 Environment any
arrows, keen rapier, masterwork buckler, psionic Organization solitary, pair (2), twins (1 plus skipping
tattoo of biofeedback, shard of Stealth +4, 63gp twin)
Gear headband of vast Intelligence +2, +1 chain shirt,
masterwork light crossbow with 20 bolts,
masterwork spear, power stone of wall walker, 111gp

These identical twins keep disappearing and


reappearing in different places, making them impossible
to pin down. The skipper twin is more muscular and
brutish, and the warpmind twin seems calm and
calculated. They love to cause trouble wherever they go,
using their powers for their own personal gain and
entertainment. Typically, the twins do not stick around

80
for lengthy battles. If they feel they are outmatched, they Melee 2 slams +4 (1d6+2 plus unnerving strike)
will both use their abilities to escape, making them Special Attacks unnerving strike (DC13, shaken 1d4
especially hard to defeat. rounds)
Space 10ft Reach 10ft

VIOLENT IMAGINATION CR 2 STATISTICS

XP 600 Str 12, Dex 15, Con 13, Int 7, Wis 10, Cha 14

Young human genesis* 3 Base Atk +3, CMB +4, CMD 17

CN Small humanoid (human, psionic) Feats Improved Initiative, Psionic Dodge, Psionic

Init +3, Senses Perception -1 Weapon


Skills Intimidate +9, Stealth +9
DEFENSE
Languages As genesis
AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
SQ deliver touch powers 30ft, link, phase lurch, share
HP 24 (3d8+6)
powers
Fort +1, Ref +4, Will +2
Base Stats -1 dodge AC and -1 melee damage without
OFFENSE
genesis’ psionic focus
Speed 20 ft
Melee masterwork dagger +4 (1d3/19-20) This nervous and unwashed child peeks out from
Genesis Powers Known (ML 3rd; Concentration +6); behind a twisted and terrifying semi-transparent being
13pp twice their height. The violent imagination is not evil.
1st- inevitable strike, minor metamorphosis, thicken skin Rather, they are a naturally psionic child who has been
0- create sound, lesser fortify exposed to traumatic experiences, through life events,
STATISTICS mental illness, or possibly their own psionic abilities.
Str 10, Dex 16, Con 11, Int 8, Wis 8, Cha 17 The child is frightened by their own abilities, especially
Base Atk +2, CMB +1, CMD 14 their avatar, which is formed from the most disturbed,
Feats Psionic Body, Psionic Talent (2) nightmarish parts of the child’s mind.
Skills Autohypnosis +5 Paradoxically, the child believes that their avatar is
Languages Common undefeatable, and gains some sense of security from it.
SQ Avatar, bonded senses, fused avatar (6 rounds/day) They may use their avatar to take vengeance on those

ECOLOGY who have wronged them, or may simply lash out at


anyone around them, disrupting families and entire
Environment any
villages. If the avatar is destroyed, the child will
Organization solitary, pair, camp (3-12)
frantically use their fused avatar ability to gain partial
Gear masterwork dagger, psionic tattoo of strength of
concealment and flee, terrified that their imaginary
my enemy, +1 studded leather, 23gp
friend has been destroyed. The “young” template

VIOLENT IMAGINATION AVATAR applied to the violent imagination comes from the book
Ultimate Campaign.
XP with genesis
Fear avatar 3
CE Medium outsider (native, psionic)
Init +6, Senses darkvision 60ft, Perception +0
DEFENSE
AC 17, touch 13, flat-footed 14 (+1 dodge, +2 Dex, +4
natural armor)
HP 25 (3d10+3)
Fort +2, Ref +5, Will +3
DR 2/psionic
OFFENSE
Speed 30 ft

81
WARPLORD CR 12 Special Attacks pulling strike (3/day), pushing strike
(3/day, DC16, 5ft), warp strike (expend psionic focus
XP 19,200
to attempt warp and televiscerate on successful
Half-giant fighter (psionic fighter) 4/warpmind
attack)
2/warpknight 7
Warpmind Powers Known (ML 6th, Concentration +9);
CE Medium humanoid (giant, psionic)
26pp; 2 psionic focuses, 3 with psicrystal
Init +3, Senses low-light vision, Perception +11
2nd- deflect, dimension swap, sidestep
DEFENSE
1st- biofeedback, fortify, hidden pocket
AC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
0- detect psionics, far hand
HP 151 (11d10+2d6+33)
STATISTICS
Fort +9, Ref +6, Will +10 (+2 vs fire; +1 vs charm and
Str 20, Dex 12, Con 12, Int 17, Wis 10, Cha 10
compulsion with psionic focus)
Base Atk +12, CMB +18, CMD 29
OFFENSE
Feats Critical Focus, Critical Refocus (greatsword), Deep
Speed 30ft
Focus, Extra Teletechniques*, Greater Psionic
Melee +1 psychokinetic greatsword +18/+13/+8 (2d6+10
Weapon, Improved Critical (greatsword), Psicrystal
plus 1d4 ectoplasmic/17-20) or power attack +1
Affinity (nimble), Psicrystal Containment, Psionic
psychokinetic greatsword +14/+9/+4 (2d6+22 plus 1d4
Body, Psionic Talent (2), Psionic Weapon
ectoplasmic/17-20)
Skills Autohypnosis +10, Intimidate +17, Knowledge
(nobility) +10, Knowledge (psionics) +20, Perception
+12, Survival +14
Languages Common, Giant, Gnoll, Ignan
SQ powerful build, teletechniques (11/day, augment
warp), teletraining, warp (DC17, 15ft; televiscerate
3d8)
Base Stats -2 melee damage without psionic focus
ECOLOGY
Environment any
Organization gang (1 plus 3-20 soldiers), tribe (1-4 plus
25-90 soldiers), nation (1-4 plus 100-1,000 soldiers)
Gear belt of giant Strength +2, cloak of resistance +2, +1
full plate, headband of vast Intelligence +2, power
stone of dimension slide, psionic tattoo of mend body
(3),+1 psychokinetic greatsword, 705gp

This regal warrior is tall even for a half-giant,


looming over their compatriots like a great pillar of
gleaming metal. The warplord is a compelling and
powerful villain due to their unique abilities. They are a
cruel and ruthless leader who controls with violence
and intimidation, but what sets them apart from other
brutal oppressors is their cunning intellect and ability to
plan far in advance for multiple contingencies. The
warplord may be part of an existing group that has risen
to power, or they may have simply amassed followers
through their own infamy.
Whether in combat, politics, or allies, the warplord
values power above all else. The warplord and their

