TEXT: 1
  I 
  have always been a big fan of psionics. Some of 
  my first professional, paid projects were articles 
  about psionics for previous editions of the rules (in 
  a magazine with a name that rhymes with Flagon). My 
  decade-long home campaign had numerous psionic 
  groups and characters, and I continued to allow such 
  characters in the more recent OGL games I ran. With the 
  advent of the Pathfinder Roleplaying Game Core Rulebook, 
  however, psionics suddenly seemed out of kilter with 
  the new rules. Although they were close enough that 
  I could use them, I saw a disconnect between the old 
  psionics rules and the new game. The amount of work 
  required to bring them fully in line with what I was now 
  playing seemed insurmountable. I feared my beloved 
  psionics might be gone for good.
  Then, 
  Dreamscarred 
  Press 
  released 
  Psionics 
  Unleashed Core Psionics System. The rulebook takes the 
  old psionics rules, and brings them fully in line with the 
  new game. Characters from psions to soulblades are as 
  good as new, maybe better, and can stand side-by-side 
  with rogues, wizards, paladins, witches, and inquisitors 
  as viable options for player and GM alike. Psionics 
  Unleashed is clearly one of the best examples of the OGL 
  in use, taking rules and ideas that already existed and 
  putting a new spin (and a lot of hard work) into them to 
  create something new.
  Of course, any new rules set can use even more 
  options! As we do with many subjects, Super Genius 
  Games plans to explore and expand the existing psionics 
  rules, starting with this product. We want to do this both 
  because they are excellent rules and because they have 
  a broad community already adapting them. We plan for 
  all our psionics-related products to build off the rules 
  from Psionics Unleashed, and we thank Dreamscarred 
  Press for allowing us to indicate that compatibility with 
  the Psionics Unleashed Compatibility Logo.
  
  2
  Using Psionics
  You can use psionics in a campaign in many 
  ways, and we’ve made an effort to make this 
  product compatible with most of them. The 
  easiest option, of course, is to allow psionic 
  classes and powers in their totality, often as a 
  rare element of a campaign world, or one that 
  originates in far-off lands. You can also choose 
  to bring only elements of the psionics rules into 
  a game, and this option is popular with groups 
  that like new feats and items, but feel psionics 
  are too science-fiction oriented to fit comfortably 
  in their fantasy campaigns.
  A more drastic option is to allow all the 
  psionics rules, but you could rebrand them as 
  just another form of magic (again, possibly a rare 
  and foreign magic). The easiest way to do this is 
  to replace names with a strong “psionics” feel 
  to them with more traditional fantasy names. 
  For example, the psion becomes the mage, the 
  psychic warrior becomes the knight-mage, and 
  the soulknife becomes the mageblade. You 
  can use similar search and replace options for 
  the psionic disciplines (clairaudience becomes 
  farseeing, metacreativity becomes invocation, 
  psychokinesis 
  becomes 
  elementalism, 
  psychometabolism becomes flesh shaping, 
  psychoportation becomes portal magic, and 
  telepathy becomes mind reading), items (dorjes 
  become wands), and even individual powers. 
  Although this can take a fair amount of work, 
  the end result is a flexible, balanced form of 
  magic that can act more like magic in most 
  fantasy fiction that the standard spellcaster 
  options.
  Many of the psionic feats presented in 
  this product are designed to be useful to 
  classes that aren’t traditionally psionic and 
  are developed with the assumption that 
  characters using these other classes might 
  want to gain a little psionic ability with the 
  Wild Talent feat. You can use the feats easily 
  in many styles of game or when the psionic 
  focus mechanic is replaced with something 
  less mental and more magical. An example 
  of such an option, the Mystic Focus feat, is 
  presented below as a rules alternative so 
  that characters can access many feats in this 
  product without being psionic.
  Mystic Focus
  You can harness your personal magic 
  energy into a tight focus.
  Benefit: You can establish, maintain, 
  and expend your mystic focus. Gaining 
  mystic focus requires a full-round action 
  that provokes attacks of opportunity. Once 
  you are mystically focused, you remain 
  focused until you expend your focus, 
  become unconscious, or go to sleep (or enter 
  a meditative trance in cases of races who do 
  not sleep). You can use your mystic focus 
  in place of a psionic focus for any feat you 
  have that requires you to maintain and/or 
  expend a psionic focus.
  Psionic Feats
  Psionic feats are available only to 
  characters with a reservoir of psionic power 
  and those with the ability to manifest psi-
  like powers. Psionic feats are supernatural 
  abilities, and as such they cannot be 
  disrupted in combat (as powers can be) 
  and generally do not provoke attacks 
  of opportunity (except as noted in their 
  descriptions). Many psionic feats can be 
  used only when you are psionically focused; 
  others require you to expend your psionic 
  focus to gain their benefit. Expending your 
  psionic focus does not require an action; 
  it is part of another action (such as using 
  a feat). When you expend your psionic 
  focus, it applies only to the action for which 
  you expended it. For more information on 
  psionic focus, and how it interacts with 
  psionic feats, see Psionic Focus in Chapter 
  3: Skills and Feats of Psionics Unleashed.
  Mantra Feats
  Manifesting a psionic power does not 
  require 
  any 
  vocalization—manifesting 
  powers have no equivalent to the verbal 
  components for which spells often call. 
  However, just because psionic powers 
  don’t 
  require 
  verbalization 
  does 
  not 
  mean intonations cannot assist someone 
  manifesting 
  a 
  power. 
  Many 
  psionic 
  traditions are associated closely with 
  esoteric philosophies that use mantras, short 
  phrases that can be repeated ritualistically, to 
  achieve transformative mental states. With 
  practice and training, such transformative 
  mental states can augment an aspect of 
  the user’s psionic powers. Each mantra 
  feat represents mastery of a single psionic 
  mantra technique.
  Using mantra feats follow the same 
  limitations as verbal components for spells: 
  A silenced or mute manifester cannot use 
  mantra feats, and a deaf manifester is 20% 
  likely to speak a mantra incorrectly and not 
  
