Sleeping Goddess

Though some put their trust in a well-crafted sword or a solid shield, the greatest warriors know that a tempered mind and devotion to one’s ideals are the sharpest weapon and the toughest armor. A Sleeping Goddess adept strikes his deathblow not at the heart of his foe, but at the ideals and principles the foe devotes himself to, undermining his conceptual basis of reality. Through their mastery of psionics and overpowering force of belief, disciples of this discipline assert their presence on the world, transcending the shackles of reality and making their surroundings their own. A master of the discipline becomes unto a god; he rends minds asunder as easily as bodies and shakes the foundations of others’ beliefs merely by sharing his own. Sleeping Goddess’ associated skill is Autohypnosis, and its associated weapon groups are flails, heavy blades, monk, and spears. In addition, any weapon created by the form mind blade class feature or equivalent ability (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt) or by a Sleeping Goddess maneuver is treated as a discipline weapon.

Maneuvers from the Sleeping Goddess discipline actively draw on the initiator’s psionics talents. As such, they are supernatural abilities. In addition, some Sleeping Goddess maneuvers can be augmented by spending power points, similarly to a psionic power. You can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels you possess (up to a maximum of 6 at 20th level). If you have the ability to augment your maneuvers in other ways, such as from a class feature or other ability, this cannot be combined with the augments of Sleeping Goddess maneuvers; you must choose which augmentation type to use when initiating the maneuver.

Sleeping Goddess and Power Points: The Sleeping Goddess discipline unlocks the power of the mind, allowing its adepts to tap into their psionic talent. You gain power points equal to the highest level Sleeping Goddess maneuver you know (including stances), plus one additional power point for each Sleeping Goddess maneuver known beyond the first (including stances). If you already have a power point pool, you add those points to it. If you do not have a power point pool, you gain one as well as the psionic subtype. You do not gain bonus power points for a high initiation modifier (though you do gain bonus power points for having a high key ability score if you have levels in a manifester class, as normal).

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Table: 1st Level Sleeping Goddess Maneuvers
Maneuver Type Description
Battle Mantra Stance You gain flexible insight bonuses to aid your combat ability.
Body of Delusion Counter (A) Make an Autohypnosis check to halve damage taken from an attack.
Call the Soul’s Blade Boost Create a weapon of ideals or empower your mind blade.
Ego-wounding Strike Strike (A) Your attack may inflict a –2 penalty on attack rolls, skill checks, and ability checks.
Flash of Insight Boost (A) On a successful attack or CMB check, you grant an ally a new save against an ongoing effect.
Harmony-Shattering Strike Strike (A) Your attack may increase the damage the target takes by your allies by +1d6.
Unbroken Stride Stance You can walk on liquids and unstable surfaces, and eventually walls and even the air.
Table: 2nd Level Sleeping Goddess Maneuvers
Maneuver Type Description
Adamant Will Counter (A) You an one ally gain a +4 insight bonus to your ACs.
Fearless Faith Counter (A) You reduce the effects of a fear effect as it happens.
Mind-Revealing Strike Strike (A) Your attack deals +1d6 damage, and you become able to read the target’s surface thoughts on a failed Will save.
Reactive Reversion Boost (A) You mark your location and can teleport back to it until the start of your next turn.
Twofold Assault Strike (A) Your attack deals +1d6 damage and you may attempt a combat maneuver, using an Autohypnosis check in place of your combat maneuver check.
Table: 3rd Level Sleeping Goddess Maneuvers
Maneuver Type Description
Chains of Doubt Strike (A) Your attack deals +3d6 damage and may nauseate your target and its allies.
Grasp of the Goddess Boost (A) Your reach is increased by 5 feet and you can make an additional attack of opportunity this round.
Inexorable Embrace of Sleep Strike (A) Your attack deals +2d6 damage and puts victim into a trance.
Internal Dominion of the Sleeping Goddess Stance Once per round, you can reroll a failed saving throw or force an opponent to reroll an attack roll.
Table: 4th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Armory of the Sleeping Goddess Boost You create an enhanced weapon of ideals or empower your mind blade.
Puppet of the Goddess Strike (A) Your attack deals +4d6 damage and may override one of the target’s senses.
Reunion in Dreams Boost (A) You teleport a willing creature to your side.
Traumatic Reversal Counter (A) You take half damage from an effect, and the effect’s originator must succeed at a Will save or take half the damage they would have dealt.
Table: 5th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Inarguable Presence of the Sleeping Goddess Stance You ignore immunity to mind-affecting effects and gain a 20% miss chance against attacks.
Reshape the Sculpted Mind Strike (A) Your attack deals 1d4 damage to a mental ability score and may damage the opponent’s mind temporarily.
Reverberation of Defeat Boost When you reduce an opponent to 0 or fewer hit points, that target’s allies must succeed at a Will save or become shakened and sickened.
The Ties that Bind Strike (A) Your attack deals +5d6 damage, and your target along with one of its allies may become entangled.
Table: 6th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Convert Intrusion Counter (A) Make an Autohypnosis check to transform an opponent’s spell into a bonus on saving throws for your allies.
Dreaming Nomad Strike Strike (A) You teleport across the battlefield, striking multiple enemies.
Overpowering Optimism Boost You automatically regain psionic focus, and one of your maneuvers in the next three rounds is augmented for free.
Strike of Transfixed Awe Strike (A) Your attack deals +6d6 damage and may stun the target. If the target is a spellcaster or manifester, they lose one of their highest- level spell slots and power points.
Unavoidable Gaze of the Sleeping Goddess Stance You do not need to make Perception checks to notice creatures within 60 feet, gain a bonus on initiative checks, and can read the thoughts of those around you by expending psionic focus.
Table: 7th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Perfect Distillation of the Soul Boost You create a powerful weapon of ideals or empower your mind blade.
Pierce the Soul Strike (A) Your attack deals +7d6 damage and strikes at a creature connected to the target’s mind or spirit, rather than the target.
Soul-Crushing Mien Counter Gain a +4 bonus on a Will save, and possibly stun the effect’s originator.
Table: 8th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Indomitable Idealism Counter You avoid death, recreating yourself from the thoughts of onlookers.
Self Beyond the Self Strike (A) Your attack allows you to take control of the target’s mind temporarily, as if by a Geth’s mind control power.
Unimpeachable Authority of the Sleeping Goddess Stance Your presence causes opponents to become shaken, and you can focus your attention to panic an opponent for one round.
Table: 9th Level Sleeping Goddess Maneuvers
Maneuver Type Description
Immortal Truths of the Sleeping Goddess Strike (A) Your attack deals +10d6 damage, and if you would reduce the target to 0 or fewer hit points, you enter an instantaneous dialogue with them, potentially converting them to your way of thinking.

