Psionics Expanded Pawns and Powers
Psionics Expanded Pawns and Powers
Psionics Expanded Pawns and Powers
◆ Paw ns a nd P ow er s ◆
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Psionics Expanded
Pawns and Powers
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Psionics Expanded requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.
See http://dreamscarredpress.com for more information on Psionics Unleashed.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper
names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress.
(Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
compatibility for more information on the compatibility license.
Psionics Expanded is published by Dreamscarred Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast, Inc.
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Maximum Power Level Known: A tactician voluntarily leave the collective as a free action on
begins play with the ability to learn 1st-level powers. their turn. Any member whose Wisdom drops to
As he attains higher levels, he may gain the ability to zero or who moves out of range of the collective
master more complex powers. is automatically removed. If a member enters a
To learn or manifest a power, a tactician must null psionics field, the connection to the collective
have an Intelligence score of at least 10 + the power’s is suppressed until that member leaves the field. A
level. member who leaves the collective for any reason
Collective (Su): A tactician learns to use psionic immediately loses any and all benefits they may
power to connect willing minds through an internal have gained from being a member. A tactician is
network that strengthens their psychic bonds. As aware of the status of his collective and can, roughly,
a standard action, a tactician can join a number sense the presence of each member, although
willing targets into his collective equal to his key beyond telling if such a creature is still a member,
ability modifier or half his tactician level, whichever this has no mechanical benefit until higher levels
is higher. The tactician must have line of sight to (see telepathy below).
each target, each target must have a Wisdom score A tactician can manifest certain powers through
of at least 1, and all targets must be within Medium his collective. If a tactician power specifies one or
range (100 ft. + 10 ft. per class level). The tactician is more willing targets (or is harmless) and has a range
always considered a member of his own collective, greater than personal, he can manifest this power
and does not count against this limit. on a member of his collective regardless of the range
The tactician can choose to remove a member of the actual power. All other non-range restrictions
as a free action on his turn, and any member can still apply. He may also manifest any power with
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the Network descriptor this way, regardless of their as the target is a member of your collective.
actual ranges or targets. If he is capable of manifesting Telepathy (Su): When a tactician reaches 3rd
powers or casting spells from a different class (as is level, all willing members of his collective (including
the case for a multiclass tactician), any compatible the tactician himself) can communicate with each
spell or power with a range greater than touch can other telepathically, even if they do not share a
also be used through the collective. common language. Psionic creatures who are willing
If a member of the collective dies, the member members in a tactician’s collective (including the
is removed from the collective and the tactician tactician himself) may manifest unknown powers
must make a Fortitude save (DC 15) or lose 1 power from powers known by another willing psionic
point for every Hit Die of the fallen member and be creature in the collective as if they were making
sickened for an equal number of rounds. physical contact.
The tactician must maintain a power point reserve Strategy (Su): At 4th level, and every three tactician
of at least one point to maintain the collective. If he levels thereafter, a tactician learns a new tactical
does not, the collective and all attendant benefits strategy, granting him special abilities in combat.
end immediately. Unless specified otherwise, using a strategy is a swift
At 15th level, a tactician’s collective range is action that does not provoke attacks of opportunity.
limitless on the same plane as the tactician. Strategies are often orders or suggestions that the
At 19th level, a tactician’s collective reaches even tactician issues to members of his collective. A
across to other planes and dimensions. tactician may not direct a strategy at himself unless
Coordinated Strike (Su): The tactician is able to a strategy specifies otherwise.
direct his allies to coordinating their attacks upon a Strategies may be used a number of times per day
single target to devastating effect. As a swift action, equal to 3 + the tactician’s Charisma modifier.
the tactician can declare one target within his line The tactician chooses his strategy from the list
of sight as the primary foe. All members of the below.
tactician’s collective, including the tactician himself Collective Defenses: The tactician is able to harness
gain a +1 insight bonus to attacks against the primary the sensory information available through his
foe until the beginning of the tactician’s next turn. At collective to bolster the defenses of members of
5th level and every four levels thereafter, this bonus his collective. For a number of rounds equal to the
increases by 1. tactician’s Charisma modifier, the tactician and all
This ability may be used a number of times per members of his collective within line of sight of the
day equal to 3 + the tacticians Intelligence modifier. tactician gain an insight bonus to Armor Class equal
Lesser Strategies: Tacticians learn minor powers to the tactician’s Intelligence modifier (minimum 1).
they can use at will to aid them in coordination Coordinated Distraction: The tactician can direct a
and tactics. The tactician gains 3 talents from the member of his collective to attack a single enemy,
tactician talent list. granting the directed member a +1 competence
Spirit of Many (Su): A tactician of 2nd level gains bonus on the attack roll for a number of rounds
special abilities when manifesting powers with the equal to the tactician’s Charisma modifier. If the
Network descriptor. He can manifest these powers directed member performs the attack, regardless
on any member of his collective, even if they are out of where the directed member is in relation to the
of the power’s range or would normally be immune tactician, the tactician treats the enemy as being
to the power. Whenever a tactician manifests a flanked and the tactician may make a single melee
power with the Network descriptor targeting only attack against the targeted enemy as an immediate
members of his collective, the power loses the mind- action. The tactician may only make one such attack
affecting descriptor (if it had it) and is treated as a per use of this strategy. Alternatively, the tactician
supernatural ability (bypassing power resistance and may make the initial attack against the targeted
becoming immune to dispel attempts), although it enemy, gaining the +1 competence bonus instead
still provokes an attack of opportunity to manifest as of the directed member, and the directed member
normal. Network powers manifest only on members treats the target as being flanked, but using the
of the collective never allow saving throws -- their strategy in this fashion makes it a full round action
saving throw entry becomes “None,” although if the instead of a swift action. At 8th level and every four
power specifies a subsequent saving throw, subjects tactician levels thereafter, the competence bonus on
attempt those saves normally. The tactician also the attack roll increases by 1.
adds the following augment to all powers with the Coordinated Maneuvers: The tactician can sense
Network descriptor: when opponents have become vulnerable to different
Augment: For every additional power point you kinds of attack and direct his allies to capitalize on
spend, you can choose an additional target, so long these weaknesses, granting members of his collective
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a +1 insight bonus on one type of combat maneuver Distracting Gaze: The tactician can target one
attempts, such as bull rushes or repositions, for a enemy within 30 feet and make a ranged touch attack
number of rounds equaling his Charisma modifier. against that enemy. If the attack is successful, that
The tactician chooses the kind of maneuver this enemy is treated as if the tactician was adjacent to
benefit applies to when he activates this strategy. At him for the purposes of determining if he is flanked
8th level and every four levels thereafter, the insight for a number of rounds equal to the tactician’s
bonus increases by 1. Charisma modifier. Treat the direction for flanking
Directed Assault: The tactician directs a member of as the direction of the tactician. Selecting this strategy
his collective to attack a particular target, granting requires the tactician to be at least 7th level.
the ally a +1 competence bonus on the attack roll for Focus Attack: The tactician can direct a member of
a number of rounds equal to the tactician’s Charisma his collective to attack a single enemy. If the directed
modifier. If the attack is made, the tactician may member performs the attack, all subsequent attacks
immediately make a single attack at any target within on that target for the next round by anyone in the
range as an immediate action. This attack does not collective deal an additional 1d6 points of damage.
count as an attack action, so does not qualify At 8th An individual gains this additional damage on only
level and every four tactician levels thereafter, the one successful attack per round, even if they make
competence bonus increases by 1. multiple successful attacks on the targeted enemy.