82
hordes of warriors might be allies to a city or country regain all her spent power points. The Difficulty Class
one day, and then decide to invade the next if the for saving throws against the gifted’s powers is 10 + the
opportunity arose. power's level + the gifted’s Charisma modifier.
Maximum Power Level Known: A gifted begins

NEW NPC CLASS: THE GIFTED play with the ability to learn 1st level powers. As she
attains higher levels, she may gain the ability to master
“Gifted” are the adepts of a psionic world. They draw
more complex powers, as shown on Table 7-2: The
upon an innate psionic power within themselves, and
Gifted. To learn or manifest a power, a gifted must have
use this power in mundane and practical ways. Gifted
a Charisma score of at least 10 + the power's level.
are not adventurers, they are simply common people
Talents: Gifteds learn minor powers they can use at
who happen to have psionic abilities.
will to aid them in a variety of ways. The gifted gains 2
Alignment: Any.
talents from the gifted talent list.
Starting Age: as Adept.
Hit Die: d6
GIFTED POWER LIST
0-Level Gifted Powers (Talents)
CLASS SKILLS
BioluminescenceC2: Cause existing vegetation to produce
The avatar’s class skills are Autohypnosis (Wis), Craft
natural light.
(Int), Handle Animal (Cha), Heal (Wis), Knowledge (all)
Conceal Thoughts: You conceal your motives.
(Int), Linguistics (Int), Profession (Wis), Sense Motive
Dazzle: Temporarily disrupt your enemy’s vision.
(Wis), and Spellcraft (Int).
Distract: Subject gets –4 on Perception and Sense Motive
Skill Ranks Per Level: 2 + Int modifier.
checks.
Detect Psionics: You detect the presence of psionics.
CLASS FEATURES
Empathy: You know subject’s surface emotions.
Weapons and Armor Proficiencies: A gifted is
Far Hand: Move small objects at a limited distance.
proficient with all simple weapons. Gifted are not
Missive: Send a one-way telepathic message to subject.
proficient with any type of armor or shield. Armor and
My Light: Your eyes emit 20-ft. cone of light.
shields do not, however, interfere with the
Psionic Repair: Mend an object.
manifestation of powers.
Sense Poison: You detect the presence of poison in a
Power Points/Day: A gifted’s ability to manifest
creature.
powers is limited by the power points she has available.
Her base daily allotment of power points is given on 1st-Level Gifted Powers
Table 7-2: The Gifted. In addition, she receives bonus Absorb DorjeC2: Make a dorje part of your body, manifest
power points per day if she has a high Charisma score. its powers as if it were a power known.
Powers Known: A gifted begins play knowing one Accelerated EntropyC2: Rapidly age a magic or psionic
gifted power of her choice. At each level indicated on item, ruining it.
Table 7-2: The Gifted, she unlocks the knowledge of a Attraction: Subject has an attraction you specify.
new power. Choose the powers known from the gifted Catfall: Instantly save yourself from a fall.
power list. (Exception: the feat Expanded Knowledge Chameleon: Gain +10 enhancement bonus on Stealth
does allow a gifted to learn powers from the lists of checks.
other classes). Elfsight: Gain low-light vision, +2 bonus on Perception
A gifted can manifest any power that has a power checks, and notice secret doors.
point cost equal to or lower than her manifester level. Empathic Connection: Makes one person your friend.
The total number of powers a gifted can manifest in a Find the HostSP: Find the nearest dead, but not undead,
day is limited only by her daily power points. body in range.
A gifted simply knows her powers; they are Guidance of the AncestorsSP: Use the minds of spirits to
ingrained in her mind. She does not need to prepare make Knowledge checks untrained.
them (in the way that some spellcasters prepare their HallucinationsC2: Cause target to hear imaginary sounds.
spells), though she must get a full night’s rest each day to

83
Know Direction and Location: You discover where you Sense Link: You sense what the subject senses (single
are and what direction you face. sense).
Mark of the ShroudSP: Mark a creature to know its ShroudsightSP: Detect undead and incorporeal creatures.
condition and to extend its chance at being raised. Synesthete: You receive one kind of sense when another
Memories of FleshSP: Grant corporeal senses to an sense is stimulated.
incorporeal creature. Telempathic Projection: Alter the subject’s mood.
Mindlink: You forge a limited mental bond with another Temporary BlindnessC2: Block the creature’s body from
creature. processing images.
Natural Healing: Heal 3 hit points of damage. Unnatural AuraSP: Animals are repelled from the target.
P
Seance : Contact a dead creature to ask questions. Ward the MindSP: Gain immunity to possession and
protection against attacks by incorporeal creatures.

Table 7-2: The Gifted

Base Attack Fort Ref Will Power Powers Max Power Level
Level Bonus Save Save Save Special Points/Day Known Known

1 +0 +0 +0 +2 Talents 1 1 1st

2 +1 +0 +0 +3 - 2 1 1st

3 +1 +1 +1 +3 - 3 2 1st

4 +2 +1 +1 +4 - 5 2 1st

5 +2 +1 +1 +4 - 7 3 2nd

6 +3 +2 +2 +5 - 9 3 2nd

7 +3 +2 +2 +5 - 11 4 2nd

8 +4 +2 +2 +6 - 14 4 2nd

9 +4 +3 +3 +6 - 17 5 3rd

10 +5 +3 +3 +7 - 20 5 3rd

11 +5 +3 +3 +7 - 24 6 3rd

12 +6/+1 +4 +4 +8 - 28 6 3rd

13 +6/+1 +4 +4 +8 - 32 7 4th

14 +7/+2 +4 +4 +9 - 37 7 4th

15 +7/+2 +5 +5 +9 - 42 8 4th

16 +8/+3 +5 +5 +10 - 47 8 4th

17 +8/+3 +5 +5 +10 - 52 9 5th

18 +9/+4 +6 +6 +11 - 58 9 5th

19 +9/+4 +6 +6 +11 - 64 10 5th

20 +10/+5 +6 +6 +12 - 70 10 5th

84
2nd-Level Gifted Powers Follow the StrandsSP: Learn about ties between a ghost
Animal Affinity: Gain +4 enhancement to one ability. and important objects.
Apathetic AuraC2: Cause nearby enemies to ignore you Mend Body: Heal yourself for 3d8 points of damage.
and those accompanying you. Metamorphosis: Changes your physical form.
Body Adjustment: Heal 1d12 damage. PhantasmagoriaSP: Cause the appearance of horrific
Body Equilibrium: You can walk on nonsolid surfaces. transformations within the affected area.
BoreC2: Create a temporary one-way peephole through Telekinetic Force: Move or hurl an object with the force
solid objects. of your mind.
Clairvoyant Sense: See and hear a distant location. Ubiquitous Vision: You have all-around vision.
Empathic Transfer: Transfer another’s wounds to Volatile RejectionSP: Force out the entity possessing a
yourself. creature.
Endorphin Surge: You incite a rush of endorphins,
augmenting your physical form. 4th-Level Gifted Powers