1st Level

Battle Mantra

Discipline: Sleeping Goddess (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

In the heat of battle, every second matters and every blow is crucial. Your focus and psionic powers enhance your senses, allowing you to detect subtle movements and mental impressions, reacting to the ever-changing melee before those changes manifest. While you maintain this stance, you gain one of the following benefits.
• You gain a +1 insight bonus to your AC.
• You gain a +1 insight bonus on all attack rolls.
• You gain a +2 insight bonus on combat maneuver checks and to your CMD.
Once per round as a free action, you can turn your attention to another facet of the combat, losing your current bonus and gaining a different benefit from this stance. These bonuses increase by +1 for every four initiator levels you possess.

Body of Delusion

Discipline: Sleeping Goddess (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal or 60′
Target: You or one ally
Duration: Instantaneous

DESCRIPTION

The most basic tenet of the Sleeping Goddess discipline is that a strong enough belief, channeled through the lens of psionic power, can do anything. With this technique, you momentarily enter a state of denial, asserting through your power that you are not and will not be harmed. You can initiate this counter when you take damage from a melee or ranged attack. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you take only half damage from the attack, although any other effects of the attack are resolved normally.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, you gain a +1 bonus on your Autohypnosis check.
• If you spend 3 power points, you take no damage from the attack on a successful Autohypnosis check, rather than half.
• If you spend 5 power points, you are completely unaffected by the attack on a successful Autohypnosis check, taking no damage and ignoring any additional effects of the attack.
• If you expend your psionic focus while initiating this counter, you can use it in response to an attack damaging an ally within 60 feet. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself.