Disruptive Terrain: The tactician charges the At 8th level and every four tactician levels thereafter,
terrain around him with psychokinetic energy. Any this damage increases by 1d6.
creature not in the tactician’s collective treats the Guard Target: The tactician directs a member of his
terrain as difficult terrain for a number of rounds collective to guard a specific target (which may be the
equal to the tactician’s Charisma modifier. The area tactician, but not the directed member), granting the
of terrain affected is a burst effect centered on the directed member a +1 competence bonus to attack
tactician with a range of 5 feet per three tactician rolls. In addition, the directed member can spend
levels. The affected area does not change if the an attack of opportunity to redirect an attack made
tactician moves after using this strategy. Selecting at the target as if it was made at him, even if the
this strategy requires the tactician to be at least 10th attack itself would not normally have provoked an
level. attack of opportunity. Any time the directed member
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redirects an attack in this fashion, the tactician gains maintain two powers with the Shared descriptor at
a cumulative +1 bonus to his next attack against the any time instead of only one. Should he manifest a
source of the redirected attack. This effect lasts a third power with the Shared descriptor, the tactician
number of rounds equal to the tactician’s Charisma can choose which of the maintained Shared powers
modifier, although the tactician’s bonus resets at the ends immediately.
end of his turn. If the directed member would not Every six tactician levels thereafter (11th, 17th),
normally be able to make an attack of opportunity, the tactician may maintain an additional power with
for example, if they already made one and do not the Shared descriptor before a maintained power
possess the Combat Reflexes feat, they may not with the Shared descriptor expires.
redirect attacks. At 8th level and every four tactician Coordinate (Su): At 6th level, as long as the
levels thereafter, the competence bonus on attack tactician maintains psionic focus, he may share
rolls increases by 1. any one teamwork feat he has with one member of
Hold Position: The tactician can direct a member his collective within line of sight and line of effect.
of his collective to hold their ground, granting the Declaring which member of the collective gains
directed member a +1 dodge bonus to AC and a +1 the teamwork feat is a free action that may only
competence bonus to attack rolls for a number of be done once per round. The ally’s positioning and
rounds equal to the tactician’s Charisma modifier. actions must still meet the prerequisites listed in the
For each round the directed member does not move teamwork feat to receive the listed bonus, but the
from the spot, the tactician may immediately take a ally need not meet the feat prerequisites to gain the
free move action on the same round, but must move benefit.
toward the directed member in as direct a manner Teamwork Feat: At 6th level, and every six
as possible. The tactician gains a +1 dodge bonus to levels thereafter, the tactician gains a bonus feat in
his AC during this move. At 8th level and every four addition to those gained from normal advancement.
tactician levels thereafter, the dodge bonuses and These bonus feats must be selected from those listed
the competence bonus to attack rolls increase by 1. as teamwork feats. The tactician must meet the
Into the Fray: The tactician directs a member of prerequisites of the selected bonus feat.
his collective to charge a particular enemy, granting By spending one hour in meditation, the
the ally a +1 competence bonus on the damage roll. tactician can change any one teamwork feat he has
If the charge is performed, the tactician may charge already learned for another teamwork feat whose
the same enemy as an immediate action, gaining a prerequisites he meets. In effect, the tactician loses
+1 competence bonus on the damage roll. At 8th the bonus feat in exchange for the new one.
level and every four tactician levels thereafter, the Echo Effect (Su): At 8th level, the tactician gains
competence bonus increases by 1. the ability to copy non-permanent magical and
Reposition: The tactician directs each ally in psionic effects within his collective. If a member of
his collective to take a 5-foot step as a free action the collective is affected by a magical or psionic effect
immediately. The tactician may also immediately with a duration greater than 1 round, the tactician
take a 5-foot step. This does not count against the can echo it onto another member of his collective.
number of 5-foot steps allowed in the tactician’s or To do so, the tactician must first identify the power
each ally’s turn. If all directed allies take their 5-foot properly (see the Spellcraft skill description).
step, the tactician may immediately make a full Echoing a magical or psionic effect is a standard
attack against any target within range and gain a +1 action that provokes attacks of opportunity and
competence bonus on the attack and damage rolls. costs the tactician a number of power points equal
Selecting this strategy requires the tactician to be at to the original effect’s caster or manifester level
least a 13th level tactician. At 16th level and every (whichever applies). As a supernatural ability, a
four tactician levels thereafter, the competence tactician is permitted to spend more power points
bonus increases by 1. than his manifester level on this effect. The new
Telempathic Resistance: The tactician shares not target must be legal for the effect in question (for
only thoughts, but also resilience to members of instance, if you attempt to echo an unaugmented
his collective. For a number of rounds equal to the empathic connection on a dog, the echo will fail). If
tactician’s Charisma modifier, all members of the the effect allows a saving throw, the new target is
tactician’s collective gain a +1 insight bonus to saving entitled to a saving throw when the effect is echoed
throws. At 8th level and every four tactician levels (same DC as the original power).
thereafter, the insight bonus increases by 1. Only the basic effect and augmentation are echoed;
Improved Share (Su): A tactician learns special metamagic and metapsionic feats do not echo. The
techniques when manifesting powers with the Shared echo has all the same decisions made as the original.
descriptor. Beginning at 5th level, the tactician may For example, specified energy adaptation echoes
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Jaunting Discipline
Associated Discipline: Psychoportation
Replacement Ability: The following discipline
abilities replace the accelerated activity and
rapid movement abilities of the psychoportation
discipline.
Evacuate (Su): At 14th level, once per day, you
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can teleport anywhere within line of sight as an bonus to your CMB and a +2 competence bonus to
immediate action. You can bring along up to your your CMD. These bonuses increase by 1 every four
Intelligence modifier in creatures touching you. psychic warrior levels thereafter.
Far Strider (Su): At 20th level, you can use your Maneuver: Beginning at 3rd level, you can expend
nomad’s step ability as a free action. You cannot use your psionic focus when using a combat maneuver
this ability if you have already taken a 5 ft. step this to not provoke an attack of opportunity for using that
round, and using this ability counts as using your 5 combat maneuver. If you have a feat that already
ft. step. does this, such as Improved Bull Rush, your trance
competence bonus on this specific maneuver check
increases by 2 or you gain a +2 competence bonus
on this check if you do not have the Gladiator trance
active. Additionally at 8th level and every four
psychic warrior levels thereafter, the bonus you gain
on this specific maneuver check increases by 1.
Traceur
You are a mobile fighter and you use techniques
that allow you to make the most out of your
momentum and your speed. Where many psychic
warriors rely on their physical power or agility, you
have learned that motion is just as powerful a tool at
your disposal.
Quickened Strides (Su): As long as you maintain
psionic focus, you gain a +5 ft. enhancement bonus
to base speed. This ability only works if you are
carrying a light load and not wearing any armor.