  3
  table 1: Feats
  Feat
  Prerequisites
  Benefit
  Boundless Mind
  Wis 13
  Use a mantra to increase your powers’ effectiveness.
  Deep Focus
  Skill Focus (autohypnosis)
  Gain a second psionic focus.
  Endless Mind
  Wis 13
  Use a mantra to increase your powers’ duration.
  Higher Consciousness
  Wis 13
  Use a mantra to increase how many points you can spend on a power.
  Infinite Mind
  Wis 13
  Use a mantra to increase your powers’ range.
  Instinctive Power
  Level 5
  Gain two powers known at –4 manifester level.
  Intuitive Leap
  —
  Expend psionic focus for a bonus to a skill check.
  Oneness
  Level 4
  Increase your manifester level to compensate for nonpsionic class levels.
  Power of Surprise
  Dex 13
  Use a mantra to make your powers more effective against flat-footed targets.
  Psijinx
  Hex class feature, at least one metapsionic feat
  Augment your witch’s hexes with metapsionic feats.
  Psionic Bull Rush
  Improved Bull Rush
  Use psionic focus to damage bull rushed foes.
  Psionic Channel 
  Improved Channel, channel energy class feature
  Use psionic power points to augment your channel energy.
  Psionic Counterspell 
  Improved Counterspell
  Use psionic focus to damage counterspelled foes.
  Psionic Critical 
  Improved Critical
  Use psionic focus to deal additional damage on a critical hit.
  Psionic Disarm
  Improved Disarm
  Use psionic focus to damage disarmed foes.
  Psionic Familiar
  Improved Familiar, familiar class feature
  Grant your familiar bonuses with your psionic focus.
  Psionic Fortitude
  Great Fortitude, Improved Great Fortitude
  Use psionic focus to delay the effect of a failed saving throw.
  Psionic Grapple
  Improved Grapple
  Use psionic focus to move targets you successfully grapple.
  Psionic Initiative
  Improved Initiative
  Use psionic focus to gain a +6 bonus to initiative checks.
  Psionic Overrun
  Str 13, Improved Overrun, Power Attack, base attack bonus +1
  Use psionic focus to damage overrun foes.
  Psionic Precise Shot
  Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +11
  Use psionic focus to shoot through barriers.
  Psionic Reflexes
  Improved Lightning Reflexes, Lightning Reflexes
  Use psionic focus to delay the effect of a failed saving throw.
  Psionic Shield Bash
  Improved Shield Bash, Shield Proficiency
  Use psionic focus to rattle targets of a shield bash.
  Psionic Sunder
  Str 13, Improved Sunder, Power Attack, base attack bonus +1
  Use psionic focus to damage the target of a sunder.
  Psionic Trip
  Int 13, Combat Expertise, Improved Trip
  Use psionic focus to damage the target of a trip.
  Psionic Unarmed Strike
  Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist
  Use psionic focus to punch through barriers.
  Psionic Will
  Improved Iron Will, Iron Will
  Use psionic focus to delay the effect of a failed saving throw.
  Psychic Bond
  Autohypnosis as class skill, Wis 13
  Bond with one item, gaining luck bonuses with it.
  Sensitive
  —
  Gain a sixth sense about magic and psionics.
  Speed of Thought
  —
  Use psionic focus to gain actions in the surprise round.
  Summon Intellect Flayers
  Spell Focus (conjuration) or Psionic Endowment
  Summoned or created allies gain psionic feats.
  Yliaster Bomb
  Bomb class feature
  Use bombs to deliver psionic powers.
  Yliaster Draught
  Extract class feature
  Drink extracts to regain power points.
  Wild Power
  —
  Manifest your power in a surge of chaotic energy.
  Wild Talent
  —
  Your latent psionic ability flares to life.
  Metapsionic powers
  Legion Power
  —
  Increase how many targets your power effects.
  