Heightened Vision: See 60ft in total darkness. Augured Answer: Provides useful advice for specific
SP
Lifeless Tongues : Summon spirits into a corpse to proposed action.

answer questions. Aura of DecaySP: Creatures in area are more susceptible

Mental MistC2: Cause affected creatures to believe they to ghosts. Objects begin to rot.

are surrounded by mist. Aura Sight: Reveals creatures, objects, powers, or spells

Metamorphosis, Minor: Change your physical form to a of selected alignment axis.

minor degree. Correspond: Hold mental conversation with another

Object Reading: Learn details about an object’s previous creature at a distance.

owner. Mind Control: Control target telepathically.

Read Thoughts: Detect surface thoughts of creatures in Remote Viewing: See, hear, and potentially interact with

range. subjects at a distance.

Resist Toxin: Your body becomes temporarily immune to Slip the Bonds: You cannot be held or otherwise

poison. rendered immobile.


C2
Selective Hearing : Creature becomes deaf to the voice Steadfast Perception: Gain immunity to illusory effects,

of another. +6 bonus on Perception checks.

Sense Link, Forced: Sense what subject senses.


5th-Level Gifted Powers
Sensitivity to Psychic Impressions: You can find out about
Adapt Body: Your body automatically adapts to hostile
an area’s past.
environments.
Suppress InstinctC2: Temporarily make an animal
Ghostly PossessionSP: Become ghostlike and possess
immune to fear.
creatures.
Suspend PsionicsC2: Temporarily pause the duration of
Mind Probe: You discover the subject’s secret thoughts.
beneficial powers manifested on you.
Pierce the Veils: See all things as they really are.
Sustenance: Go without food and water for one day.
Psionic Revivify: Return the dead to life before the
UpliftC2: Gift some of your Intelligence to an animal.
psyche leaves the corpse.

3rd-Level Gifted Powers Psychofeedback: Boost Strength, Dexterity, or

Body Purification: Restore 2 points of ability damage. Constitution at the expense of one or more other

Compelling Voice: Compels subject to follow stated scores.

course of action. Retarget PowerC2: Move an ongoing spell or power

DisruptionC2: Block the target’s ability to cast spells, between two creatures.

manifest powers, or use some other mental abilities. Soul ExchangeSP: You switch souls with another creature.

Escape Detection: You become difficult to detect with Soul FeastSP: Feast on the soul of a dead creature to gain

clairsentience powers. benefits.

Expose Weakness: Cause a creature to become clumsy. Tortured VisionsSP: Summon spectral horrors to haunt a
creature’s dreams.

85
CHAPTER 8: MONSTERS
Table 8-1: Monsters by CR
Broodite CR 2
CR Monster
XP 600
½ Broodite Husk
N Small vermin (psionic)
½ Dualist Psychokinetic Init +3, Senses Darkvision 60ft, Perception +2
Aura distracting (DC13)
½ Kambian Fearling
DEFENSE
½ Sha’ah Pilgrim
AC 18, touch 14, flat-footed 15 (+4 natural armor, +3 Dex,
2 Broodite
+1 size)
7 Kambian Psimonk HP 21 (3d8+3)
Fort +4, Ref +4, Will +3
11 Sha’ah Tanker
Immune mind-affecting effects
13 Fusemind Dualist
OFFENSE
Speed 20 ft, fly 30 ft (average)
BROODITE Melee bite +6 (1d4-1)
This rust-colored insect is the size of a human child. It’s Psi-like Abilities (3/day, ML 3rd) energy push (DC14,
flanked by two similar insects that appear to be the sonic), mental disruption (DC14)
creature’s empty exoskeleton. The insect and its empty STATISTICS
shells hover in the air on fast-beating translucent wings,
Str 8, Dex 16, Con 13, Int -, Wis 15, Cha 10
the three of them making a cacophonous chorus of
Base Atk +2, CMB +0, CMD 13
drones.
Feats -
Skills -
SQ Mindless
ECOLOGY
Environment underground, temperate forests,
temperate mountains, temperate plains
Organization solitary, pair, nest (3-10), hive (12-50),
swarm (60-300)
Treasure standard
SPECIAL ABILITIES
Distracting Aura (Su) A broodite makes a constant
droning hum that makes concentration difficult. All
creatures within a 30-foot that can hear the broodite
must succeed a DC13 Concentration check to
manifest a psionic power or cast a spell with a
thought component. Failing this check causes the
power points or spell slot to be lost with no effect. In
addition, all manifesters and spellcasters must
attempt this check at the start of their turns if they
are concentrating on an active effect. Failing the
check means that they cease concentrating on the
effect. Broodites are immune to this ability and can