At 5th level and every four psychic warrior levels
thereafter, the bonus to base speed improves by +5
ft. This replaces all armor proficiencies normally
gained as a 1st level psychic warrior.
Charge Through (Ex): Starting at 2nd level, you
are able to make charges through difficult terrain or
through squares occupied by allies. This ability can
be used in conjunction with the Psionic Charge feat.
This replaces the bonus feat normally gained as a
2nd level psychic warrior.
Psychic Warrior Paths Acrobatic Movements (Ex): When using
Psychic warriors must choose a warrior’s path Acrobatics to move on narrow or uneven surfaces,
at 1st level, granting them a variety of benefits and you are not considered flat-footed and you do not
options. Presented below are new path options for lose your Dexterity bonus to AC (if any). This ability
psychic warriors. replaces the Path Skill normally gained as a 4th level
psychic warrior.
Gladiator Path Mobile Power: A traceur of 6th level can manifest
Your tactic is not to simply attack, but to maneuver a path power with a manifesting time of a standard
your enemies into the most optimal position, forcibly action as part of an action that involves movement,
if necessary. such as actually moving, charging, withdrawing,
Bonus Skill: Bluff jumping, climbing, etc. If the path power affects the
Skills: Acrobatics, Bluff, Perception psychic warrior’s movement, the psychic warrior
Powers: Grip of iron, tactical precognition gains the benefits of the power on his movement. A
Trance: Beginning at 3rd level, while 5-foot step does not qualify for use with this ability.
maintaining psionic focus, you gain a +1 competence The psychic warrior may not simply take a move
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Expanded Collective [Psionic] that deals hit point damage and has a direct target or
You are able to include more creatures into your targets (not an area effect) to explode upon impact,
collective. dealing its damage to all creatures adjacent to the
Prerequisite: Collective class feature. target of the initial power. A successful Reflex save
Benefit: You may add two additional creatures halves the damage from this explosion, even if the
into your collective. original power did not allow a save, such as energy
Normal: Your collective can contain a number of ray, in which case calculate the save based upon the
creatures equal to half your class level or your key level of the power manifested.
ability modifier, whichever is greater. Using this feat does not increase the power point
Special: You may take this feat multiple times; its cost of the power if only a single creature was
benefits stack. targeted by the initial effect. For powers that allow
the direct targeting of multiple creatures, such as
Expanded Strategies [Psionic] energy missile, each additional target of the initial
You develop new strategies at a faster rate than power increases the cost of the power by 2 power
most tacticians. points. Creatures cannot be affected by both the
Prerequisite: Strategy class feature. initial power and the explosion, nor by overlapping
Benefit: You gain an additional strategy. You must explosions.
meet all the prerequisites of that strategy.
Special: You may take this feat multiple times. Extra Power Known [Psionic]
Each time, you gain a new strategy. You learn an additional power.
Prerequisite: Manifester level 1st.
Benefit: Add to your powers known one additional
Explosive Power [Metapsionic]
power of any level up to the highest-level power you
Your powers that normally only affect a single
can manifest. You can only choose the power from
creature explode on impact.
your class power list.
Prerequisite: Manifester level 3rd
Special: You can gain this feat multiple times.
Benefit: To use this feat, you must expend your
Each time, you learn one new power from your class
psionic focus. You can cause a power you manifest
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power list up to the highest-level power you can Unwilling Participant [Psionic]
manifest. You are able to force others into your collective.
A Student wilder may select this feat instead of Prerequisite: Collective class feature.
Expanded Knowledge for her Surge Bond bonus Benefit: You may attempt to force a living creature
feat. into your collective. The target may attempt a Will
save (DC 10 + half class level + Wisdom modifier)
Extra Strategy [Psionic] to resist. If the target fails the save, it may attempt
You gain extra daily uses of your strategy ability. another Will save at the same DC every 24 hours
Prerequisite: Strategy class feature thereafter, but is otherwise unable to leave the
Benefit: You gain two additional daily uses of your collective unless you allow it.
strategy class feature. Normal: Only willing creatures may be added to
Special: You can gain this feat multiple times. Its a collective. Creatures may leave the collective as a
effects stack. free action.
Special: Creatures forced into your collective
Harmonic Resonance [Psionic] using Unwilling Participant are considered willing
You can attune your mind to the subtle inner members for any collective-related effects unless
workings of other psionic beings, and gain a more they succeed on another Will save at the same DC to
intimate knowledge of their powers. resist being forced into the collective. A successful
Prerequisites: Collective class feature, Spellcraft save means the creature resisted the specific effect
3 ranks. but is still a member of the collective.
Benefit: To use this feat, you must have an active
Psionic Powers
collective when you choose your powers known for
the day. Choose a number of powers equal to your
primary manifesting modifier that members of
your collective know. If you are psionically focused, As well as the power list and new powers for the
you may treat those powers as if they were on your vitalist, presented below are a variety of new psionic
power list for the purposes of manifesting another’s powers for manifesters of all types. In addition, the
powers known. You may change these powers as network descriptor is detailed, detailing how this
often as you change your powers known. descriptor interacts with manifesters. These new
Special: The nature of this connection requires powers and the network descriptor are detailed
constant focus. If you expend your focus during the below.
manifestation (for instance, to add a metapsionic Powers denoted by a * are new powers presented
feat to a borrowed power), the manifestation fails. here. An A appearing at the end of a power’s name in
If you have the Psicrystal Containment feat, you can the power lists denotes an augmentable power.
expend your crystal’s focus and maintain your own, The remainder of the chapter contains power
and the manifestation will not fail in this way. descriptions in alphabetical order by power name.
Normal: If you try to manifest a power that is not Power Chains: Some powers reference other
on your power list from another’s powers known, powers that they are based upon. Only information
the attempt automatically fails. in a power later in the power chain that is different
from the base power is covered in the power being
Network Power [Metapsionic] described. Header entries and other information that
You can temporarily alter the nature of certain are the same as the base power are not repeated.
powers to allow use over a mental link. Order of Presentation: In the power lists and the
Prerequisites: Collective class feature, manifester power descriptions that follow them, the powers are
level 3rd. presented in alphabetical order by name—except
Benefit: To use this feat, you must expend your for those belonging to certain power chains. When a
psionic focus. You can treat a power as if it had power’s name begins with “lesser,” “greater,” “mass,”
the network descriptor. You may only use this feat or a similar kind of qualifier, the power description
on powers with a range of personal and a target of is alphabetized under the second word of the power
you. description instead.
Using this feat increases the power point cost of Manifester Level: A power’s effect often depends
the power by 4. The power’s total cost cannot exceed on the manifester level, which is the manifester’s
your manifester level. psionic class level. A creature with no classes has a
manifester level equal to its Hit Dice unless otherwise
specified. The word “level” in the power lists always
refers to manifester level.
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Creatures and Characters: “Creatures” and features only work when dealing with a Network
“characters” are used synonymously in the power power. For mechanical information, see the spirit of
descriptions. many feature of the tactician and vitalist classes.