  4
  gain the benefit of any mantra feat. Note 
  that inability to use a mantra feat does not 
  prevent the manifester from using a psionic 
  power. A psion trying to use the Boundless 
  Mind feat while deafened has a 20% chance 
  to pronounce the mantra incorrectly, but that 
  does not prevent him from manifesting his 
  power normally even if he fails the mantra. 
  It would only prevent him from gaining the 
  benefit of the Boundless Mind mantra feat. 
  When in doubt as to whether a character can 
  use a mantra feat, use the same ruling you 
  would regarding verbal spell components.
  Feat DescriPtions
  Boundless Mind [Mantra, psionic]
  You use a mantra to open your mind to 
  the idea of having no limits, expanding the 
  power of your psionic powers.
  Prerequisite: Wis 13.
  Benefit: As a move action, you can use 
  a mantra to expand your mind. Until the 
  beginning of your next turn, all variable, 
  numeric effects of any psionic power you 
  use (other than its range, area, number 
  of targets, or duration) are calculated as 
  if your manifester level was four higher. 
  For example, a 15th-level nomad using 
  the banish power could normally banish a 
  maximum of 30 HD of creatures, but using 
  the Bondless Mind feat he could banish up 
  to 38 HD of creatures.
  This feat has no effect on how many 
  power points you can spend on the power. 
  It affects only the power’s calculations that 
  are based on your manifester level, not 
  including those for duration, range, area, 
  and number of targets.
  deep Focus [psionic]
  You have learned to create a deep 
  psionic focus—a place of special calm and 
  concentration in your subconscious mind.
  Prerequisite: Skill Focus (autohypnosis).
  Benefit: At any time when you need to 
  expend your psionic focus, you can expend 
  your deep psionic focus instead. However, 
  maintaining your deep psionic focus does 
  not qualify as maintaining focus for the use 
  of feats, abilities, or powers. Once expended, 
  it requires an hour of uninterrupted 
  meditation to renew your deep psionic 
  focus.
  endless Mind [Mantra, psionic]
  You use a mantra to open your mind to 
  the concept of endlessness, expanding the 
  duration of your psionic powers.
  Prerequisite: Wis 13.
  Benefit: As a move action you can use 
  a mantra to expand your mind. Until the 
  beginning of your next turn, the duration of 
  any psionic power you use is calculated as if 
  your manifester level was four higher. This 
  has no effect on how many power points 
  you can spend on the power, only on the 
  calculations for duration that are based on 
  your manifester level.
  HigHer consciousness 
  [Mantra, psionic]
  By focusing your mental energy with 
  ritualistic intonations and practiced hand 
  movements, you raise your psionic power 
  to a higher level of power.
  Prerequisite: Wis 13.
  Benefit: As a move action, you can 
  increase your manifester level by +1 for 
  
