Discipline: clairsentience; Level: Seer 1, sighted seeker
Manifesting Time: 1 standard action
Duration: 1 hr./lvl. (D)
Power Points: 1
You can track creatures with an Intelligence score of 3 or greater by following the trails of mental energy they leave behind. Pass without trace and similar effects provide no protection from this power; however, creatures immune to mind-affecting effects leave no perceptible psychic tracks, and cannot be followed this way.
Finding psychic tracks or following them for 1 mile requires a DC 20 Spellcraft check. Every time the tracks become difficult to follow (such as when they intersect with other psychic tracks, enter an area of heavy traffic such as a market, or backtrack and diverge), you must make another check. If you fail a Spellcraft check, you can retry by meditating for 10 minutes (low traffic) 1 hour (high traffic) .
While tracking, you move at half your normal speed. You may move up to your normal speed by taking a -5 penalty on the Spellcraft check, or double your speed by taking a -20 penalty on the Spellcraft check.
Augment: For every additional power point you spend, you gain a +2 bonus on your Spellcraft checks to follow psychic tracks.