Call the Soul’s Blade

Discipline: Sleeping Goddess (Boost); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)

DESCRIPTION

As an adept of the Sleeping Goddess discipline, your greatest weapon is your personal ideology given form. By focusing on all you view as right and just, you can shape psionic might into a soul’s blade. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a masterwork melee weapon you are proficient with. A soul’s blade created with this boost has hardness 10 and 10 hit points, and is treated as a magic weapon for the purposes of overcoming damage reduction. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a weapon special ability equivalent to a +1 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

Ego-wounding Strike

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 1
Initiation Action: 1 standard action
Range: melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You wrap your blade in psionic energy, telepathically amplifying the pain of the blow. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or take become overwhelmed with agonizing pain, taking a –2 penalty on attack rolls, ability checks, and skill checks for one round. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the penalty inflicted by this strike increases by –1.
• If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

Flash of Insight

Discipline: Sleeping Goddess (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30′
Target: One or two allies
Duration: Instantaneous

DESCRIPTION

You turn a sudden burst of inspiration into strength for your allies, sharing your power to give them an edge in battle and help them shrug off their wounds. You can activate this boost after making a successful attack or combat maneuver check. One ally within 30 feet gains another saving throw against a non-instantaneous effect that allows a saving throw affecting them. This saving throw has the same DC as the original save. If your ally succeeds, the effect ends. The ally does not suffer any additional effects for failing the save (such as a poison’s damage). You cannot grant an ally more than one additional save against a given effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, your ally gains a +1 insight bonus on their saving throw.
• If you expend your psionic focus while initiating this boost, this boost instead affects up to two allies within 30 feet.

Harmony-Shattering Strike

Discipline: Sleeping Goddess (Strike); Level: 1
Initiation Action: 1 standard action
Range: melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You strike at both your enemy’s body and his spirit, creating a destructive link between them and your allies. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or for one round, any attacks from your allies against the target deal an additional 1d6 points of damage. Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the additional damage your allies deal to the target increases by 1d6.
• If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

Unbroken Stride

Discipline: Sleeping Goddess (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

With careful steps and focused psionic power, you can slightly shift how you interact with the world, moving over liquids as if they were solid, sprinting along walls, and even walking through the air. While you maintain this stance, you can walk and stand on liquids and other unfirm surfaces as if they were solid ground. You can move at your normal speed, but you cannot run on such a surface. This stance does not protect you from any negative effects that the surface might carry, such as the heat of lava or the stickiness of a spider’s web. At initiator level 5th, you gain the ability to move along walls and ceilings as if under the effect of a spider climb spell while you maintain this stance, except that you do not need to use your hands to climb and can fight normally. At initiator level 10th, you can walk through the air as if it were solid ground, gaining a fly speed equal to your land speed with good maneuverability while you maintain this stance. However, while flying in such a way, you cannot hover. At initiator level 15th, your maneuverability when flying in this way increases to perfect, and you can even stand still in midair, hovering as normal.

2nd Level

Adamant Will

Discipline: Sleeping Goddess (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal and 60′
Target: You and one ally
Duration: 1 round

DESCRIPTION

Though armor can be pierced and shields can be broken, your will remains a final bastion, and those who witness this resolution of mind can be inspired to cultivate it within themselves. You can initiate this counter in response to a melee or ranged attack being made against you. You gain a +4 insight bonus to your AC against that attack, potentially causing it to miss. In addition, one of your allies within 60 feet gains a +4 insight bonus to their AC against the next attack made against them for one round.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, the insight bonus to you and your ally’s AC increases by +1.
• For every 3 power points you spend, this counter lasts an additional round. If you augment this counter in this way, the bonus to your ally’s AC applies against every attack made against that ally during the duration, rather than only the next attack.

Fearless Faith

Discipline: Sleeping Goddess (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal or 60′
Target: You or one ally
Duration: Instantaneous

DESCRIPTION

You know that fear is as great an enemy as the foes in front of you, and through this knowledge and your faith in yourself, you can power through even the most terrifying situations. You can initiate this counter when you would become shaken, frightened, or panicked. You reduce the fear by one step (from panicked to frightened, frightened to shaken, or shaken to unafraid), and are treated as having successfully saved against the effect for the purposes of determining if you can be affected again.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the fear is reduced by an additional step.
• If you expend your psionic focus while initiating this counter, you can use it in response to an ally within 60 feet becoming shaken, frightened, or panicked. If you do, you apply the effects of this counter to that ally rather than yourself.