  5
  purposes 
  of 
  determining 
  how 
  many 
  power points you can spend to augment a 
  psionic power. This does not increase your 
  manifester level for any other manifester 
  level-dependent effects, such as range, 
  duration, or the ability to overcome power 
  resistance.
   
  Normal: You cannot spend more power 
  points on a psionic power than your 
  manifester level.
  inFinite Mind [Mantra, psionic]
  You use a mantra to open your mind to 
  the concept of infinity, expanding the scope 
  of your psionic powers.
  Prerequisite: Wis 13.
  Benefit: As a move action, you can use 
  a mantra to expand your mind. Until the 
  beginning of your next turn, the range, area, 
  and number of targets of any psionic power 
  you use are calculated as if your manifester 
  level was four higher. This has no effect on 
  how many power points you can spend 
  on the power, only on the calculations for 
  range, area, and number of targets that are 
  based on your manifester level.
  instinctive power [psionic]
  You gain new powers, but lack full 
  control over them.
  Prerequisite: Character level 5.
  Benefit: Add to your powers known 
  two additional powers of any level up to 
  half your character level –2. If you already 
  have five or more levels in a class that grants 
  you a manifester level, you can choose any 
  powers, including powers from another 
  discipline’s list or even from another class’s 
  list, even if that power is already on your 
  class’s power list. Your manifester level for 
  these powers is four lower than your true 
  manifester level. 
  If you do not already have five or more 
  levels in a class that grants you a manifester 
  level, you must choose both powers from 
  a single class’s powers list. You gain a 
  manifester level equal to your character 
  level –4.
  Special: You can gain this feat multiple 
  times. Each time, you learn two new powers 
  at any level up to two less than the highest-
  level power you can manifest, with a 
  manifester level four lower than your true 
  manifester level.
  intuitive leap [psionic]
  You can use your instincts to aid you 
  with a single skill.
  Benefit: Select one skill. When making 
  a skill check for this skill, you can expend 
  your psionic focus to gain a +3 enhancement 
  bonus to the skill check. You cannot regain 
  your psionic focus for a period of time equal 
  to the time required for the skill check. 
  Although many skill checks take a single 
  action, allowing you to regain your psionic 
  focus on your next turn, some skill checks 
  represent considerably longer periods of 
  time. Using this feat to boost a Craft check 
  representing 8 hours of work, for example, 
  would prevent you from regaining your 
  psionic focus for 8 hours. Similarly, if you 
  take 20 on a skill check and use this feat, 
  you might not be able to regain your psionic 
  focus for several minutes.
  legion power [Metapsionic]
  You can manifest powers that affect 
  additional targets.
  Benefit: To use this feat, you must expend 
  your psionic focus. You can alter a power with 
  a defined number of targets (as opposed to an 
  area or effect) to affect 1d3 additional targets. 
  All targets must match the target type required 
  by the power (if the power normally affects one 
  living target, with this feat it can affect 1d3+1 
  living targets). Powers that affect you as a 
  target are still restricted to only affecting you, 
  and thus normally gain no benefit from this 
  feat. Using this feat increases the power point 
  cost of the power by 5. The power’s total cost 
  cannot exceed your manifester level.
  oneness [psionic]
  Having learned all things are part of a single 
  greater thing, you have learned to apply your 
  experiences outside mental studies to boost 
  your mental power.
  Prerequisite: Character level 4.
  Benefit: You increase your manifester level 
  by +2, to a maximum of two less than your 
  character level. This feat is normally taken by 
  characters who have multiclassed between 
  psionic and nonpsionic classes, to prevent their 
  manifester level from falling too short of their 
  character level.
  Special: You can take this feat more than 
  once. Each time you take it, it increases your 
  manifester level by +2, but your manifester 
  level can never exceed a value of your character 
  level –2.
  
