The swarmer specializes on a classic behavior used by insects defending their home and hearth – swarming an enemy.
Unavoidable Swarm (Su)
As a swift action, the swarmer can activate a swarm mentality in its collective, and until the end of the swarmer’s next turn, any time a member of its collective is flanking a target, that collective member gains a bonus on his attack rolls against that target equal to 1 + the number of collective members flanking the creature instead of the standard +2 bonus for flanking. The swarmer can use this ability a number of times per day equal to 3 + the swarmer’s Intelligence modifier.
This ability replaces coordinated strike.
At 4th level, the swarmer’s strategy gained is the following unique strategy only available to it.
Swarm Sync: The swarmer can choose any two members of its collective within one size category of each other. Those two creatures can share the same space for a number of rounds equal to the swarmer’s Charisma modifier.
Swarm Flanking (Su)
At 8th level, any members of the swarmer’s collective who are sharing the same space from the swarm sync strategy are always considered to be flanking enemies they threaten.
This ability replaces echo effect.
Death of a Thousand Cuts (Su)
At 10th level, members of the swarmer’s collective gain a bonus to damage rolls against their targets equal to the number of collective members flanking that target. For example, if the swarmer and three of its collective members are all flanking one creature, each collective member gains a +4 bonus on damage rolls against that target.
This ability replaces the strategy normally gained at 10th level.
Ultimate Psionics. Copyright 2013, Dreamscarred Press; Authors: Andreas Rönnqvist and Jeremy Smith