Mind-Revealing Strike

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 2
Initiation Action: 1 standard action
Range: melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You and your allies harry a foe, weakening its resolve and leaving it open to mental intrusion. Make an attack. If it hits, it deals an additional 1d6 points of damage, and the target must succeed at a Will save (DC 12 + your initiation modifier) or you become able to read their surface thoughts, as if by the read thoughts power, for a number of rounds equal to your initiation modifier. You do not need to concentrate on this ability to maintain it. Each time one of your allies successfully hits that creature while it is under the effect of this strike, the duration increases by one round, up to a maximum number of rounds equal to your initiator level.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• If you expend your psionic focus while initiating this strike, you may make a melee touch attack against the target rather than a normal attack. If it hits, it deals no damage, but you still can read their surface thoughts on a failed save.
• If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

Reactive Reversion

Discipline: Sleeping Goddess (Boost)[ teleportation]; Level: 2
Initiation Action: 1 swift action
Range: personal
Target: You
Duration: 1 round (see text)

DESCRIPTION

You create a spiritual waypoint tied to your mind and body, allowing you to return to it in an instant for a short time. When you initiate this boost, mark your current location. You may instead teleport back to the marked space as a free action, even if it isn’t your turn, any time during the next round. Using this ability ends this boost. If your former space is occupied, you are instead teleported to the nearest unoccupied space. If you use this ability to move out of the reach or range of an attack, the attack is negated.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the effect of this boost lasts an additional round.
• For every 2 power points you spend, you can teleport to the marked space one additional time before ending this boost.

Twofold Assault

Discipline: Sleeping Goddess (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You assault your opponent’s mind and body at the same instant, overwhelming them utterly with a single blow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage, and you can make a combat maneuver attempt against the target as a free action. This combat maneuver attempt does not provoke an attack of opportunity, and you use an Autohypnosis check in place of your combat maneuver check.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage.
• If you expend your psionic focus while initiating this strike, you can make a second combat maneuver attempt against the target as a free action, using an Autohypnosis check in place of your combat maneuver check.

3rd Level

Chains of Doubt

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 3
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You deliver a psionically-charged blow directly to your enemy’s willpower and ability to press onwards, dragging them down with crushing doubt and despair. Make an attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the target must succeed at a Will save (DC 13 + your initiation modifier) or become nauseated for one round.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• If you expend your psionic focus while initiating this strike, one of the target’s allies within 60 feet of your choice also becomes nauseated for the same duration if the target fails its saving throw. The target’s ally does not receive a saving throw against this effect.

Grasp of the Goddess

Discipline: Sleeping Goddess (Boost); Level: 3
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

For a brief moment, you transcend the limits of your physical form, striking beyond the reach of your weapons and reacting with a speed and grace you would not normally have. After initiating this boost, your melee reach increases by 5 feet for one round, and you can make one additional attack of opportunity this round. This extra attack of opportunity stacks with other effects that grant additional attacks of opportunity, such as the Combat Reflexes feat. In addition, at any time during this boost’s duration, you may expend your psionic focus as an immediate action to warp the world around you and move to any unoccupied space within your melee reach without provoking attacks of opportunity.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, you can make another additional attack of opportunity each round while under the effect of this boost.
• For every 3 power points you spend, the effect of this boost lasts an additional round.

Inexorable Embrace of Sleep

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 3
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

With a devastating psychic strike, you can render a foe’s higher mind catatonic, reducing him to the state of a sleepwalker. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Will save (DC 13 + your initiation modifier) or be forced into a dreamlike trance for three rounds. While in this trance, the target cannot activate spell-like or supernatural abilities, cast spells, manifest powers, or initiate maneuvers. Supernatural abilities that do not require an action or require only a free action to activate are unaffected, and spells and powers that the target is already concentrating on can be concentrated on as normal. The target may otherwise act normally, moving, attacking, and performing other actions as it sees fit.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it. However, the duration of the trance is reduced to one round rather than three.

Internal Dominion of the Sleeping Goddess

Discipline: Sleeping Goddess (Stance)[ mind-affecting]; Level: 3
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

The term “sleeping goddess” refers not to any tangible entity, but a state of being; by focusing your psionic might through the lens of true belief, you become something akin to a minor divine power whose realm lies within your physical form. Through this power, you can outright deny the world when it tries to exert such paltry concepts as “reality” on you. While you maintain this stance, you gain the following abilities:
• You can reroll a failed saving throw, taking the higher of the two rolls.
• You can force an opponent who has just hit you with an attack or succeeded at a combat maneuver check against you to reroll his attack roll or combat maneuver check and take the lower of the two rolls.
You may only use a single one of these abilities per round, and activating them is a free action that can be taken even if it isn’t your turn.