  6
  power oF surprise 
  [Mantra, psionic]
  You can concentrate your psionic powers 
  to overwhelm an unprepared target.
  Prerequisite: Dex 13.
  Benefit: As a move action, you can 
  concentrate your psionic powers so they 
  are more effective against flat-footed 
  targets. This focus lasts for 1 minute, after 
  which you must take another move action 
  to concentrate your powers again. While 
  this feat is active, flat-footed targets take a 
  –2 penalty to saving throws against your 
  psionic powers.
  psijinx
  You can augment your hexes with 
  psionic power.
  Prerequisites: Hex class feature, at least 
  one metapsionic feat.
  Benefit: You can augment your hexes 
  with metapsionic feats you know. You can 
  apply only one metapsionic feat to a specific 
  use of a hex, and you must pay the normal 
  power point cost of the metapsionic feat.
  psionic Bull rusH [psionic]
  You can use psionic energy to carry the 
  force of a bull rush through your foe.
  Prerequisite: Improved Bull Rush.
  Benefit: While maintaining psionic focus, 
  when you successfully perform a bull rush 
  combat maneuver, you also deal damage 
  equal to half your level to the creature bull 
  rushed.
  If you expend your psionic focus when 
  you successfully make a bull rush maneuver, 
  you can also knock the target of your bull 
  rush prone.
  psionic cHannel [psionic]
  You can augment your god’s powers 
  with your own.
  Prerequisites: 
  Improved 
  Channel, 
  channel energy class feature.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you channel energy, you can 
  expend 1 power point to add +1d6 your 
  channel energy dice.
  If you expend your psionic focus, you can 
  also use your channeled energy to both heal 
  and harm targets at the same time (healing 
  living creatures and harming undead if 
  channeling positive energy, healing undead 
  and harming living creatures if channeling 
  negative energy).
  psionic counterspell [psionic]
  You can use psionic energy to cause a 
  spell to feedback painfully into its caster.
  Prerequisite: Improved Counterspell.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you successfully perform a 
  counterspell action, you also deal damage 
  equal to half your level to the creature 
  casting the countered spell.
  If you expend your psionic focus, you 
  also prevent the creature casting the spell 
  you counterspelled from using the same 
  spell for 2d4 rounds.
  psionic critical [psionic]
  You can add psionic energy to a perfect 
  weapon strike.
   
  Prerequisite: Improved Critical.
   
  Benefit: While maintaining psionic focus, 
  when you successfully score a critical hit, 
  you deal +1d8 bonus damage. If you expend 
  your psionic focus, you deal an additional 
  +1d8 bonus damage.
  
  7
  psionic disarM [psionic]
  You can psionically carry your disarm 
  maneuver’s force through your foe.
  Prerequisite: Improved Disarm.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you successfully perform a 
  disarm combat maneuver, you also deal 
  damage equal to half your level to the 
  creature disarmed.
  If you expend your psionic focus when 
  you make a successful disarm combat 
  maneuver, you can also send the disarmed 
  object into any space of your choosing 
  within 25 ft. +5 ft./2 levels. If a creature is in 
  the selected space and has a hand free, it can 
  grab the disarmed object as an immediate 
  action.
  psionic FaMiliar [psionic]
  You have augmented your familiar’s 
  abilities with your own psionic energy.
  Prerequisites: 
  Improved 
  Familiar, 
  familiar class feature.
  Benefit: While you maintain psionic 
  focus, if your familiar is within 1 mile of you, 
  it gains a +1 bonus to its attack rolls, saving 
  throws, and skill checks. If your familiar 
  takes damage, you can expend your psionic 
  focus as an immediate action to halve the 
  damage it takes.
  psionic Fortitude [psionic]
  Mind over body.
  Prerequisites: Great Fortitude, Improved 
  Great Fortitude.
  Benefit: Whenever you fail a Fortitude 
  saving throw while you are maintaining 
  psionic focus, as an immediate action you 
  can delay the onset of one harmful condition 
  or affliction you were saving against (such 
  as paralyzed, stunned, and so on), including 
  permanent and instantaneous conditions. 
  Activating this feat delays the onset of the 
  condition until the end of your next turn, 
  after which time the condition takes its 
  normal effect. This feat has no effect on hit 
  point damage or ability damage.
   