86
use their psi-like abilities normally. This is a enhanced sonic abilities. Broodites’ diet typically
mind-affecting effect consists of animals and other vermin, but the occasional
Shed Exoskeleton (Su) Once per day, a broodite can hapless adventurer may look like a meal to a hungry
shed its exoskeleton as a full-round action. This broodite.
empty exoskeleton is imbued with a psionic imprint While a lone broodite and its husks may be little
of the broodite, causing it to become a broodite husk more than a nuisance to most seasoned adventurers, in
(see below) under its creator’s control. The broodite large numbers they can devastate herds of livestock and
loses its natural armor bonus for 1 hour after using be a terror to communities. Groups of broodite are
shed exoskeleton. A broodite can control a number especially feared by psionicists due to their droning
of husks equal to its Hit Dice. hum that can reach incredible decibel levels when in
number, causing them to be too distracted to use their
Broodite Husk CR ½ powers.
XP 200
N Small construct (psionic)
DUALIST PSYCHOKINETIC
Init +3, Senses Darkvision 60ft, low-light vision,
Small objects and debris begin to float around this
Perception +2
hooded, otherwise normal-looking humanoid. They lift up
Aura distracting (DC13)
their shirt to reveal a shrunken face on their stomach. Its
DEFENSE
eyes are closed as if deep in slumber, and it moves its lips
AC 18, touch 14, flat-footed 15 (+4 natural armor, +3 Dex,
as if it’s sleeptalking.
+1 size)
HP 20 (1d10+10) Dualist Psychokinetic CR ½
Fort +0, Ref +3, Will +2 XP 200
Immune construct traits Dualist psion (kineticist) 1
Weakness vulnerability to fire N Medium humanoid (aberrant, psionic)
OFFENSE Init +2, Senses Low-light vision, Perception +5
Speed 20 ft, fly 30 ft (average) DEFENSE
Melee bite +5 (1d4-1) AC 12, touch 12, flat-footed 10 (+2 Dex)
Psi-like Abilities (3/day, ML 3rd) energy ray (sonic) HP 13 (1d6+7)
STATISTICS Fort +1, Ref +2, Will +3
Str 8, Dex 16, Con -, Int -, Wis 15, Cha 10 OFFENSE
Base Atk +1, CMB -1, CMD 12 Speed 30 ft
Feats Weapon Finesse Melee masterwork dagger +0 (1d4-1/19-20)
Skills - Ranged thrown masterwork dagger +2 (1d4-1/19-20)
SQ Mindless Psion Powers Known (ML 1st; Concentration +4); 8pp
ECOLOGY 1st- control object, entangling debris (DC14), inertial
Environment underground, temperate forests, armor
temperate mountains, temperate plains 0- detect psionics, far hand, my light (1 round)
Organization brood (1-3 plus broodite) STATISTICS
Treasure none Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 10
SPECIAL ABILITIES Base Atk +0, CMB -1, CMD 11
Distracting Aura (Su) As broodite (see above). Feats Psionic Body, Psionic Talent (2)
Skills Autohypnosis +5, Bluff +4, Knowledge (psionics)
Broodite are psionic vermin who leave a psionic
+7, Perception +5, Sense Motive +5
impression of themselves inside their molted
Languages Common, Elven, Goblin, Xeph
exoskeletons. Broodite can control these husks, allowing
SQ Aberrant nature, awaken whisper (DC11),
them to hunt their prey in packs using their psionically
subconscious focus

87
ECOLOGY OFFENSE
Environment any Speed 30 ft, fly 20 ft (good, with psionic focus)
Organization solitary, pair, secret (3-12) Melee masterwork heavy mace +10/+5 (1d8)
Treasure NPC Gear (masterwork dagger, psionic tattoo Special Attacks psionic radiation +9 (touch attack, 2d6)
of natural healing, 38gp) surge blast +11 (ranged touch attack, expend psionic
focus, 2d6)
Dualists are a race of strange and secretive Wilder Powers Known (ML 14th; Concentration +21);
humanoids who are born with a bizarre symbiote that 224pp; 3 psionic focuses
possesses incredible psionic might. This symbiote, called 7th- energy conversion
a “whisper”, appears as a small wrinkled face on the 6th- disintegration (DC23)
creature’s stomach. The whisper is almost always in a 5th- catapsi (DC21), upheaval (DC22)
deep slumber, and it gets its name from its habit of 4th- death urge (DC20)
quietly mumbling and muttering in its endless sleep. 3rd- dispel psionics, greater concealing amorpha
The only time the whisper awakens is if the dualist 2nd- ego whip (DC19)
forces it to. When this occurs, the whisper unleashes a 1st- defensive precognition, mind thrust (DC18)
massive amount of dangerous psychic energy from its 0- conceal thoughts, detect psionics
eyes and mouth, searing anything it touches. After its
STATISTICS
brief awakening (only seconds long), the whisper
Str 10, Dex 14, Con 12, Int 8, Wis 13, Cha 24
immediately returns to sleep.
Base Atk +9, CMB +9, CMD 21
While some communities welcome dualists as
Feats Deep Focus, Enervation Fortitude, Expanded
blessings due to their psionic abilities, most see them as
Knowledge (greater concealing amorpha), Extra
taboo or cursed for similar reasons. In these hostile
Power Known (catapsi), Psionic Body, Psionic
communities, dualists often take great care to hide their
Meditation, Psionic Talent (2), Quicken Power
true nature at all times, keeping their ears and stomach
Skills Autohypnosis +10, Fly +5, Knowledge (psionics)
covered at all times and only awakening their whisper
+14, Perception +12
as a last resort. See page 5 for the dualist’s racial traits.
Languages Common
SQ Aberrant nature, fuse minds (18 rounds/day, in
FUSEMIND DUALIST effect), psionic flight, psionic radiation (2d6), psychic
An aura of glowing energy surrounds this levitating enervation (dazed and lose 14pp), surge bond (free
humanoid. Their head is tilted back and their eyes are surge), surging euphoria +1, whisper blast (DC18),
closed, and their clothing is cut to expose a shriveled wild surge +2
second face on their stomach. Psionic energy pours from Base Stats without fuse minds AC 22, touch 14,
the open mouth and eyes of the wrinkled face. flat-footed 18; Psionics 2 psionic focuses; SQ
Aberrant nature, awaken whisper, fuse minds (17
Fusemind Dualist CR 13 rounds/day), psychic enervation (dazed and lose
XP 25,600 14pp), subconscious focus, surge bond (free surge),
Dualist wilder 6/fusemind 8 surging euphoria +1, wild surge +2
CN Medium humanoid (aberrant, psionic) ECOLOGY
Init +2, Senses Low-light vision, Perception +12 Environment any
DEFENSE Organization solitary, pair, secret (3-12)
AC 25, touch 17, flat-footed 21 (+6 armor, +3 deflection, Treasure NPC Gear (amulet of natural armor +2, +2
+2 Dex, +2 dodge, +2 natural armor) chain shirt, cloak of resistance +2, headband of
HP 91 (6d8+8d6+26) alluring Charisma +4, masterwork heavy mace,
Fort +8, Ref +9, Will +12 (+1 vs telepathy and power stone of fold space, psionic tattoo of mend body
enchantment) (2), 188gp)
Defensive Abilities psionic radiation (2d6)