Augment: Many powers vary in strength Retroactive Additions: The dimension swap,
depending on how many power points you put into empathic transfer, and sense link powers are
them. The more power points you spend, the more considered to have the Network descriptor.
powerful the manifestation. However, you can spend New Descriptor: [Shared]
only a total number of points on a power equal to A manifester may only manifest and maintain one
your manifester level, unless you have an ability power with the Shared descriptor at any given time.
that increases your effective manifester level. Should he manifest another power with the Shared
Many powers can be augmented in more than one descriptor while he is maintaining another Shared
way. When the Augment section contains numbered power, the new power takes effect and the initial
paragraphs, you need to spend power points Shared power immediately expires for all targets.
separately for each of the numbered options. When Maintaining a Shared power simply means that it
a paragraph in the Augment section begins with “In has not expired, been dismissed, or been dispelled
addition,” you gain the indicated benefit according from all targets. Unless the power’s duration
to how many power points you have already decided specifies otherwise, you do not need to concentrate
to spend on manifesting the power. to maintain a Shared power.
TALENTS
Talents are 0th-level psionic powers that are Gifted Blade Power List
powered by psionic focus, rather than power points.
These abilities give manifesters minor abilities that 1ST-LEVEL Gifted Blade POWERS
can be used at-will, but typically have very limited Precognition, TacticalA*: Gain +2 enhancement
functionality or use. Talents are typically used as bonus to combat maneuvers.
a way to train manifesters to avoid depleting the
power point reserve.
A manifester may manifest any talent that he Psion/Wilder Powers
knows without paying power points as long as he
maintains psionic focus. However, if the talent has 0th-LEVEL PSION POWERS (Talents)
a duration longer than instantaneous, he can only Fortify, Lesser*: Gain a +1 bonus on saving throws.
have one such talent active at a time; manifesting
another talent without paying power points in this 1ST-LEVEL PSION/WILDER POWERS
manner causes the original talent to immediately Blinding FlashA*: Dazzle an opponent.
expire. Entangling DebrisA*: Psychokinetically manipulate
A manifester may also manifest a talent by paying material to grasp and entangle creatures in an
one power point, regardless of whether psionic area.
focus is held; these do not cause any other active Inevitable StrikeA*: Gain an insight bonus on your
talents to lapse and may be augmented if the power next attack.
description indicates such. JudgeA*: Gain a +2 bonus to Sense Motive checks.
Talents can only be augmented if the manifester Unearthly TerrorA*: Terrify an enemy with sus-
spends 1 power point on the manifestation in tained images.
addition to any power points spent augmenting the
power. 2ND-LEVEL PSION/WILDER POWERS
Manifesters select talents from their class’s power Psychic Bodyguard*: Make an ally’s Will save for
list (see below). them.
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Sensitivity to Psychic Impressions: You can find Entangling DebrisA*: Psychokinetically manipulate
out about an area’s past. material to grasp and entangle creatures in an
area.
3RD-LEVEL SIGHTED SEEKER POWERS Entangling EctoplasmA: You entangle a foe in
Danger SenseA: You gain +4 bonus against traps. sticky goo.
Escape Detection: You become difficult to detect Inevitable StrikeA*: Gain an insight bonus on your
with clairsentience powers. next attack.
Fate LinkA: You link the fates of two targets. Know Direction and LocationA: You discover
Mental BarrierA: Gain +4 deflection bonus to AC where you are and what direction you face.
until your next action. MissiveA: Send a one-way telepathic message to
Ubiquitous Vision: You have all-around vision. subject.
Precognition: Gain +2 insight bonus to one roll.
Precognition, DefensiveA: Gain +1 insight bonus to
4TH-LEVEL SIGHTED SEEKER POWERS AC and saving throws.
Anchored NavigationA: Establish a mishap-free
Precognition, TacticalA*: Gain +2 enhancement
teleport beacon.
bonus to combat maneuvers.
Augured Answer: Provides useful advice for spe-
Sense LinkA: You sense what the subject senses
cific proposed action.
(single sense).
Aura SightA: Reveals creatures, objects, powers, or
Skills as OneA*: You and another share training in
spells of selected alignment axis.
a skill.
Detect Remote Viewing: You know when others
Unearthly TerrorA*: Terrify an enemy with sus-
spy on you remotely.
tained images.
Physical AccelerationA: You move faster, gain +1
on attack rolls, AC, and Reflex saves.
Remote ViewingA: See, hear, and potentially inter- 2ND-LEVEL TACTICIAN POWERS
act with subjects at a distance. Coordinate as One*: Shared perceptions improve
Steadfast Perception: Gain immunity to illusory offense or defense.
effects, +6 bonus on Perception checks. Detect Hostile Intent: You can detect hostile crea-
Trace PsychoportA: Learn destination of subject’s tures within 30 ft. of you.
teleport or psychoport. Dimension Swap: You and ally or two allies switch
positions.
Empathic Transfer: Transfer another’s wounds to
Tactician Powers yourself.
Feat Leech: Borrow another’s psionic or metap-
0th-LEVEL Tactician POWERS sionic feats.
False FutureA*: Show the target incorrect glimpses
(Talents) into the future, moving them 5 feet.
Conceal Thoughts: You conceal your motives.
Missive, Mass: You send a one-way telepathic mes-
Detect Psionics: You detect the presence of psion-
sage to an area.
ics.
Psychic Bodyguard*: Make an ally’s Will save for
Distract: Target gets –4 bonus on Perception and
them.
Sense Motive checks.
Psychic Interference*: Disrupt foes’ effectiveness
Fortify, Lesser*: Gain a +1 bonus on saving throws.
with sustained hallucinations.
MissiveA: Send a one-way telepathic message to
Read ThoughtsA: Detect surface thoughts of crea-
subject.
tures in range.
Telepathic LashA: Humanoid creature of 4 HD or
Sense Link, Forced: Sense what subject senses.
less loses next action.
Share Pain: Willing subject takes some of your
damage.
1ST-LEVEL TACTICIAN POWERS Strength of My EnemyA: Siphon away your en-
Call to MindA: Gain additional Knowledge check emy’s strength and grow stronger.
with +4 competence bonus. Sustenance: Go without food and water for one
Circumstance ShieldA*: Gain a +2 bonus to Initia- day.
tive. Discharge for a bonus to a single Reflex Thought ShieldA: Gain PR 13 against mind-affecting
save. powers.
Detect PsionicsA: You detect the presence of psion-
ics.
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be able to sufficiently reach creatures within the You subtly shift your features and voice, making
area. Affected creatures can break free and move you less noticeable and granting you a +10 circum-
half their normal speed by using a full-round action stance bonus to Disguise checks, although you may
to make a DC 20 Strength check or a DC 20 Escape not attempt to appear as a certain individual or an-
Artist check. A creature that succeeds on a Reflex other race.
save is not entangled but can still move at only half This is a minor physical transformation, not an
speed through the area. Each round you concentrate, illusion, and as such fools touch as well as sight.
you may once again direct the debris to attempt to You may alter any skin or facial features to be
entangle all creatures that have avoided or escaped anything normally possible for the race you appear
entanglement. as. Birthmarks, moles, tattoos, piercings, and other
Augment: This power may be augmented in one distinguishing features are not visible unless you
or more of the following ways. specifically will it. Psionic tattoos may still be tapped
1. For each additional 2 power points spent, this while hidden.
power can affect an area 5 ft. larger in radius. At any point during the power’s duration, you may
2. By spending an additional 4 power points, this concentrate as a standard action to change your
power causes 2d6 points of damage per round to appearance again, including to resemble yourself.
creatures that failed their Reflex save. Your clothing and gear are not changed.