  If you expend your psionic focus when 
  you make a Fortitude saving throw, you 
  gain a +4 bonus to the saving throw.
  psionic grapple [psionic]
  You can tap your psionic nature to gain a 
  telekinetic advantage over a foe.
  Prerequisite: Improved Grapple.
  Benefit: While maintaining psionic focus, 
  when you successfully perform a grapple 
  combat maneuver you can (as a swift action) 
  move the target of the maneuver up to 5 feet, 
  +5 feet for every four levels you possess. If 
  you are grappling a foe, you can use the 
  movement to keep the target adjacent to 
  you while you take movement of your own. 
  If you end your round with the grappled 
  target not adjacent to you, the grapple ends.
  If you spend your psionic focus when 
  you successfully perform a grapple combat 
  maneuver, you can take a single standard 
  action while grappled without suffering 
  the normal –4 penalty to Dexterity, –2 to 
  combat maneuver checks and attack rolls, 
  or concentration check to cast a spell or 
  manifest a power.
  psionic initiative [psionic]
  You can use your inner strength to burst 
  into action.
  Prerequisite: Improved Initiative.
  Benefit: Whenever you roll for initiative, 
  you can expend your psionic focus to gain a +6 
  bonus to your initiative check.
  psionic overrun [psionic]
  You can draw on your psionic power to 
  boost the power of an overrun attack.
  Prerequisites: Str 13, Improved Overrun, 
  Power Attack, base attack bonus +1.
  Benefit: While maintaining psionic focus, 
  when you successfully perform an overrun 
  combat maneuver, you also deal damage equal 
  to half your level to the creature you overrun.
  If you expend your psionic focus when 
  you perform a successful overrun combat 
  maneuver, you can also push your target up to 
  5 feet, +5 feet for every four levels you possess. 
  psionic precise sHot [psionic]
  Your ranged attacks sometimes bypass 
  barriers.
  Prerequisites: Dex 19, Improved Precise 
  Shot, Point-Blank Shot, Precise Shot, base attack 
  bonus +11.
  Benefits: To use this feat, you must expend 
  your psionic focus. You can attempt to make 
  a single ranged attack as a standard action 
  against a target that is sheltered behind a wall, 
  wall of force effect, or similar barrier. Your attack 
  briefly skips through the Astral Plane to bypass 
  the barrier. This does not grant you line of 
  sight, which requires you to make the attack 
  without being able to see the target or use 
  some other method of seeing the target (such as 
  clairaudience/clairvoyance).
  
