Psychic

Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the psychic can shape the world around her, the minds of others, and pathways across the planes. No place or idea is too secret or remote for a psychic to access, and she can pull from every type of psychic magic. Many methods allow psychics to tap into their mental abilities, and the disciplines they follow affect their abilities.

Role: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The psychic’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Psychic
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Discipline power, discipline spell, knacks, phrenic amplification, phrenic pool, psychic discipline 3
2nd +1 +0 +0 +3 Detect thoughts 4
3rd +1 +1 +1 +3 Phrenic amplification 5
4th +2 +1 +1 +4 Discipline spell 6 3
5th +2 +1 +1 +4 Discipline power 6 4
6th +3 +2 +2 +5 Discipline spell 6 5 3
7th +3 +2 +2 +5 Phrenic amplification 6 6 4
8th +4 +2 +2 +6 Discipline spell 6 6 5 3
9th +4 +3 +3 +6 Telepathic bond 6 6 6 4
10th +5 +3 +3 +7 Discipline spell 6 6 6 5 3
11th +5 +3 +3 +7 Major amplifications, phrenic amplification 6 6 6 6 4
12th +6/+1 +4 +4 +8 Discipline spell 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Discipline power 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Discipline spell 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Phrenic amplification 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Discipline spell 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Telepathy 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Discipline spell 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Phrenic amplification 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Remade self 6 6 6 6 6 6 6 6 6

Class Features

The following are the class features of the psychic.

Weapon and Armor Proficiency

A psychic is proficient with all simple weapons, but not with any type of armor or shield.

Spell Casting

Table: Psychic Spells Known
Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.

A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score.

The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score.

At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one.

The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Knacks: Psychics learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su)

A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications

A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification.

A phrenic amplification can’t be selected more than once.

Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Biokinetic Healing (Su): When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell. Source PZO9461

Complex Countermeasure (Ex): The psychic can spend 1 point from her phrenic pool to increase by 2 the DCs of concentration checks or caster level checks the linked spell requires enemies to attempt. For example, if the linked spell were nondetection, the DC of the caster level check for using a divination on the warded creature or item would increase. This increase also applies to checks to dispel, counterspell, or identify the linked spell. The bonus applies while the spell is cast and lasts for the spell’s duration (if appropriate), to a maximum of 24 hours. The psychic can choose to spend 2 points from her phrenic pool to instead increase the linked spell’s DCs by 4.

Conjured Armor (Su): By spending 1 point from her phrenic pool, the psychic grants any creature she conjures or summons with the linked spell a +2 deflection bonus to AC. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. This amplification can be linked only to conjuration (calling) or conjuration (summoning) spells. The bonus increases to +3 at 8th level and to +4 at 15th level.

Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.

Dragon’s Breath Focus (Su): The psychic can spend 2 points from her phrenic pool to change a linked spell that has a line or burst area of effect into a 30-foot cone that emanates from the psychic’s mouth as a breath weapon. Source PZO9461

Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.

Intense Focus (Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.

Mind’s Eye (Su): Some psychics train their visual and psychic senses, binding them together into a unified focus to better guide their ranged spells and place them with uncanny precision. While casting a spell that requires a ranged attack roll, the psychic can spend 2 points from her phrenic pool and gain a +4 insight bonus on the attack roll. The psychic can spend 1 additional point to ignore penalties from cover (but not total cover). Source PPC:HoG

Mindshield (Su): The psychic can spend 1 point from her phrenic pool to give one target of the linked spell a +2 morale bonus on Will saves for 1 round per psychic level (maximum 10 rounds). The psychic can instead spend 2 points to increase the bonus to +4. If the linked spell affects more than one creature, the psychic can spend the same number of points for each additional creature she wants to affect with this amplification. She must choose to spend either 1 point for each creature or 2 points for each creature; she can’t grant different bonuses to different targets.

Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.

Ongoing Defense (Su): The psychic can increase the duration of spells that improve her psychic defenses. She can spend 1 point from her phrenic pool when she casts any intellect fortress, mental barrier, thought shield, or tower of iron will spell to extend the spell’s duration by 1 round.

Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.

Perfect Body (Ex): Some practitioners of psychic techniques extend their training to improve their bodies as well as their minds. When the psychic casts a linked transmutation spell, she can spend 1 point from her phrenic pool to gain a +2 bonus on her next Reflex or Fortitude save. Source PPC:HoG

Phrenic Strike (Su): As long as the psychic has at least 1 point in her phrenic pool, she can attempt an unarmed strike in place of a touch attack as part of casting a spell with a range of touch. This unarmed attack still provokes attacks of opportunity as normal unless the psychic can otherwise make unarmed attacks without provoking attacks of opportunity. Source PZO9461

Psychic Defense (Su): Reading small, invisible cues allows the psychic to take advantage of social circumstances and subtly influence her target. Casting a linked spell during a social encounter and spending 1 point from her phrenic pool allows the psychic to add a +4 bonus on her next Bluff, Diplomacy, Intimidate, or Sense Motive check. Source PPC:HoG

Psychofeedback (Su): The psychic can spend 2 points from her phrenic pool to sacrifice a linked spell of 2nd level or higher. Doing so grants the psychic a +1 enhancement bonus to Strength, Dexterity, or Constitution per level of the sacrificed spell. This bonus lasts for 1 minute per psychic level. Source PZO9461

Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.