4th Level

Armory of the Sleeping Goddess

Discipline: Sleeping Goddess (Boost); Level: 4
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round/level

DESCRIPTION

Your immense force of will allows you to shape your ideals into a more powerful weapon than before. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a +3 melee weapon you are proficient with. Alternatively, you may create two soul’s blades, each taking the form of an identical +2 melee weapon you are proficient with. A soul’s blade created with this boost has hardness 15 and 30 hit points. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a single weapon special ability equivalent to up to +2 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

Puppet of the Goddess

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 4
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You take control of your foe’s perceptions, shutting them off from reality and substituting a false world of your choosing. Make an attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and the target must succeed at a Will save (DC 14 + your initiation modifier) or have one of its senses completely overridden for one round, as if you had manifested the false sensory input power on them. You do not need to concentrate on this ability to maintain it, although you cannot switch the sense you are falsifying with this strike.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• For every 3 power points you spend, the effect of this strike lasts an additional round.
• If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects the target possesses. Instead, a normally- immune target gains a +5 resistance bonus on its saving throw.

Reunion in Dreams

Discipline: Sleeping Goddess (Boost)[ teleportation]; Level: 4
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Close (25′ + 5’/2 levels)
Target: One willing creature
Duration: Instantaneous

DESCRIPTION

Your understanding of the world and your place in it grows, and allows you to reach out to others and bring them under your protection even over great distances. When you initiate this boost, you teleport one willing creature that you can see within close range (25 feet + 5 feet per 2 initiator levels) to an unoccupied square adjacent to you. If there are no unoccupied adjacent squares for the creature to appear in, this boost has no effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, you can teleport an additional willing creature within close range to an adjacent square.
• If you expend your psionic focus while initiating this boost, you may teleport yourself to an unoccupied square adjacent to a willing creature within close range before resolving the other effects of this boost. Measure the range of this boost from and teleport targets to unoccupied squares adjacent to your new position.

Traumatic Reversal

Discipline: Sleeping Goddess (Counter)[ mind-affecting]; Level: 4
Prerequisites: One Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: self and one opponent
Duration: Instantaneous

DESCRIPTION

Just as a warrior with a superior weapon may try to sunder an attacker’s blade, you are able to shatter your foe’s mind in order to defend yourself, creating a momentary psionic link along which the effects of their attack are shared. You can activate this counter when you take damage from an attack or effect originating from an opponent. You take only half damage from the attack or effect, although any other effects are resolved normally. In addition, the opponent that damaged you must succeed at a Will save (DC 14 + your initiation modifier) or take damage equal to half the damage they would have dealt.
Augment: You can augment this maneuver in one or more of the following ways:
• If you spend 6 power points, you take no damage from the attack, and the opponent that damaged you takes the full amount of damage they dealt to you on a failed saving throw.
• If you expend your psionic focus while initiating this counter, you can use it in response to an attack or effect damaging an ally within 60 feet. If you do, you apply the effects of this counter to that ally and the opponent that damaged that ally rather than yourself.

5th Level

Inarguable Presence of the Sleeping Goddess

Discipline: Sleeping Goddess (Stance); Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your psionic might and the strength of your belief exert an immense pressure on the minds of your foes merely by being near them. You are a fact, and your power will not be denied. While you maintain this stance, your maneuvers and other abilities treat creatures that are normally immune to mind-affecting effects as if they were not immune. Such creatures gain a +5 resistance bonus on saving throws against your mind-affecting effects, rather than ignoring them outright. In addition, attacks made against you suffer a 20% miss chance.

Reshape the Sculpted Mind

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

Your intimate acquaintance with the nature of the mind allows you to strike it where it’s most vulnerable. Make an attack. If it hits, it deals weapon damage as normal plus an additional 1d4 points of Intelligence, Wisdom, or Charisma damage (your choice), and the target must succeed at a Will save (DC 15 + your initiation modifier) or be affected by one of the following effects, depending on the type of ability damage selected. A target that is immune to ability damage still suffers this additional effect.
Intelligence: The target’s ability to express its thoughts is dampened, causing it to be unable to communicate with others, even by telepathy, for a number of rounds equal to the Intelligence damage dealt by this strike. The target can still hear others, but anything it says or tries to convey nonverbally is completely unintelligible, even to a creature under the effect of a tongues spell or similar effect. Spells that require verbal components suffer a 50% chance of failure while the target is affected by this strike.
Wisdom: The target loses its grasp on reality, causing it to become confused for a number of rounds equal to the Wisdom damage dealt by this strike.
Charisma: The target’s confidence and ability to believe in itself is shattered, causing it to become frightened for a number of rounds equal to the Charisma damage dealt by this strike. At the end of each of the target’s turns while it is frightened, it can attempt another save to end this effect. This use of this strike is considered a fear effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the ability damage dealt by this strike increases by one.
• If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects or fear effects the target possesses. Instead, a normally-immune target gains a +5 resistance bonus on its saving throw.