In addition, for every 2 additional power points Augment: You can augment this power in one or
you spend to achieve any of these effects, this power’s more of the following ways.
save DC increases by 1. 1. If you spend 1 additional power point, you may
use this power to disguise yourself as particular
Expose Weakness individuals.
Discipline: Psychometabolism 2. If you spend 2 additional power points, you
Level: Egoist 3, psychic warrior 3, tactician 3 may alter your smell to blend in with creatures
Display: Auditory, Visual using the scent ability or who identify individuals by
Manifesting Time: 1 standard action pheromones or other chemical senses.
Range: Medium (100 ft. + 10 ft./level)
Target: One creature False Future
Duration: 1 round / level Discipline: Clairsentience
Power Resistance: Yes Level: Seer 2, Tactician 2
Save: Fortitude negates Display: Auditory, Material
Power Points: 5 Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
The target of the power becomes clumsy and Target: One creature
moves in the worst possible way when attacked. The Duration: 1 round
target is considered flanked to all attackers and all Saving Throw: Will negates
attacks on the subject gain a +4 circumstance bonus Power Resistance: Yes
to confirm critical hits. Any fortification against Power Points: 3
sneak attacks and critical hits must be rolled twice,
with the worse roll used to determine if the extra You show the targeted creature a vision of the
damage is negated. future that is slightly incorrect. At any point in the
Augment: By spending an additional 6 power target’s turn, you can reposition them 5 ft. to reflect
points, the target is considered flat-footed rather their reaction to the false insight. The target may
than flanked. react after the reposition has occurred. This might
make an action the creature was about to take
Everyman invalid, such as repositioning them when they are
Discipline: Psychometabolism about to make an attack, in which case the action is
Level: Psion/wilder 2, psychic warrior 2, sighted wasted.
seeker 2 You cannot reposition the creature into a square
Display: Visual which they could not occupy or where there is no
Manifesting Time: 1 standard action ground (such as over a cliff, into a river, or a flow of
Range: Personal lava). Repositions using this power do not provoke
Target: You attacks of opportunity.
Duration: 1 hour/level Augment: For every 2 additional power points
Power Points: 3 spent, this power lasts an additional round and the
save DC increases by 1. The target gets a save on
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every round this effect is used upon them at the Augment: For each 2 additional power points you
same save DC. spend, you can increase your Sense Motive check by
+1.
Fortify, Lesser
Discipline: Psychometabolism Improved Response
Level: Psion/wilder 0, psychic warrior 0, tactician 0 Discipline: Psychoportation [Network]
Display: Mental Level: Tactician 3
Manifesting Time: One standard action Display: Mental, Visual
Range: Personal Manifesting Time: 1 standard action
Target: You Range: Close (25 ft. + 5 ft./2 levels)
Duration: One minute Target: One creature
Power Points: Psionic focus or 1 Duration: Instantaneous
Saving Throw: Will negates (harmless)
You imbue yourself with psionic energy that Power Resistance: Yes (harmless)
protects you from harm, granting yourself a +1 Power Points: 5
resistance bonus on saves.
You accelerate the reaction time of the target, al-
Halt Combat lowing them to take this round’s actions ahead of
Discipline: Telepathy [Mind-affecting] the creature who would have otherwise gone im-
Level: Tactician 8 mediately before the target. If this would place the
Display: Auditory, Material target before you and he has not already taken this
Manifesting Time: 1 standard action round’s actions, the target must immediately take
Range: 60 ft. this round’s actions. If the target has already taken
Area: 60 ft. radius burst centered on you this round’s actions, the power affects them on the
Duration: 1 round (see text) next round.
Saving Throw: Will negates A creature may only be affected by this power once
Power Resistance: Yes per round. This power does not allow a creature to
Power Points: 15 act in a round if he would not normally be allowed
to (such as during the surprise round).
You send out a powerful telepathic command, Augment: For every additional 6 power points
dazing all creatures in the area for one round spent, the target’s place in the initiative order is
unless they make a successful Will save. During this improved by one additional step.
round, time continues for all creatures in the area
as normal. Inevitable Strike
As part of the action of manifesting this power, Discipline: Clairsentience
you may attempt to convince some or all of the Level: Marksman 1, psion/wilder 1, psychic warrior
affected creatures to cease combat once the initial 1, tactician 1
effect wears off. Each creature you target to cease Display: Visual
combat must make a second Will save or they are Manifesting Time: 1 swift action
incapable of taking an offensive action for the next Range: Personal
ten minutes except against a creature who takes an Target: You
offensive action against them. Duration: See text
Power Points: 1
Judge
You gain temporary, intuitive insight into the
Discipline: Telepathy
immediate future during your next attack. Your next
Level: Psion/wilder 1, sighted seeker 1
single attack roll (if it is made before the end of the
Display: None
next round) gains a +5 insight bonus. Additionally,
Manifesting Time: One swift action
you are not affected by the miss chance that applies
Range: Personal
to attackers trying to strike a concealed target.
Target: You
Augment: This power may be augmented in one
Duration: One Sense Motive check this round
or both of the following ways.
Power Points: 1
1. You can increase the manifesting time to 1
standard action and increase the insight bonus to
You gain temporary, intuitive insight into piercing
+20.
lies. Your Sense Motive check gains a +2 insight
bonus.
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2. For every additional power point spent, the does it actually grant an extra action, so you can’t
insight bonus increases by 2, but the total bonus may use it to manifest a second power or otherwise take
not exceed +25. an extra action in the round.)
You gain a +1 bonus on attack rolls and a +1 dodge
Last Stand bonus to AC and Reflex saves. Any condition that
Discipline: Telepathy [Mind-affecting, Network] makes you lose your Dexterity bonus to Armor Class
Level: Tactician 9 (if any) also makes you lose dodge bonuses.
Display: Auditory, Visual All of your modes of movement (including land
Manifesting Time: 1 standard action movement, burrow, climb, fly, and swim) increase
Range: Medium (100 ft. + 10 ft./level) by 30 feet, to a maximum of twice your normal
Target: 1 creature / level speed using that form of movement. This increase
Duration: 1 round / level counts as an enhancement bonus, and it affects
Saving Throw: Will negates (harmless) your jumping distance as normal for increased
Power Resistance: Yes (harmless) speed. Multiple haste effects don’t stack. Physical
Power Points: 17 acceleration dispels and counters slow.
Augment If you spend an additional 6 power
You send a powerful morale boost to the targets, points, you can manifest this power as a swift
a telepathic equivalent of an epic battle speech, action.
preparing them to overcome a difficult challenge.