88
Some dualists can unlock a connection between their ECOLOGY
conscious mind and their whisper, allowing them to Environment warm swamp or warm coastal forest
share a single psyche. In this state, the whisper is awake, Organization solitary, pair, army (3-18), nest (20-60
granting their shared form incredible psionic abilities adults plus 1 child per 2 adults)
such as levitation, telepathy, and a deflective force field. Treasure NPC Gear (leather armor, masterwork short
The awakened whisper’s might is too great for the host’s sword, shortbow with 20 arrows, 24gp)
body to keep in, causing the fusemind dualist to radiate
an aura of destructive psionic energy. Kambian are amphibious humanoids who can
While awakened, the whisper and the dualist speak secrete a psionic poison through their skin. Those who
together with one joined voice. The whisper’s voice is come in contact with the poison experience a terrifying
usually low and gravelly, and louder inside one’s mind glimpse into multiple possible versions of the future.
than in one’s ears. They typically stand about 6 and a ½ feet tall and weigh
around 140 pounds, causing their thin and lanky bodies
to appear long and gangly. There is little sexual
KAMBIAN FEARLING
dimorphism between male and female kambian, and
This tall and thin humanoid appears to be some sort of
their culture and dress typically do not reveal their
amphibian. They have massive, bulbous black eyes, and
gender. It is common for a person not to know the
their greenish skin appears slick and slimy.
gender of a kambian until they are introduced to them.
The kambian refer to those who have improved
Kambian Fearling CR ½
upon their innate ability to disturb the minds of others
XP 200
as “fearlings”. While not inherently evil, these fearlings
Kambian dread 1
are often capricious and take perverse joy in frightening
N Medium humanoid (amphibian, psionic)
others. See page 6 for the kambian’s racial traits.
Init +3, Senses darkvision 60 ft, Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 armor, +3 Dex)
KAMBIAN PSIMONK
HP 8 (1d8) This amphibious humanoid stands nearly 7 feet tall. They

Fort +0, Ref +5, Will +3 move with an unnatural grace, their gangly limbs a blur
of nimble strikes.
OFFENSE
Speed 30 ft, swim 30 ft
Kambian Psimonk CR 7
Melee masterwork short sword +4 (1d6/19-20)
XP 3,200
Ranged shortbow +3 (1d6/x3)
Kambian monk (enlightened monk) 8
Special Attacks devastating touch +3 (touch attack,
LN Medium humanoid (amphibian, psionic)
1d6+1), psychotoxin (3/day,
Init +5, Senses darkvision 60 ft, Perception +8
Dread Powers Known (ML 1st; Concentration +4); 2pp
DEFENSE
1st- offensive precognition
0- missive, unearthly terror (DC13) AC 21, touch 21, flat-footed 14 (+1 deflection, +5 Dex, +2

Psi-like Abilities (3/day, ML 1st) destiny dissonance dodge, +2 monk, +1 Wis)


HP 51 (8d8+8)
STATISTICS
Fort +8, Ref +12, Will +8 (+2 vs telepathy and
Str 10, Dex 16, Con 10, Int 8, Wis 13, Cha 17
enchantment effects)
Base Atk +0, CMB +0, CMD 13
Defensive Abilities evasion; Immune disease
Feats Weapon Finesse
OFFENSE
Skills Autohypnosis +5, Bluff +7, Intimidate +4,
Perception +5, Stealth +7 (+11 in swamp terrain), Speed 50 ft, swim 30 ft

Swim +12 Melee unarmed strike +11/+6 (1d10+2) or flurry of blows

Languages Common, Kambian unarmed strikes +11/+11/+6/+6 (1d10+2)

SQ Amphibious

89
Ranged masterwork shuriken +12 (1d2+1 plus destiny
SHA’AH PILGRIM
dissonance)
A sticky sour smell hangs in the air around this
Special Attacks flurry of blows, stunning fist (DC15,
thick-robed and hooded humanoid. The being’s face is
8/day)
completely covered by a bony mask with two protruding
Psionics 4pp
tubes. The fleshy tubes stretch to a large tank attached to
Psi-like Abilities (3/day or expend psionic focus, ML
the humanoid like a backpack or a turtle shell.
4th) destiny dissonance
STATISTICS Sha’ah Pilgrim CR ½
Str 12, Dex 20, Con 13, Int 10, Wis 13, Cha 10 XP 200
Base Atk +6, CMB +8, CMD 22 Sha’ah Breather psion (seer) 1
Feats Dodge, Greater Psychotoxin, Improved N Medium humanoid (psionic)
Psychotoxin, Psionic Dodge, Psionic Fist, Psionic Init -1, Senses Perception +6
Meditation, Psionic Talent, Stunning Fist, Weapon
DEFENSE
Finesse, Wild Talent
AC 10, touch 9, flat-footed 10 (+1 armor, -1 Dex)
Skills Acrobatics +12, Autohypnosis +8, Escape Artist
HP 14 (1d6+8)
+12, Intimidate +11, Perception +8, Stealth +16 (+20
Fort +2, Ref -1, Will +4
in swamp terrain)
OFFENSE
Languages Common, Kambian
Speed 30 ft
SQ Amphibious, augmented stunning fist, fast
Melee quarterstaff +1 (1d6+1)
movement, high jump, ki pool (6 points; cold iron,
Ranged masterwork heavy crossbow +0 (1d10/19-20)
magic, silver), ki psionics, maneuver training, purity
Psion Powers Known (ML 1st; Concentration +4); 8pp
of body, wholeness of body
1st- defensive precognition, destiny dissonance (DC14),
Base Stats -1 melee damage and dodge AC without
mind thrust (DC14)
psionic focus
0- detect psionics, know direction and location, missive,
ECOLOGY
psionic repair
Environment warm swamp or warm coastal forest
Psi-like Abilities (1/day, ML 1st) call to mind
Organization solitary, pair, system (3-12), order (15-100)
STATISTICS
Treasure NPC Gear (belt of incredible Dexterity +2, cloak
Str 12, Dex 8, Con 14, Int 17, Wis 15, Cha 8
of resistance +1, masterwork shurikens with
Base Atk +0, CMB +1, CMD 11
psychotoxin (10), psionic tattoo of biofeedback (2),
Feats Psionic Body, Psionic Talent (2)
psionic tattoo of body adjustment (2), ring of
Skills Autohypnosis +6, Diplomacy +3, Knowledge
protection +1, 30gp)
(nature) +5, Knowledge (psionics) +5, Perception +6
Many kambian take up the martial arts, dedicating Languages Common, Elven, Giant, Ignan, Terran, Xeph
their lives to disciplining their mind and body. These SQ Deep power, repletion, sha’ah dependency
kambian hone their psychotoxic abilities to help them ECOLOGY
subdue their foes. Environment any warm
Before combat, the psimonk will use one of their Organization solitary, temple (3-12), mission (20-200
daily uses of their psychotoxin ability so that their plus 1-4 tankers)
unarmed strike will sicken their opponents. They prefer Treasure NPC Gear (heavy robes (counts as padded
to attack from the shadows with a psychotoxic shuriken armor), masterwork heavy crossbow with 20 bolts,
to confuse and distract their enemies before closing in quarterstaff, sha’ah breathing mask and tank, sha’ah
and using their flurry of blows. resin (4 lumps), 13gp, other treasure)