Reverberation of Defeat

Discipline: Sleeping Goddess (Boost); Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: 30′
Target: One or more creatures
Duration: Instantaneous

DESCRIPTION

As you destroy one foe, his allies feel the weight of his failure, the pain, fear, and feeling of utter defeat cascading down the ties of friendship or belief. You can activate this boost when you reduce an opponent to 0 or lower hit points. Each of that opponent’s allies within 30 feet must succeed at a Will save (DC 15 + your initiation modifier) or become shaken and sickened for a number of rounds equal to your initiation modifier.

The Ties that Bind

Discipline: Sleeping Goddess (Strike); Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

With a psionically-empowered strike, you stab through an enemy’s physical form and attack their spirit and those tied to it. In the minds of your targets, the world warps, keeping them from fighting or moving effectively. Make an attack. If it hits, it deals weapon damage as normal plus an additional 5d6 points of damage, and the target must succeed at a Will save (DC 15 + your initiation modifier) or it and one of the target’s allies within 60 feet of your choice become entangled for a number of rounds equal to your initiation modifier. The target’s ally does not receive a saving throw against this effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• For every 3 power points you spend, you may select an additional one of the target’s allies to entangle if the target fails its saving throw.
• If you expend your psionic focus while initiating this strike, the target and its affected allies also become nauseated for one round on a failed saving throw.

6th Level

Convert Intrusion

Discipline: Sleeping Goddess (Counter); Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 30′
Target: Self
Duration: 1 round

DESCRIPTION

With a practiced flourish of your weapon and a surge of spiritual might, you tear magic asunder and redirect its power to assist your allies. You can initiate this counter when in response to being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. Make an Autohypnosis check with a DC of 11 + the effect’s caster or manifester level. If you succeed, the effect is negated, and all allies within 30 feet of you gain a competence bonus on saving throws equal to 1/2 your initiation modifier for one round.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the bonuses granted by this counter last an additional round.
• If you expend your psionic focus while initiating this counter, you can use it in response to an ally within 60 feet being targeted by or within the area of a power, psi-like ability, spell, or spell-like ability. If you do, make an Autohypnosis check as normal, then apply the effects of this counter to that ally rather than yourself. Your allies within 30 feet of that ally gain the bonus on saving throws from this counter.

Dreaming Nomad Strike

Discipline: Sleeping Goddess (Strike)[ teleportation]; Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 50′
Target: One or more creatures
Duration: Instantaneous

DESCRIPTION

You force reality around you to become dreamlike, eschewing the restrictions of distance and becoming a whirlwind of strikes flowing across the battlefield without needing to take a single step. When you initiate this strike, you may teleport to any space within 50 feet from which you could make a melee attack against an opponent. After you teleport, make a melee attack against that opponent. If it hits, it deals weapon damage as normal, and you can repeat this process, teleporting to a space within 50 feet of your new location. The maximum number of attacks you can make in this way is equal to one plus an additional attack for every four initiator levels you possess, and each attack is made at your highest attack bonus. You cannot attack an individual creature more than once during this strike.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the distance you can teleport before each attack increases by 10 feet.
• For every 2 power points you spend, the maximum number of attacks you can make with this strike is increased by one.
• If you expend your psionic focus while initiating this strike, you may teleport to any open space within 50 feet at the conclusion of this strike, whether or not the strike ended because you missed an attack or because you made all possible attacks.

Overpowering Optimism

Discipline: Sleeping Goddess (Boost); Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 3 rounds

DESCRIPTION

Your faith in yourself allows you to press the advantage further than most—by believing you can succeed, you change yourself into someone who will. When you initiate this boost, you instantly regain your psionic focus. In addition, you may augment a maneuver you initiate within the next three rounds without spending power points, gaining the benefits of the maneuver as if you had spent the maximum number of power points you could spend on that maneuver. You may not spend additional power points when augmenting a maneuver in this way, nor does this maneuver allow you to spend more power points than you would normally be allowed to.

Unavoidable Gaze of the Sleeping Goddess

Discipline: Sleeping Goddess (Stance); Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You open your senses, gaining perfect awareness of the world around you with your enhanced perception. While you maintain this stance, you gain a bonus on initiative checks equal to your initiation modifier. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. You also ignore miss chances granted by concealment, darkness, and invisibility, although you still must have line of effect to a creature or an object to discern it. In addition, you can expend your psionic focus as a move action to pierce creatures’ minds as easily as your senses pierce darkness. For a number of rounds equal to your initiation modifier after activating this ability, you can read the surface thoughts of all creatures within 60 feet as if you had manifested the read thoughts power. A creature can make a Will save (DC 16 + your initiation modifier) to keep you from reading their thoughts. A creature that successfully saves against this effect is immune to having its surface thoughts read by this stance for 24 hours. You do not need to concentrate on this ability to maintain it. This use of this stance is considered a mind-affecting effect.