  8
  psionic reFlexes [psionic]
  You can briefly hold entanglement at 
  bay through force of will.
  Prerequisites: 
  Improved 
  Lightning 
  Reflexes, Lightning Reflexes.
  Benefit:  Whenever you fail a Reflex 
  saving throw while you are maintaining 
  psionic focus, as an immediate action you 
  can delay the onset of one harmful condition 
  or affliction you were saving against (such 
  as entangled, grappled, pinned and so on), 
  including permanent and instantaneous 
  conditions. Activating this feat delays the 
  onset of the condition until the end of your 
  next turn, after which time the condition 
  takes its normal effect. This feat has no effect 
  on hit point damage or ability damage.
  If you expend your psionic focus when 
  you make a Reflex saving throw, you gain a 
  +4 bonus to the saving throw.
  psionic sHield BasH [psionic]
  Your shield bash attacks can strike both 
  the body and mind of a foe.
  Prerequisites: Improved Shield Bash, 
  Shield Proficiency.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you successfully strike a foe 
  with a shield bash attack, the foe must also 
  make a Will save (DC 10 + one-half your 
  base attack bonus + your Wisdom modifier) 
  or be shaken for 1 round. This is a mind-
  affecting fear effect.
  If you expend your psionic focus when 
  you make a shield bash, on a successfully 
  attack roll you can instead force the target 
  to make a Will saving throw or be stunned 
  for 1 round.
  psionic sunder [psionic]
  You can draw on your psionic power to 
  boost the power of a sunder attack.
  Prerequisites: Str 13, Improved Sunder, 
  Power Attack, base attack bonus +1.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you successfully perform a 
  sunder combat maneuver, you also deal 
  damage equal to half your level to the 
  creature holding the item sundered.
  If you expend your psionic focus when 
  you perform a successful sunder maneuver, 
  you ignore half the hardness of the object 
  you are sundering.
  psionic trip [psionic]
  You can draw on your psionic power to 
  boost the power of a trip attack.
  Prerequisites: Int 13, Combat Expertise, 
  Improved Trip.
  Benefit: 
  While 
  maintaining 
  psionic 
  focus, when you successfully perform a trip 
  combat maneuver, you also deal damage 
  equal to half your level to the creature 
  tripped.
  If you expend your psionic focus when 
  you perform a successful trip combat 
  maneuver, you can also throw your target 
  up to 5 feet, +5 feet for every four levels you 
  possess. 
  psionic unarMed strike [psionic]
  Your unarmed attacks sometimes bypass 
  barriers.
  Prerequisites: Dex 13, Wis 13, Improved 
  Unarmed Strike, Stunning Fist.
  Benefit:  To use this feat, you must 
  expend your psionic focus. You can attempt 
  to make a single unarmed melee attack as 
  
  9
  a standard action against a target that is 
  sheltered behind a wall, wall of force effect, 
  or similar barrier. Your attack briefly skips 
  through the Astral Plane to bypass the 
  barrier. This does not grant you line of sight 
  or extra reach, requiring you to make the 
  attack without being able to see the target or 
  use some other method of seeing the target 
  (such as clairaudience/clairvoyance) and be 
  within your normal reach for your unarmed 
  attack.
  psionic will [psionic]
  Your mind can stave off the mental 
  assaults of others, for a time.
  Prerequisites: Improved Iron Will, Iron 
  Will.
  Benefit: Whenever you fail a Will saving 
  throw while you are maintaining psionic 
  focus, as an immediate action you can delay 
  the onset of one harmful condition, affliction, 
  or mind-affecting effect you were saving 
  against (such as charm person, confusion, 
  panicked and so on), including permanent 
  and instantaneous conditions. Activating 
  this feat delays the onset of the condition 
  until the end of your next turn, after which 
  time the condition takes its normal effect. 
  This feat has no effect on hit point damage 
  or ability damage.
  If you expend your psionic focus when 
  you make a Will saving throw, you gain a +4 
  bonus to the saving throw.
  psycHic Bond [psionic]
  You can forge a mental link between 
  yourself and one object.
  Prerequisites: Autohypnosis as class skill, 
  Wis 13.
  Benefit: With 1 hour of uninterrupted 
  meditation, you can forge a deep bond between 
  yourself and one piece of equipment. You can 
  be bound to only one piece of equipment at 
  a time, and if you forge a new bond, any old 
  bond ends.
  While you maintain your psionic focus, 
  you gain a +1 luck bonus to the normal function 
  of the item to which you are bonded. If it is a 
  weapon, you gain a +1 luck bonus to damage 
  rolls with it. If it is armor, you gain a +1 luck 
  bonus to AC with it. If it is a kit or equipment 
  that aids to skill checks, you gain a +1 luck 
  bonus to skill checks made with the item.
  sensitive
  You can sense psychic vibrations.
  Benefit: Though you might or might not 
  be psionic yourself, you can sense things that 
  are. This functions as the scent ability, but can 
  be used only to locate objects or effects that 
  could be found with the detect magic spell or 
  detect psionics power.
  speed oF tHougHt [psionic]
  You can move yourself more quickly 
  through sheer willpower.
  Benefit: At the beginning of a surprise 
  round, if you would not normally take an 
  action, you can expend your psionic focus to 
  roll initiative and take a standard action or a 
  move action. If you do move normally in a 
  surprise round, you can expend your psionic 
  focus to take a full-round of action, rather 
  than only a standard or move action.
  Normal: A character that is allowed to act in a 
  surprise round can take only a standard action or 
  a move action, not both.
  suMMon intellect Flayers [psionic]
  Your minion creatures are also psionic.
  Prerequisite: Spell Focus (conjuration) or 
  Psionic Endowment
  Benefit: When you summon creatures using 
  conjuration (summoning) spells or create them 
  with a metacreativity (creation) power, the 
  creatures gain Wild Talent as a bonus feat. For 
  every 3 full CR of the summoned creatures, they 
  also receive one psionic feat of your choice that 
  you also possess.
  yliaster BoMB [psionic]
  Your can imbue your bombs with yliaster—a 
  physical, liquid manifestation of psionic power.
  Prerequisite: Bomb class feature.
  Benefit: When you prepare a bomb, you can 
  replace its normal damage with the effect of a 
  psionic power you know. The power must have a 
  defined area or a number of targets other than you 
  (rather than effect). Subtract the power point cost 
  of the power from the number of dice of damage 
  the bomb deals (the power cannot require more 
  power points than the number of dice of damage 
  your bomb normally deals). On a direct hit, the 
  bomb deals any remaining dice of damage, and 
  it affects the target with psionic power. Targets 
  in the splash area take splash damage from any 
  remaining dice of damage, and they are affected 
  by the power but gain a +4 bonus to any required 
  saving throw. (If the psionic power does not 
  normally allow a saving throw, targets in the 
  splash area can negate the power with a Reflex 
  saving throw, with a +4 bonus to their saving 
  throw.)
  