Long ago, there grew wild a plant called the sha’ah


tree. It was found that when the thick sap of this short,
skinny tree was burned, it released a sour-smelling

90
smoke that sometimes induced psionically-enabled Speed 20ft (levitate)
visions of distant and future events. It was soon found Special Attacks steal health +4 (ranged touch attack,
that long term use of the drug granted astounding steal 19hp)
psychic abilities such as telekinesis, inedia (the ability to Space 10ft Reach 5ft
survive without food or water), unnaturally lengthening Vitalist Powers Known (ML 11th; Concentration +19);
one’s life span, and even recalling information 170pp, 2 psionic focuses
impossible for one to know. A culture and religion 6th- heal injuries
formed around this plant, and thus the sha’ah breathers 5th- psionic revivify
were born. 4th- crystalline bonds (DC21), empathic feedback (DC21)
The practitioners of this religion wear a living mask 3rd- body purification
known as the sha’ah’lar that covers most of their face, 2nd- animal affinity
with multiple tubes connecting the mask to a tank worn 1st- biofeedback, collapse (DC18), thicken skin
on the back. The sha’ah sap is slowly burned in this 0- sicken body, toughen
tank, feeding a constant supply of the psychic vapor to Psi-like Abilities (1/day, ML 3rd) call to mind
the breather. STATISTICS
The sha’ah breathers view themselves as divine Str 8, Dex 8, Con 12, Int 15, Wis 24, Cha 14
emissaries on a mission to free the world from suffering. Base Atk +6, CMB +6, CMD 15
They travel in great numbers from their fortressed Feats Deep Focus, Expanded Collective (2), Expanded
desert homes in a mass migration that they call their Knowledge (crystalline bonds), Network Power,
“holy mission”. Migrating sha’ah breathers are known to Psionic Body, Psionic Talent, Quicken Power
set up temporary tent homes outside of settlements Skills Autohypnosis +15, Diplomacy +16, Knowledge
where they sell their psychic resin, often to the chagrin (psionics) +16, Heal +14, Sense Motive +18
of many citizens of the settlements. Sha’ah breathers Languages Common, Elven, Giant, Terran
have been known to set up permanent outposts in some SQ Collective (11), collective healing, deep power,
towns and cities they’ve been welcome in, where they guardian’s expertise, guardian method, guardian’s
establish “sha’ah temples”. These “holy places” often pulse, guardian’s touch, health sense (identify,
include social and lounging areas with tubed sha’ah stabilize, treat poison), request aid, repletion, sha’ah
furnaces, making them feel more like a drug den than a dependency, swift aid (+2), telepathy with collective,
place or worship. See page 8 for the sha’ah breather’s transfer wounds 4d6 (10/day)
racial traits. Base Stats without tank: Size medium; AC 11, touch 10,
flat-footed 11; Speed 30 ft; Special Attacks steal
SHA’AH TANKER health +5; CMB +5; CMD 14

This massive crystalline cube is filled with thick ECOLOGY


whitish-orange smoke. It hovers a few feet off the ground. Environment any warm
Organization entourage (1 tanker and 6-12 pilgrims),
Sha’ah Tanker CR 11 mission (1-4 tankers and 20-200 pilgrims), council
XP 12,800 (3-12 tankers, 18-36 advanced pilgrims)
Sha’ah Breather vitalist 12 Treasure NPC Gear (amulet of natural armor +1,
N Large humanoid (psionic) headband of inspired Wisdom +4, ring of protection
Init -1, Senses Perception +7 +1, simple robes, sha’ah burner, sha’ah resin (100
DEFENSE lumps), sha’ah tank, 500gp)

AC 10, touch 9, flat-footed 10 (+1 deflection, -1 Dex, +1 SPECIAL ABILITIES


natural armor, -1 size) Sha’ah Tank When outside their compounds, the
HP 78 (12d6+28) leaders of the sha’ah breathers travel in a 10x10 foot
Fort +9, Ref +3, Will +12 cube of 2-inch thick translucent deep crystal,
OFFENSE reinforced with edges of metal weighing
approximately 4 tons. Each wall of the tank has

91
hardness 10 and 60 HP. Reducing one of the walls to The leaders of sects of sha’ah breathers are
0 HP shatters the wall, allowing creatures to enter. It colloquially known as “tankers” because of their unique
takes 1d4+1 minutes for the sha’ah smoke to drain method of travel. When outside their compounds, these
from the tank. Any creature that enters the tank leaders travel inside hovering 10x10 foot cubes of thick
before it is drained is subject to the effects of sha’ah translucent crystal, reinforced with ornate edges of dark
resin (see page 9). For the purpose of all effects, the iron. These tanks always contain a small furnace for
sha’ah tanker is considered to be one with their tank, sha’ah resin, causing the tank to be filled with smoke.
and can receive and deliver touch attacks through The tankers’ shriveled, emaciated bodies are barely
their tank. The tank itself hovers a few feet above the visible in the smoke, only ever seen as a warped
ground (thanks to a permanent defy gravity power). silhouette or a wrinkled outstretched hand.
The tank can be moved horizontally by the sha’ah A sha’ah tanker is never found on its own, they
tanker, but is too heavy for vertical movement. always have a group of sha’ah maskers in tow. As soon
as a danger becomes present, the tanker immediately
uses animal affinity to improve their Wisdom so they
can include more of their maskers in their collective,
then uses their guardian’s pulse ability to protect their
collective. After making sure their collective is safe, they
will use collapse or empathic feedback with their
guardian’s expertise ability to dissuade enemies from
attacking, or crystalline bonds on less yielding enemies.
If a sha’ah tanker knows their mission’s migration
will take them through an unsafe area, they may decide
to contract a party of adventurers for protection.