Strike of Transfixed Awe

Discipline: Sleeping Goddess (Strike); Level: 6
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

Your strike momentarily alters the flow of magic around your opponent, viciously rending power from their mind. Make an attack. If it hits, it deals weapon damage as normal plus an additional 6d6 points of damage, and the target must succeed at a Will save (DC 16 + your initiation modifier) or become stunned for one round. In addition, if the target fails its save, you learn their caster level or manifester level (if any) and the target loses their highest level unexpended spell slot as if they had cast it (chosen at random) and power points equal to their manifester level. A target that cannot cast spells or does not possess power points is unaffected by this additional effect.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.

7th Level

Perfect Distillation of the Soul

Discipline: Sleeping Goddess (Boost); Level: 7
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round/level

DESCRIPTION

Your soul’s blade is unparalleled in form, shining as a beacon of your will and ideals, and carving through your foes as well as even the most powerful magic weapons. When you initiate this boost, a soul’s blade appears in your hands, taking the form of a +5 melee weapon you are proficient with. Alternatively, you may create two soul’s blades, each taking the form of an identical +4 melee weapons you are proficient with. A soul’s blade created with this boost has hardness 20 and 50 hit points. The blade lasts a number of rounds equal to your initiator level before vanishing. If you throw your soul’s blade or otherwise relinquish your grip on it (such as by being disarmed), it dissipates after one round. You can have multiple soul’s blades created at once if you initiate this boost or other boosts that create a soul’s blade multiple times, although only as many as you can wield. If you are currently wielding a mind blade or equivalent weapon (such as a deadly fist’s empowered strikes, a psychic armory’s panoply of blades, or a soulbolt’s mind bolt), you can choose to amplify it instead of this boost’s normal effects. Until the start of your next turn, all such weapons you wield (including those created after initiating this boost) gain the benefit of a single weapon special ability equivalent to up to +3 enhancement bonus. This ability must be chosen from the list of weapon special abilities you can normally place on your mind blade (see the enhanced mind blade class feature in Chapter 3 of Ultimate Psionics).

Pierce the Soul

Discipline: Sleeping Goddess (Strike); Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

You deliver a deadly blow to an enemy with a familiar or similar bond, striking through the mystic ties between master and servant. Make an attack. If it hits, it deals weapon damage as normal plus an additional 7d6 points of damage. If your target is an animal companion, eidolon, familiar, psicrystal, or similar creature with a telepathic or empathic link to another creature (including creatures within a collective or under the effect of a mindlink power or telepathic bond spell, although not including creatures communicating with the telepathy ability), you can choose to deal this attack’s damage to the creature that your target is linked to. The target can make a Will save (DC 17 + your initiation modifier) to negate this transfer of damage; if it succeeds, it takes the strike’s damage as normal. The linked creature does not receive a saving throw against this effect. You automatically know whether or not the target is such a creature when this strike hits, although you do not learn the identity of the creature linked to it. If the target is linked to multiple other creatures, then the damage is transferred to one of them at random. This strike can transfer damage across any distance, although it cannot damage a creature on another plane of existence from the target.

Augment: You can augment this maneuver in one or more of the following ways:

• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.

• If you expend your psionic focus while initiating this strike, you deal damage to both the target and the linked creature. The target may still make a Will save to negate the damage being dealt to that creature.

Soul-Crushing Mien

Discipline: Sleeping Goddess (Counter)[ mind-affecting]; Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

Your resolution proves dangerous, and able to damage minds that even slightly contact your own. You can initiate this maneuver when you are targeted or otherwise affected by an effect that requires a Will save. You gain a +4 bonus on that saving throw, and if you succeed, the originator of the effect becomes stunned for one round.
Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the bonus on your Will save increases by +1.
• If you expend your psionic focus while initiating this counter, the originator of the effect is dazed for one round if you succeed on your Will save, rather than stunned. The creature still drops held items, takes a –2 penalty to its AC, and loses its Dexterity bonus to its AC (if any) as if it were stunned.