Each affected creature gains a +5 morale bonus to Precognition, Tactical
attack rolls, Armor Class, and saving throws, as well Discipline: Clairsentience
as 50 temporary hit points. Level: Gifted blade 1, psychic warrior 1, tactician 1
In addition, each affected creature gains immunity Display: Auditory, Olfactory
to fear effects for the duration of the power and if Manifesting Time: 1 standard action
brought below 0 hit points but not killed, the target Range: Personal
can fight on for one more round as if disabled. At Target: You
the end of his next turn, unless brought to above 0 Duration: 1 round/level
hit points, the affected creature immediately falls
unconscious and begins dying.
Missive
Level: Psion/wilder 0, tactician 1
Power Points: Psionic focus or 1
Physical Acceleration
Discipline: Psychometabolism
Level: Egoist 3, marksman 3, psychic warrior 3,
sighted seeker 4, vitalist 4
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: Egoist 5, marksman 7, psychic
warrior 5, vitalist 7
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Level: Tactician 2 and diverge), you must make another check. If you
Display: Mental fail a Spellcraft check, you can retry by meditating
Manifesting Time: 1 standard action for 10 minutes (low traffic) 1 hour (high traffic) .
Range: Close (25 ft. + 5 ft/2 levels) While tracking, you move at half your normal
Target: One creature speed. You may move up to your normal speed by
Duration: One round/level taking a -5 penalty on the Spellcraft check, or double
Saving Throw: Will partial (see text) your speed by taking a -20 penalty on the Spellcraft
Power Resistance: Yes check.
Power Points: 3 Augment: For every additional power point you
spend, you gain a +2 bonus on your Spellcraft checks
You form a mental bond with one creature within to follow psychic tracks.
range and use that bond to force minor hallucinations
into the target’s mind, hindering them in several Reposition
potential ways. Discipline: Psychoportation (Teleportation) [Net-
Targets of this power suffer a -2 penalty on one work]
of the following for the duration of the power (your Level: Nomad 6, tactician 6
choice): Display: Auditory, Material
* Attack rolls Manifesting Time: 1 standard action
* Saving throws Range: Medium (100 ft. + 10 ft./level)
* Ability checks and skill checks Target: 1 willing creature / 2 levels
A successful save reduces the penalty to -1. Duration: Instantaneous
Augment: You may augment this power in one or Saving Throw: Will negates (harmless); see text
both of the following ways. Power Resistance: Yes (harmless); see text
1. If you spend 2 additional power points, you may Power Points: 11
choose a second type of check to which the penalty
applies. You instantly reposition each willing target
2. For every 2 additional power points you spend, anywhere within Medium range (100 ft. + 10 ft./
the penalty increases by 1. For every two points the level) from your location to which you have line of
penalty increases, the penalty on a successful Will effect. This does not provoke attacks of opportunity
save increases by 1. for the creatures moved. The destination must be a
In addition, for every 2 power points spent to valid space; this power cannot reposition creatures
achieve either of these results, the power’s save DC inside of another creature, a boulder, or some other
increases by 1. solid structure, etc., although it could reposition a
creature through a wall, as long as the manifester
Psychic Tracking has line of effect to the destination, or reposition
Discipline: Clairsentience a creature underwater, midair, or over a bonfire.
Level: Seer 1, sighted seeker 1 Attempts to reposition a creature into a harmful
Display: Auditory situation allow the creature a save.
Manifesting Time: 1 standard action Augment: This power may be augmented in the
Range: Personal following ways.
Target: You 1. If you spend 6 additional power points, you may
Duration: 1 hour/level (D)
Power Points: 1 NETwORK DESCRIPTOR AND
REPOSITION
You can track creatures with an Intelligence score Because reposition carries the Network
of 3 or greater by following the trails of mental descriptor, willing targets within the manifester’s
energy they leave behind. Pass without trace and collective, but outside of the range of the power
similar effects provide no protection from this power; may be repositioned, but their final destination
however, creatures immune to mind-affecting effects must be within the power’s stated range (100 ft. +
leave no perceptible psychic tracks, and cannot be 10 ft./level.) from the manifester’s initial location.
followed this way. Additionally, the manifester himself can be
Finding psychic tracks or following them for 1 affected by reposition if he has the collective class
mile requires a DC 20 Spellcraft check. Every time feature, but all range measurements are made
the tracks become difficult to follow (such as when from the manifester’s starting location, not his
they intersect with other psychic tracks, enter an final location.
area of heavy traffic such as a market, or backtrack
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target unwilling creatures. a roll has already been determined - such as to force
2. If you spend 8 additional power points, you may an enemy who has hit an ally to reroll, or to allow an
manifest this power as an immediate action. ally to reroll a failed saving throw.
If you target an enemy who makes a successful
Sense as One Will save, their action is not altered, but they are
Discipline: Telepathy [Mind-Affecting, Network, instead staggered for one round.
Shared] Augment: For every two additional power points
Level: Tactician 4 spent, the power’s save DC increases by 1.
Display: Mental
Manifesting Time: 1 standard action Skills as One
Range: Close (25 ft. + 5 ft./2 levels) Discipline: Telepathy [Mind-Affecting, Network,
Target: You plus one willing creature Shared]
Duration: 1 round/level Level: Tactician 1
Saving Throw: None (see text) Display: Mental
Power Resistance: Yes Manifesting Time: 1 standard action
Power Points: 7 Range: Close (25 ft. + 5 ft./2 levels)
Target: You plus one willing creature
When you manifest this power, choose one of Duration: 1 round/level
the following sensory special abilities that you or a Saving Throw: None (see text)
willing target possesses: blindsense, darkvision, low- Power Resistance: Yes
light vision, scent, tremorsense. You and the target Power Points: 1
are both treated as having the special ability for the
duration of the effect. When manifesting this power, you must choose
Augment: You can augment this power in one or one skill. If your rank in that skill is higher, the target
more of the following ways. uses your ranks in place of his own ranks (maximum
1. If you spend 2 additional power points, you may 5 ranks), and vice versa. If a target’s skill ranks are
also choose blindsight as a special ability to share. replaced by this power, they are treated as though
2. If you spend 2 additional power points, this they actually had the shared ranks in the skill for all
power can affect an unwilling target, and the power’s purposes (including class skill bonuses and the use
saving throw becomes “Will negates.” Unwilling of trained-only skills).
targets do not gain the benefit of the shared sense, Augment: You can augment this power in one or
and you may cause that target to be treated as if it more of the following ways.
did not have the sensory special ability. 1. For every 2 additional power points you spend,
In addition, for every 2 power points spent you can choose an additional skill to share. Compare
augmenting this power, the save DC increases by 1. each skill individually.
2. For every 2 additional power points you spend,
Shift the Tide the maximum ranks you can share increases by 5
Discipline: Clairsentience ranks.
Level: Tactician 4 3. If you spend 2 additional power points, this
Display: Auditory power can affect an unwilling target, and the power’s
Manifesting Time: 1 immediate action saving throw becomes “Will negates (harmless)”.
Range: Medium (100 ft. + 10 ft./level) Unwilling targets do not gain the benefit of increased
Target: One creature skill ranks, although their skill ranks may be shared
Duration: Instantaneous (see text) with willing targets.