  10
  yliaster draugHt [psionic]
  Your extracts are made of yliaster: a physical, 
  liquid manifestation of psionic power.
  Prerequisite: Extract class feature.
  Benefit: When you drink an extract of your 
  own making, you can opt to forgo its normal 
  effect to instead gain power points equal to half 
  the level of the spell in the extract. You cannot 
  exceed your normal maximum power points, 
  and any excess power points are lost.
  wild power [Metapsionic]
  You can manifest powers with unpredictable 
  results. 
  Benefit: To use this feat, you must have 
  expended your psionic focus (you cannot use 
  this feat while maintaining psionic focus, and 
  you cannot regain your psionic focus until your 
  next round). You can manifest a power in a 
  surge of raw, chaotic psionic power. There 
  is a 25% chance the power acts as if your 
  manifester level is half your true manifester 
  level, a 50% chance it manifests normally, 
  and a 25% chance the power acts as if your 
  manifester level is two levels higher than 
  your true level. If the power acts as if your 
  manifester level is two levels higher than 
  your true level, you can spend additional 
  power points up to your effective manifester 
  level. If your effective level is lowered, 
  you cannot spend more points than your 
  effective manifester level. If this does not 
  cover the base cost of the power, the power 
  fails and your power points are lost. In no 
  case can a power’s total cost exceed your 
  manifester level.
  If the power has different damage type 
  options, the type of damage it deals is 
  determined randomly from the possible 
  damage types the power normally deals.
  wild talent
  Your mind wakes to a previously 
  unrealized talent for psionics.
  Benefit: Your latent power of psionics 
  flares to life, conferring upon you the 
  designation of a psionic character. As a 
  psionic character, you gain a reserve of 2 
  power points and can take psionic feats, 
  metapsionic feats, and psionic item creation 
  feats. You do not, however, gain the ability 
  to manifest powers simply by virtue of 
  having this feat.
  
  11
  We err on the siDe oF aWesoMe!
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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  Psionics Unleashed.  Copyright 2010, Dreamscarred Press.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
  Designer:
  Owen K.C. Stephens
  Interior Art:
  Lin Bo and Sina Kasra
  Graphic Design and Typesetting:
  Anthony Kenniston
  Editor:
  Miranda Horner 
  Cover Art:
  Lin Bo
  Creative Director:
  Stan!
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  Produced By:
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  www.supergeniusgames.com
  Contents ©2011 Owen K.C. Stephens
  Used with permission.
  
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