8th Level

Indomitable Idealism

Discipline: Sleeping Goddess (Counter); Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 100′
Target: Self
Duration: Instantaneous

DESCRIPTION

An idea cannot be killed as long as it still inhabits a mind. As a master of the Sleeping Goddess discipline, you have the ability to use this fact to your advantage, channeling overwhelming psionic power through yourself for a brief moment in order to become a living embodiment of your ideals and beliefs. You can initiate this counter when you would be killed or knocked unconscious, either through damage reducing you to 0 or fewer hit points or by an effect that kills you outright (such as a death effect or a vorpal weapon). You do not take the damage or are completely unaffected by the effect, and may move to a space adjacent to any creature within 100 feet that has seen you or otherwise knows who you are. This movement does not provoke attacks of opportunity, nor does it require line of sight or line of effect, although you must be aware that the creature in question is in range. To observers, you seem to vanish and reappear next to the creature, folding out of space and becoming to all eyes a near-flawless, ideal version of yourself for a few seconds before returning to your normal appearance.

Self Beyond the Self

Discipline: Sleeping Goddess (Strike)[ compulsion, mind-affecting]; Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

With your studied understanding of the mind and its motivations, beliefs, and ideals, you can temporarily subvert the spirit of a foe, briefly making them into a staunch ally. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 18 + your initiation modifier) or fall under your complete control for one round, as if you had manifested a Geth’s mind control power on them, although it can affect any creature type, not just humanoids.
Augment: You can augment this maneuver in one or more of the following ways:
• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, the save DC of this strike increases by +1.
• If you spend 6 power points, the target is controlled for an additional round.
• If you expend your psionic focus while initiating this strike, you ignore any immunity to mind-affecting effects the target possesses. Instead, a normally- immune target gains a +5 resistance bonus on its saving throw.

Unimpeachable Authority of the Sleeping Goddess

Discipline: Sleeping Goddess (Stance)[ fear, mind-affecting]; Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You focus your spirit and belief, becoming a terrible and awe-inspiring sight; the world around you pales in comparison to your reality, and those who meet your eyes can feel your presence boring into their very soul. You may enter and maintain this stance even if you are immune to mind-affecting effects or fear effects. While you maintain this stance, opponents within 60 feet of you become shaken. This stance cannot create a stronger fear condition if an opponent is already shaken; affected opponents merely remain shaken while they remain within 60 feet of you (although other fear effects can do so as normal). In addition, a move action, you can turn your attention to an opponent within 60 feet that can see or otherwise perceive you. That opponent must succeed at a Will save (DC 18 + your initiation modifier) or become panicked for one round. If you expend your psionic focus as part of using this ability, you ignore any immunity to mind-affecting or fear effects possessed by the target. Instead, a normally-immune target gains a +5 resistance bonus on its saving throw.

9th Level

Immortal Truths of the Sleeping Goddess

Discipline: Sleeping Goddess (Strike)[ mind-affecting]; Level: 9
Prerequisites: Four Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous

DESCRIPTION

Standing at the pinnacle of the Sleeping Goddess discipline’s students, you have the ability to share your beliefs in a way that no others can. By making contact with your opponent’s mind and soul, you can open a dialogue, communicating your respective ideals instantaneously and debating their merits. Make an attack. If it hits, it deals an additional 10d6 points of damage. If this damage would reduce the target to 0 or fewer hit points, you can attempt to convert them to your way of thinking, clashing beliefs in a brief moment of spiritual contact. If you do, you and the target make an opposed ability check, with you using your initiation modifier and the target using its Charisma modifier. If the target succeeds, they take damage as normal, potentially killing them or knocking them unconscious. If you succeed, the target is instead reduced to 1 hit point, and their attitude towards you and your allies changes to helpful. This is not a compulsion, nor is it forcing the target to follow your orders, but rather the result of a spiritual conversation that took place in the instant of the strike. The target now understands your beliefs and ideals and either believes in them as well or respects your belief enough to be unwilling to oppose you. Regardless of whether or not the target succeeds on their check, you gain a deep understanding of their own beliefs and ideals. While you have this maneuver readied and unexpended, you automatically know the current hit point total of each creature within your melee reach.
Augment: You can augment this maneuver in one or more of the following ways:

• For every power point you spend, this strike deals an additional 1d6 points of damage. For every 2d6 you increase the damage by, you gain a +1 bonus on your ability check.
• If you expend your psionic focus while initiating this strike, you ignore any immunity to mind- affecting effects the target possesses.

Section 15: Copyright Notice

Path of War – Expanded, © 2016, Dreamscarred Press.

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