Saving Throw: Will negates (harmless) or Will
partial (see text) Strike as One
Power Resistance: Yes Discipline: Telepathy [Mind-Affecting, Network,
Power Points: 7 Shared]
Level: Tactician 3
You see the flow of battle and are able to make Display: Mental
a single correction to shift the outcome of events. Manifesting Time: 1 standard action
You force one creature in range to reroll a single Range: Close (25 ft. + 5 ft./2 levels)
check. This could be an attack roll, saving throw, Target: You and one willing creature
opposed check, skill check, or any other d20 roll. Duration: 1 round/level
The creature must take the result of the second roll. Saving Throw: None (harmless)
You can choose to use this power after the result of
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In addition, the ground in the affected area racial hit dice and class levels), not any bonuses from
becomes difficult terrain, making movement through ability scores, racial traits, class features, temporary
it harder. effects such as powers, spells, and items, or such.
Augment: For each additional 2 power points You and all willing targets may use the highest save
spent, this power can affect an area 5 ft. larger in between you in place of their original values.
radius and the save DC increases by 1. Alternatively, you may force all targets to use the
lowest save bonus between you in place of their
original base save. If this decreases the target’s
bonus, then the target may attempt a Will save (with
his normal Will saving throw modifier) every round
to ignore the effects of this power for that round.
Augment: You can augment this power in one or
more of the following ways.
1. If you spend 2 additional power points, you may
choose a second kind of saving throw to share. If you
spend 6 additional power points, you may choose
to share all three kinds of saves with all targets.
Compare each new save individually with each
target’s original, and use the favorable choice for the
version of the power you are using.
2. For every 4 additional power points you spend,
you may also select one class feature belonging to you
or a target that directly modifies the saving throw(s)
you share, either by providing a bonus or by altering
the effects of successful and/or failed saves. Example
class features include Evasion and Improved Evasion,
Still Mind, Divine Grace, and Slippery Mind. The GM
may allow additional abilities at his discretion. You
may effectively grant this class feature to any or all
willing targets of your choice; treat them as if they
actually had the class feature in question, with one
exception: if a class feature has additional benefits
besides directly modifying the saving throw (such as
fear immunity from Aura of Courage), then they are
not included.
In addition, for every 2 power points spent to
achieve either of these effects, the save DC increases
by 1.
Withstand as One
Discipline: Telepathy [Mind-Affecting, Network,
Shared]
Level: Tactician 3
Display: Mental
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: You plus one other creature
Duration: 1 round/level
Saving Throw: Will negates (harmless, see text)
Power Resistance: Yes
Power Points: 5
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quick, many dromites take up crafting. hit point whenever they gain a level in a favored
Dromites who choose to leave the hive and explore class, ophiduans have the option of choosing from
the world have been known to merge the defensive a number of other bonuses, depending upon their
abilities of the aegis with their own chitin. Others favored classes. The following options are available
seek to bind creatures into a greater consciousness to all ophiduans who have the listed favored class,
using the abilities of the tactician or vitalist. and unless otherwise stated, the bonus applies each
time you select the listed favored class reward.
Favored Class Options Tactician: The tactician’s level is treated as 1
Instead of receiving an additional skill rank or higher for the purposes of his strategy’s benefits
hit point whenever they gain a level in a favored when using strategies against flat-footed opponents.
class, dromites have the option of choosing from
a number of other bonuses, depending upon their Xeph
favored classes. The following options are available Perhaps the most likely race to choose the path of
to all dromites who have the listed favored class, and the soulknife, there are many xephs who use their
unless otherwise stated, the bonus applies each time natural psionic talent to become manifesters. Quick
you select the listed favored class reward. in body as well as mind, it is not uncommon for
Tactician: Add +1/2 to the maximum number of xephs to be natural explorers and crafters.
creatures allowed in the tactician’s collective.
Favored Class Options
Duergar Instead of receiving an additional skill rank or hit
Considered by most to be mentally warped point whenever they gain a level in a favored class,
or insane, the psionic breed of duergar are a xephs have the option of choosing from a number of
misunderstood lot. According to them, their actions other bonuses, depending upon their favored classes.
are done to protect the world from a sinister presence The following options are available to all xephs who
deep within the earth. This has led to some within have the listed favored class, and unless otherwise
the race developing odd sleeping habits or unusual stated, the bonus applies each time you select the
behaviors. listed favored class reward.
While most duergar become psychic warriors, Tactician: Add +1/3 to the tactician’s saving throws
fighters, or rogues, some develop their manifesting versus mind-affecting effects.
ability to a greater extent.
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to all gnomes who have the listed favored class, and hit point whenever they gain a level in a favored
unless otherwise stated, the bonus applies each time class, humans have the option of choosing from
you select the listed favored class reward. a number of other bonuses, depending upon their
Tactician: The tactician gains 1 psionic talent. favored class. The following options are available to
all humans who have the listed favored class, and
Half-elf unless otherwise stated, the bonus applies each
Instead of receiving an additional skill rank or time you select the listed favored class reward.
hit point whenever she gains a level in a favored Tactician: Add +1/4 to the tactician’s strategy daily
class, half-elves have the option of choosing from uses.
a number of other bonuses, depending upon their
Prestige Classes
favored class. The following options are available to
all half-elves who have the listed favored class, and
unless otherwise stated, the bonus applies each time
you select the listed favored class reward. Prestige classes, unlike base classes, are
Tactician: Add +1/2 to the maximum number of specialized individuals who study a narrow range of
creatures allowed in the tactician’s collective. abilities and techniques. These individuals thereby
gain special abilities that most characters could
Human only hope to poorly mimic. Detailed below is a new
Instead of receiving an additional skill rank or psionic prestige class focused on ranged combat and
improved senses.
Sighted Seeker
Fugitives and marks alike run from their would-
be captors. The wisest of these hunters do not
rely on mundane ways of tracking alone, instead
combining those abilities with the information
readily available through the powers of the mind. By
blending clairsentient talents with the techniques of
an inquisitive and a warrior, these sighted seekers
become the worst nightmare of any criminal – or
anyone they’re hired to find.
Role: Sighted seekers are excellent at finding
specific individuals using not only active tracking
abilities, but of reading the latent knowledge of
nearby creatures to seek out their quarry.
Alignment: Any
Hit Die: d8.
REQUIREMENTS
To qualify to become a sighted seeker, a character
must fulfill the following criteria.
Base Attack Bonus: +4
Skills: Diplomacy 2 ranks, Perception 5 ranks,
Survival 2 ranks
Feats: Skill Focus (Survival)*
Special: Power point reserve.
* A character with the Track class feature does not
need to have the Skill Focus (Survival) feat to become
a sighted seeker.
CLASS SKILLS
The sighted seeker’s class skills are Diplomacy,
Knowledge (local), Knowledge (nature), Knowledge
(psionics), Perception, Sense Motive, Spellcraft,
Stealth, and Survival.
Skill Points at Each Level: 6 + Int modifier
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URBAN TRACKING
You can track down the location of missing persons
or wanted individuals within communities.
Benefit: To find the trail of an individual or to
follow it for 1 hour requires a Diplomacy check
to gather information. You must make another
Diplomacy check every hour of the search, as well
as each time the trail becomes difficult to follow,
such as when it moves to a different area of town.