92
CHAPTER 9: PSIONICS CHEATSHEET
WHAT ARE PSIONICS? POWER POINTS & MANIFESTING POWERS
“Psionics” is the power of the mind. By tapping into While powers behave similarly to spells (a one-time
an inner reservoir of power within their psyche, effect that does something fantastic), the way they are
characters can use psionics to achieve otherwise utilized is different. While magic-users have a set
impossible actions: telepathy, telekinesis, teleportation, amount of spells that they can use per day, psionicists do
and a whole host of other supernatural powers are not. Instead, they draw from a pool of daily power
pushed to the extent of the imagination by psionic points. Each power costs a certain amount of points, and
characters. The path to accessing this psychic inner to manifest the power the character must pay the power
power, and what that power is capable of, is different point cost. The only limit on how many times a
depending on the type of psionicist. Some psionic psionicist can use a power is her power point pool.
characters hone their psionic abilities for use in combat,
Table 9-1: Power Levels and Power Point Costs
others see psionics as a discipline and use an expert
Power 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
technique, while others channel raw and primal Level

emotion into unrefined psionic might. PP Cost 1 3 5 7 9 11 13 15 17


In the Pathfinder Roleplaying Game, psionics are
only available through 3rd party publishers. Specifically, Manifester Level: This is essentially the same thing as
the book Ultimate Psionics from Dreamscarred Press a caster level: it’s how many levels a character has in a
details all of the rules for psionics. Our imprint class with psionic manifesting capabilities. A character
Spoonbender Games has printed additional psionic cannot spend more power points on any single power or
options available as well. ability than her manifester level.

PSIONICS VS. MAGIC Augmenting: Many psionic powers have additional


While psionic functions in a lot of the same ways as effects that can be utilized by spending extra power
magic, they are not exactly the same. The main points when the power is manifested. This is called
difference is their source: psionics don’t come from “augmenting” the power. These augmentation options
musty tomes, generous deities, or ancestral bloodlines, are found at the bottom of a power’s description.
they come from inside one’s mind. Another big
The Golden Rule: This is the most important rule to
difference is the way that powers are manifested with
remember when using psionics: a manifester cannot
power points rather than using spells per day (see
spend more power points on a power than her
below).
manifester level. This includes the base cost of the
An ability that provides bonuses from a spell does
power, any augmenting being done to the power, effects
not stack with a similar psionic power (unless the
like metapsionic feats, and anything else that increases
granted bonuses are of different types). Power and spell
the power point cost of a power. For example, a
resistance are synonymous; detect psionics can detect
character with 4 levels in a class with psionic
magical auras while detect magic can detect psionic
manifesting abilities can only spend up to 4 power
auras. This is called “Psionics-Magic Transparency” and
points on a single power or ability.
when in effect both schools of abilities are treated the
This rule is key to keeping the game balanced. If you
same. Although there are some settings and GMs that
find your game feels off-balance, make sure that your
treat them differently, this is generally the standard.
players are following this rule.

Bonus Power Points: The equation to figure out how


many bonus power points per day a character receives

93
is (AxB)/2, where A is the modifier for the character’s - Some powers can be “augmented” by spending
main manifesting ability and B is the character’s extra power points. Augmenting can unlock new
manifester level. For example, a 4th level psion with an features of the power, improve the power’s save DC, and
Intelligence score of 16 would have an equation of other benefits depending on the power.
(3x4)/2=6, granting her 6 bonus power points per day. - The most important rule to remember when using
power points is that the most power points a character
PSIONIC FOCUS can use on a single power or ability is equal to their
Any character that has access to a pool of power manifester level. This is the key to keeping the psionics
points (regardless of how many they have left) has a system balanced.
psionic focus. No action is necessary to upkeep this - “Psionic Focus” is something a psionic character
psionic focus, a character is simply in a has. Characters typically start combat psionically
psionically-empowered state of mind. Typically, focused, and can maintain it (which doesn’t require any
characters are considered to be psionically focused at action on part of the character). Some psionic abilities
the beginning of combat. Some abilities can only be used require you to maintain your psionic focus, while others
while the character maintains this psionic focus, and require you to expend (or lose) the focus to use (which is
others can only be activated by “expending” this psionic a free action). It takes a full-round action that provokes
focus, causing a character to lose their psionic. attacks of opportunity to get back the psionic focus.
Expending a psionic focus is a free action that does not Essentially, psionic focus keeps certain abilities active,
provoke attacks of opportunity. Regaining a psionic and can be expended to activate a single ability that
focus is a full-round action that provokes attacks of deactivates those that rely on it, usually until the end of
opportunity. battle.
A good comparison to the psionic focus rule would
Table 9-2: Psionic Classes
be tapping a creature card to attack or activate an Class Description
ability in Magic the Gathering. In online games, psionic
Aegis Can form a suit of armor from her mind.
focus is often tracked by checking and unchecking a box.
Psionic focus can be tracked in a variety of ways in real Cryptic Psionic rogue who can see and manipulate the secret
patterns of reality.
life games, including a coin with heads and tails, tapping
Dread An incarnate of terror who wields fear as a weapon.
or flipping a card, or by filling in and erasing a certain
spot on a character’s page. Genesis* Can form an ally from her mind.

Marksman A master of ranged weapons who uses psionics to make


TL;DR seemingly impossible attacks.

- Psionics is the power of the mind. Psionics Psion Studies the disciplines of psionics to gain power.

functions differently from magic in its source and


Psychic Martial psionicist with a limited repertoire of
system, but not in its compatibility for resistances, Warrior manifesting abilities.

detection, and other effects. Skipper* Warrior with psionic teleportation abilities.