Telempathic Restoration (Su): When the psychic casts telepathic bond, she can spend 1 point from her phrenic pool to remove the dazed, frightened, panicked, shaken, or stunned condition from one target of the bond. Doing so removes the status from the target of the linked spell, but applies it immediately (with any remaining duration) to the psychic. Source PZO9461

Transfer Fear (Su): When the psychic successfully affects a target with a fear effect, she can spend 1 point from her phrenic pool to remove a fear effect from herself or one ally with whom she is in telepathic contact. Source PZO9461

Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell’s effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can’t use this ability to cast a version higher than the version she knows. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn’t spend 4 points to treat it as mind thrust IV. This amplification can be linked only to spells that can be undercast.

Whisper of Ancients (Ex): The psychic can send her consciousness into the Astral Plane for a glimpse of synchronous information. While casting a linked divination spell, the psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any associated skill check. She can spend 2 points from her phrenic pool to instead gain a +4 bonus. Source PPC:HoG

Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Psi-Tech Discoveries

Source PZO9286

The exact origin of psi-tech is lost to time, but many believe that the first practitioners of this strange art gained their abilities through exposure to the cybernetics, nanites, and biological technology salvaged from ancient ruins. Others posit that the psychics who discovered it were working at the behest of sinister entities. Regardless, psi-tech traditions have endured and are available to psychics who have connections to high technology.

Androids and individuals with ties to those synthetic humanoids often find themselves called to merge their natural psychic abilities with the technological aptitude that comes so organically to them, considering many of the psi-tech discoveries below as well as the mindtech discipline to be part of their unique heritage. Psychics often spend years studying ways to synergize these two seemingly unrelated specialties before returning home and awing others with their newfound capabilities. More than a few seemingly innocuous psychic scholars have found themselves driven mad with power this way, making psitech a potentially dangerous route for the weak willed.

A psychic can learn a psi-tech discovery in place of a phrenic amplification or a feat.

Artificial Ascension: You can upload your consciousness into a robot, becoming an artificial intelligence. Performing this ascension requires uninterrupted access to a construct with the robot subtype and at least 10 Hit Dice for 24 hours, during which time you cannot perform other tasks. Any interruptions cause the upload to fail. At the end of the 24 hours your consciousness is successfully uploaded into the robot. If the robot is not willing, it must attempt a Will save (DC = 1/2 your psychic level + your Intelligence modifier). If it is successful, the robot rejects your consciousness, rendering you staggered for 24 hours and unable to perform the ritual again during this time. If your consciousness is successfully uploaded, the robot’s consciousness is destroyed and your physical body immediately dies and can’t be raised, resurrected, or otherwise brought back to life. Your creature type changes to artificial intelligence, and your robot body gains the aggregate template, with all the adjustments made in the template’s description. As a full-round action, you can attempt to upload your consciousness to any other robot within 30 feet that has 10 Hit Dice or more. If the robot is not willing to serve as your vessel, it receives a Will save as above, except if it succeeds, your current robot body is staggered for only 1 minute. If it fails, you move from your current body to the new host body, granting it the aggregate template. Your previous robot body is immediately destroyed by the transference. If the robot you inhabit is destroyed, you are destroyed along with it. You cannot be brought back to life by any means. You must be 20th level to select this discovery.

Disease Transference (Su): You are able to psychically control and manipulate all manner of diseases. You can cast diagnose disease as a spell-like ability at will. Additionally, you can touch a creature afflicted with a disease as a standard action and draw the disease into yourself, or transfer it to another willing living creature that is susceptible to diseases and that you (or the afflicted creature) are also touching. Attempt a caster level check against a DC equal to 10 + the disease’s Fortitude save DC. If you are successful, the afflicted creature is no longer affected by the disease. If you move the disease into yourself or another creature you (or the afflicted) are touching, the target receiving the disease must immediately attempt a Fortitude save as if it were initially exposed to the disease. If the target fails, the disease affects it immediately with no onset time. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. You must be at least 7th level to select this discovery.

Force Field (Su): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). The force field lasts for a number of minutes equal to your psychic level. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Once the temporary hit points are depleted, the force field disappears and you cannot reinstate it for 24 hours. You must be at least 3rd level to select this discovery.

Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. You can add your Intelligence modifier as a bonus on combat maneuver checks and to your CMD. You can also add your Intelligence modifier as a bonus on Strength checks to break or lift objects.

Laser Blast (Su): You can generate laser blasts powered by your psychic energy. As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray of laser energy, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of fire damage plus an additional 1d6 points of fire damage for every level of the spell slot you sacrificed. You can’t sacrifice 0-level spells in this manner. You must be at least 11th level to select this discovery.

Mind Over Augmentation: When you’re determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score).

Psychic Battery (Su): You can expend an unused spell slot or a number of points from your phrenic pool as a swift action to power a technological device you are touching. Each spell level expended in this way grants the device 1 charge, and every 2 points from your phrenic pool spent grant 1 charge. Any charges unused at the end of the round are lost, and any charges used by the device that round that aren’t provided by you must come from the device’s own power reserves. You cannot use this ability to power timeworn technology. You can power only devices that use charges. You must be at least 7th level to select this discovery.

Radiation Resistance: You apply your Intelligence modifier as a bonus on all Fortitude saves versus the effects of radiation.

Techsmith: Select one type of technological item (armor, cybertech, pharmaceuticals, technological gear, or weapons). You can create items of this type 25% faster than normal, and you gain a +4 bonus on Craft (mechanical) checks (or other checks, as appropriate) to craft items of this type. You can select this discovery multiple times; its effects do not stack. Instead, each time you select this discovery, it applies to a single different type of technological item.

Psychic Discipline (Ex or Sp)

Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state.

This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

Detect Thoughts (Sp)

At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.

Telepathic Bond (Sp)

At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can’t leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one.

Major Amplifications

At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification.

Deflection Field (Su): Whenever the psychic casts a linked spell that grants her a deflection bonus to AC, she can spend 2 points from her phrenic pool to automatically reflect the first ranged attack that misses her (as long as the linked spell remains active) back at the attacker. This reflected attack uses the original attack roll plus a circumstance bonus equal to the psychic’s caster level. Source PZO9461

Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. If the target is hit by the linked spell or fails its saving throw, it’s affected as though the psychic had cast a targeted dispel magic spell on it. This effect can dispel only spells of the linked spell’s level or lower. If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the dispelling effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to a spell that targets one creature or object.

Dual Amplification (Ex): When the psychic uses this major amplification, she chooses two other amplifications or major amplifications she knows to apply to the same linked spell. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. She can’t apply the same amplification to the linked spell more than once, even if she can use that amplification for multiple different effects.

Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell’s level or casting time. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell’s level (minimum 2 points). If the metamagic feat alters the spell’s casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn’t quicken a 2nd-level spell because she’s unable to cast 6th-level spells. This ability doesn’t require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time.

Space-rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. She teleports herself 10 feet per point she spends from her phrenic pool (as dimension door). The maximum number of points she can spend in this way is equal to the linked spell’s level.

Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. The linked spell can’t be lower than 5th level and can’t take less than a standard action to cast. This applies to the actual casting time, so the psychic can’t add a subordinate spell to a quickened spell. The subordinate spell’s casting time must be 1 standard action or less, and its level can be no higher than the linked spell’s level – 5. The subordinate spell must target only the psychic (even if it could normally affect other or multiple targets). The psychic must spend a number of points from her phrenic pool equal to 3 + double the subordinate spell’s level. The subordinate spell acts as though it had been cast, and uses up one of the psychic’s spells per day of its level. The effects of the two spells are separate, so each might require its own concentration check.

Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 1 point from her phrenic pool when casting a mind-affecting linked spell to select one of the spell’s targets. If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification).

Telepathic Targeting (Su): By spending 2 points from her phrenic pool, the psychic can target any creature with which she is in telepathic communication (whether via her telepathic bond ability, a creature’s telepathy ability, or another effect) with the linked spell, even if the creature would normally be out of range. The linked spell must have the mind-affecting descriptor and must have a range of touch or greater. Source PZO9461

Turning Shield (Su): The psychic can turn her excess spell energy into a barrier that deflects weaker spells. She can spend a number of points from her phrenic pool equal to the linked spell’s level to gain the benefit of spell turning for 1 round per psychic level. The number of spell levels she can turn is equal to the level of the linked spell.

Telepathy (Su)

At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one.

Remade Self (Sp)

At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability is chosen when the psychic reaches 20th level and can’t be changed. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool.

This amplification is in addition to the normal maximum of one amplification per spell.

Alternative Capstone Ability

Source PPC:CoL

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Phrenic Mastery (Su)

At 20th level, the psychic’s mind is a legendary weapon in its own right. The psychic’s phrenic pool increases by 6, and she gains two new phrenic amplifications.

Psychic Disciplines

Psychic disciplines details have been moved to subpages for convenience. See below!

Section 15: Copyright Notice

Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.

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