The DC of the check, and the number of checks
required to track down your quarry, depends on
the community size and the conditions. If you fail
a Diplomacy check, you can retry after 1 hour of
questioning. The game master should roll the
number of checks required secretly, so that the
player doesn’t know exactly how long the task will
require.
normal: A character without this feat can
use Diplomacy to find out information about a
particular individual, but each check takes 1d4+1
hours and doesn’t allow effective trailing.
Special: A character with 5 ranks in Knowledge
(local) gains a +2 bonus on the Diplomacy checks
to gather information to use this feat. You can
cut the time between Diplomacy checks to gather
information in half (to 30 minutes per check
rather than 1 hour), but you take a -5 penalty on
the check.
Sighted seekers use supernatural insight has mastered the mundane aspects of the hunt, such
to find their quarry that they become almost second nature to her. Add
the following abilities to the Perception skill:
ceases investing power points each day to hunt them. Find Evidence Normal time DC 10-20
A sighted seeker may only have a number of marks Analysis 1 minute DC 15
active equal to half his class level (rounded down).
The sighted seeker may treat a mark as a favored Evidence is a physical clue which would provide
enemy, as if she had the ranger class ability, with a information about her current task, such as the
+1 bonus. If that foe is already a favored enemy by location or past deeds of a mark or the solution to
virtue of race or organization, the favored enemy a mystery. The DC to find a clue is based on how
bonus instead improves by +2. Many of a sighted much the scene was disturbed from the act that left
seeker’s class features function in an improved the evidence (with 10 being a perfectly undisturbed
fashion if she uses them against a mark; see the scene). However, it still must be interpreted to
individual abilities for details. determine any useful information.
Prescient Tactics (Ex): When a sighted seeker of 4th Analyzing evidence to determine useful informa-
level or higher manifests the defensive precognition, tion requires a DC 15 Perception check, +2 per day
offensive precognition, or offensive prescience power, past the event. Failure of analysis provides incom-
she adds the following augment to the power. plete and potentially misleading information, while
Augment: If you spend 2 additional power points, dramatic success may reveal more information than
the duration increases to 1 hour/level, but you the clue may initially suggest to a casual observer.
only gain the insight bonuses against your favored Regardless of the success of analysis, though, it
enemies. In addition, you also add the insight bonus takes more dramatic means (such as object reading
to Survival checks made to follow tracks, and to or related powers) to determine the authenticity of
Diplomacy checks made to use the Urban Tracking evidence (that fleck of kobold scales could have been
feat. planted at the scene, for instance).
Seeker’s Analysis (Ex): A 5th level sighted seeker A sighted seeker can take 10 to find or analyze
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evidence, but cannot take 20 and cannot retry failed or researching a subject, she is able to make such
checks. 5 or more ranks in a relevant Knowledge great leaps of insight that she is no longer bound by
skill provide a +2 bonus on Perception checks made the limits of her source of information.
when analyzing evidence. Unlike most supernatural abilities, sighted analysis
Additionally, add the following abilities to the can be augmented by spending more power points.
Knowledge skill: Each additional power point spent increases the
Research Subject: At least 1d4 hours DC 10 insight bonus on Perception or Knowledge checks
Browse Records: At least 1d4 hours DC 10-30 by 2. Alternatively, by spending 2 additional power
points, the sighted seeker gains the trapfinding
Researching a subject involves perusing libraries feature (as a rogue) for the duration of her Perception
or related sources for information about a particular check, or she may treat any single Knowledge check
subject, such as the nations which export the type as a trained check. The sighted seeker may not spend
of weapon found at a scene or what a particular more power points on a single use of sighted analysis
symbol stands for. Difficult subjects require more than her class level.
time to research (up to the GM), but do not alter Hypercognition (Ps): At 8th level, the sighted
the DC – instead, you are limited by the amount of seeker gains the ability to use hypercognition once
information present in the source you are browsing. per week as a psi-like ability, with a manifester level
Particularly good sources (such as royal archives or equal to twice her class level. Additionally, she adds
related specialists’ libraries) may provide a bonus of hypercognition to list of powers known as a 7th level
up to +6 on this check. A successful check results in power. If she is unable to manifest 7th level powers,
a general understanding of the subject, while higher she cannot manifest it until she is able to manifest
checks result in better information (to the limit of 7th level powers.
the source). The Sight (Su): Experienced sighted seekers
Browsing records involves going over files or develop the technique from which their name
ledgers looking for a particular piece of information derives: the Sight. At 9th level, a sighted seeker learns
– trends in immigration, taxation patterns, the the remote viewing power automatically (without
goals of documented experiments and the like. having to select it). If she already knows remote
The complexity of the filing system sets the DC; viewing, she may learn any other clairsentience
more difficult systems also take longer to peruse power from her class list of 4th level or lower.
(at the GM’s option). If a sighted seeker sets out Additionally, when she manifests remote viewing
with a specific goal in mind – such as the exact date on a mark, she treats her connection to the mark as
a particular individual checked in at the inn – the if it were one step better (from a likeness or picture
DC may increase by +5 - +15 (at the GM’s option), to a possession or garment, for instance), reduces
or may decrease dramatically if the filing system is the manifesting time from 1 hour to 1 minute, and
particularly good. increases the duration from 1 minute/level to 10
A sighted seeker may take 10, take 20, and retry minutes/level. Remote viewing doesn’t end if the
these Knowledge checks as often as time allows, sighted seeker attempts to manifest a power on her
though she is still limited by the information present mark from her quasi-real viewpoint, although all
in the source. other restrictions on such manifestations apply.
Sighted Analysis (Su): Beginning at 7th level, a Metafaculty (Ps): At 10th level, the sighted seeker
sighted seeker learns to augment her deductive skills gains the ability to use metafaculty once per week as a
with her psionic powers. She may spend 3 power psi-like ability, with a manifester level equal to twice
points to automatically determine if a source is her class level. Additionally, she adds metafaculty to
authentic during analysis, or to gain a +2 insight bonus her list of powers known as an 8th level power. If she
to a single Perception or Knowledge check (whether is unable to manifest 8th level powers, she cannot
using seeker’s analysis or not). If she increases her manifest it until she is able to.
Knowledge check this way while browsing records
32
Psionics Expanded
Psionic Items
Not only do psionic individuals need to select the
right character options, but they need the right tools
to get the job done. Presented below are several new
psionic items for use.
Universal Items
Comparable to wondrous magical items, the
universal items category holds a wide assortment of
different psionic items. Presented below are a few
new universal items for use in your games.
DESCRIPTION
This simple leather headband is adorned with
markings depicting hundreds of people holding
hands. This headband allows the wearer to mindlink
herself with one or more willing creatures within 30
ft. as a standard action. The mindlink persists as long
as the wearer concentrates and can be used at will,
although the maximum number of creatures the
wearer can be linked to is limited by the strength of
the band. More powerful versions of this headband
allow you to connect to more creatures.
If worn by a creature with the collective class
feature, the wearer may also connect this same
number of additional creatures in their collective,
beyond their normal limit.
CONSTRUCTION
Requirements Craft Wondrous Item mind link or
collective class feature; Cost 1,500 gp (1 creature),
6,000 gp (2 creatures), 13,500 gp (3 creatures)
33
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34