- Instead of using spells per day, a psionicist has a


Soulknife Can form a weapon from her mind.
pool of daily power points. Each psionic “power” (like a
Warpmind* Can teleport others and use those abilities as a weapon.
spell) a character knows costs a certain amount of
points, and to use this power she must pay a number of Tactician Warrior who uses psionics to coordinate her allies.

points from her power point pool. The limit to how


Vitalist Psionic healer who can share health with her allies.
many times per day she can use her known powers is
Wilder Taps into primal emotions to overload psionic powers.
only limited by the number of power points available to
her.

94
TABLE 9-3: USEFUL PSIONIC FEATS

Feat Prerequisites Benefit

Empower Power - Spend 2 extra power points and expend psionic


focus to increase all numeric variables by 1-½

Expanded Knowledge Manifester level 3rd Learn power from other manifester list 1 level
below

Extra Power Known Manifester level 1st Learn an extra power from your class’s power
list

Hustle Power - Spend 4 extra power points and expend psionic


focus to manifest a power as a move action

Maximize Power - Spend 4 extra power points and expend psionic


focus to increase all numeric variables by 2

Psicrystal Affinity Manifester level 1st Gain a psicrystal

Psicrystal Containment Psicrystal Affinity, manifester level Psicrystal can gain psionic focus
3rd

Psionic Body - +2 hit points for each psionic feat you have
(including this one)

Deep Focus Psionic Body, Autohypnosis 4 ranks Gain a second psionic focus

Psionic Dodge Dex 13, Dodge +1 dodge bonus to AC with psionic focus

Psionic Meditation Wis 13, Autohypnosis 4 ranks Gain psionic focus as a move action

Persistent Focus Wis 13, Psionic Meditation, Always treated as maintaining psionic focus for
Autohypnosis 4 ranks a single ability

Psionic Shot Point Blank Shot +1 damage with ranged weapon with psionic
focus, expend psionic focus to deal +2d6

Greater Psionic Shot Point Blank Shot, Psionic Shot, base Bonuses become +2 damage and +4d6
attack bonus +6

Psionic Talent - Gain 2 (or more) power points

Psionic Weapon Str 13 +1 damage with melee weapon with psionic


focus, expend psionic focus to deal +2d6

Greater Psionic Weapon Psionic Weapon, base attack bonus +6 Bonuses become +2 damage and +4d6

Quicken Power - Spend 6 extra power points and expend psionic


focus to manifest a power as a swift action

Speed of Thought Wis 13 +10 feet to speed in light or medium armor and
with psionic focus

Wild Talent - Gain psionic ability and 2 power points

95
Compatibility with Ultimate Psionics requires Ultimate Psionics: Core abilities; places, locations, environments, creatures, equipment, magical or
Psionics system from Dreamscarred Press. See supernatural abilities or effects, logos, symbols, or graphic designs; and any
http://dreamscarredpress.com for more information on Ultimate Psionics. other trademark or registered trademark clearly identified as Product
Dreamscarred Press does not guarantee compatibility, and does not identity by the owner of the Product Identity, and which specifically
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stories, storylines, plots, thematic elements, dialogue, incidents, language, Content to statute, judicial order, or governmental regulation then You may
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, not Use any Open Game Material so affected.
themes and graphic, photographic and other visual or audio 13. Termination: This License will terminate automatically if You fail
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.;
Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross
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Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert
Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo
Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn,
Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan
Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen
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James L. Sutter, Russ Taylor, and Stephen Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo
Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb,
Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K
Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game: Advanced Player’s Guide. © 2010, Paizo
Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,
Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,
Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd
Stewart, and Russ Taylor.
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Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
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Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy
Smith, Andreas Rönnqvist, Eric Hindley, Philip J. Leco, II.
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PSIONICS+ ERRATA
Note: The errata listed here has already been the ghostwalk ability, the ghostwalker can expend her
updated in this edition. The errata listed here is psionic focus to use the ghostwalk ability as a full-round
specifically to provide a change-log for readers who action. This replaces skip mastery.
have picked up an earlier copy.
CHAPTER 4: FEATS
CHAPTER 2: CLASSES Unwilling Teleport: Using this feat increases the
Genesis power point cost of the power by 6, rather than by 9.
Dual Consciousness: Gained at 19th level instead of
20th. CHAPTER 5: PRESTIGE CLASSES
Dual Imprinted Avatar: Gained at 20th level as Collider
capstone, rather than being an alternate option. Teletraining (New Ability): A collider adds her level to
any levels of warpmind she might have for the purpose
Skipper
of meeting the prerequisites and benefits of feats and
Defensive Skip (Skipping Skill): Miss chance is 50%
teletechniques, as well as for the purpose of calculating
instead of 20%.
the DCs of her warp and teletechniques. This does not
Improved Defensive Skip (Skipping Skill): Miss chance
grant the collider increased warpmind level for any
becomes automatic miss instead of increasing to 50%
other purposes (such as warp distance, televiscerate
miss chance.
damage, or teletechniques).

Warpmind
Skill Ranks Per Level: 4 + Int modifier instead of 2 + CHAPTER 7: PSIONIC NPCs
Int modifier. Twin Teleporter (Warping)
Teletechnique: Can be used a number of times per Errata: Teletechniques (15/day); Autohypnosis +13,
day equal to 3 + the Warpmind’s level + her Intelligence Bluff +11, Intimidate +12, Knowledge (psionics) +16,
modifier, rather than only the Warpmind’s level + her Knowledge (the planes) +16, Perception +13.
Intelligence. Original: Teletechniques (12/day); Autohypnosis +11,
Mass Warp: Use costs two teletechnique daily uses, Bluff +7, Intimidate +10, Knowledge (psionics) +14,
rather than being once per day. Knowledge (the planes) +14, Perception +11.
Reaping Warp (Teletechnique): The warpmind must
be 11th level to select this teletechnique, rather than Warplord

17th level. Errata: Teletechniques 11/day; Autohypnosis +10,


Intimidate +17, Knowledge (nobility) +10, Knowledge

CHAPTER 3: ARCHETYPES (psionics) +20, Perception +12, Survival +14.


Original: Teletechniques 8/day; Autohypnosis +10,
Ghostwalker
Intimidate +16, Knowledge (nobility) +10, Knowledge
Unlimited Ghostwalk (New Feature): At 20th level, the
(psionics) +19, Perception +11, Survival +13.
ghostwalker learns to use her ghostwalk ability in a
nearly-unlimited fashion. In addition to her daily uses of

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