TEXT: 1
  Psionics augmented: occult
  ◆ Mind and Soul ◆
  By Adam Boucher and Doug Haworth
  
  1
  Psionics Augmented: occult
  Mind and Soul
  Design Lead: Forrest Heck
  Additional Design: Kevin Ryan, Doug Haworth, Adam Boucher
  Editing: Forrest Heck
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck
  Interior Artwork: breakermaximus/ Shutterstock.com, Tithi Luadthong/ Shutterstock.com
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book and offered new and 
  innovative ideas to include.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Psionics Augmented: Occult is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  Images used under license from Shutterstock.com
  © 2016 Dreamscarred Press
  
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  Psionics augmented: occult
  I am a big fan of the concepts introduced with the 
  occult classes, especially the relationship between 
  the spiritualist and their phantom. In writing these 
  archetypes I wanted to introduce new takes on this 
  relationship. It is my sincere hope that you all enjoy 
  playing this material as much (or more!) than I enjoyed 
  writing it.
  —Adam Boucher
  Freelancer, Psionics Augmented: Occult 
  I’ve long been fascinated with psychology. When 
  the occult classes were released into the wild, bringing 
  with them the mesmerist and the spiritualist, I jumped 
  at the opportunity to make them my own, emphasizing 
  the “mental” in these mentalists. From the bombastic, 
  hyperbolic ringleader and the studious and terrifying 
  mindrender, to the barely-controlled despair of the 
  shadow aspect wilder and its self-negating phantom, I 
  present some of what was missing. Now, go play some 
  mind games.
  —Doug Haworth
  Freelancer, Psionics Augmented: Occult
  The True Power of the Mind
  “I have been asked what I think of those who use magic to 
  See. I have no opinion on them. The results are the same, 
  regardless of how you do it.”
  —Tecla, Oracle of Seven Eyes
  In a dusty room of an ancient library, a wizard studies her 
  books. Her mind overflows with secrets, the formulas 
  and diagrams needed to work his art. Across the world, a 
  priest bows his head, communing with the deity he draws 
  his divine spells from. A scholar of the supernatural buys 
  a cracked rod of wood from a merchant’s shop, knowing 
  that its true value far outweighs the price asked for it.
  Later in the day, each of them calls upon their magic, 
  through a pinch of sulfur, a symbol of divinity, or 
  historical meaning imbued within an object. Through 
  these implements, the mages will each create a perfect 
  sphere of heat and flame.
  In another corner of the world, an alchemist concocts 
  an unstable brew, which will later blossom into a 
  different, but equally magical explosion.
  Finally, a psion takes to the battlefield. The world bends 
  at his direction, and a gout of fire erupts around his foes.
  The end result of these effects is nearly-identical: 
  supernatural fire has been brought into a fight, and 
  corpses lie in its wake. Why are these different, and what 
  makes each of these individuals special? And why do we 
  care at all?
  Power Sources
  “Though I refuse to waste time citing my myriad sources, 
  I’ll say this: magic is the power of the world. Psionics is the 
  power of the self.”
  —Halford A. Last, Wizard of the Eighth Circle
  You might look at the psionics subsystem published by 
  Dreamscarred Press and wonder what the point of it all 
  is. There are plenty of ways to achieve the same results, 
  and psychic magic has major overlaps with psionics in 
  thematics and abilities. 
  The chief difference between psychic magic and 
  psionics is that psychic magic is largely external, while 
  psionics is largely internal. At its core, psionics is about 
  expressing one's self, and in doing so imposing that self 
  on the world. A psionicist rejects reality and substitutes 
  his own in the local area, fueling their abilities with 
  internal power generated by his mind and soul, rather 
  than drawing it from outside sources.
  In contrast, psychic magic is defined by interacting with 
  and manipulating emotional, spiritual, and conceptual 
  connections between person and person, person and 
  object, and even just the mage and some concept. A 
  psychic mage is not imposing their self on the world, 
  but taking the world and arranging it to fit their needs. 
  Through their ability to utilize tethers between thing 
  and thing, psychic mages gain power.
  Mechanically, psionic power tends to be expressed 
  through effects sustained by the personal power of the 
  psionicist. It is often difficult for a psionicist to anchor 
  their power to something other than themselves. Arcane, 
  divine, and psychic magic, on the other hand, are much 
  better at "leaving" power somewhere—a mage can 
  easily imbue another with a spell or ability, especially 
  regarding beneficial effects.
  While the concepts of the subsystems may be similar, 
  the way psionicists and psychic mages go about doing 
  their respective businesses is evident in their classes, 
  abilities, and descriptive text. When a psionicist does 
  use their powers to trespass in the realm of psychic 
  connections, it is generally in the micro-scale. In contrast, 
  a psychic mage actively draws from external power 
  sources and interacts with these connections on a daily 
  basis. No psychic mage natively empowers themselves 
  to bend reality; they have the natural or learned ability 
  to tap into other sources. Unlike with a psionicist, the 
  fuel comes from elsewhere.
  Those in-between (such as the archetypes in Psionics 
  Augmented: Occult) occupy the same space as characters 
  such as bards, mystic theurges, and multiclassed characters. 
  Through study and talent in both psionics and psychic 
  magic, they can combine concepts from one with the 
  other to become something new.
  Introduction
  
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  Psionics augmented: occult
  Room Enough for Two
  “I’ve never met a mage who didn’t think their brand of 
  magic wasn’t the pinnacle of sorcery. The trick is to just let 
  them keep thinking that. Even if they’re wrong, disabusing 
  them of these notions tends to end explosively.”
  —Grandmaster Kent, War’s End
  Psionics and psychic magic can coexist within a campaign 
  setting. Though they share similar effects, psionics is 
  just as distinct from psychic magic as it is from arcane 
  or divine magic, not only mechanically, but in the 
  background and descriptive fluff. The concept of “power 
  through meditation and self-improvement” is one that 
  exists in many settings, and the psionics subsystem fills 
  that role just as well as classes such as the monk.
  Thematic overlaps between psionics and psychic magic 
  should not be seen as a detractor from either system, but 
  an opportunity to create interesting interactions and 
  characters with the two systems. Every variety of magic 
  has the sorts of abilities that are seen as “iconic psychic 
  powers” in media: telepathy, telekinesis, divination, and 
  the like. That both psychic magic and psionics have them 
  is not a bad thing, nor should it be taken as a reason why 
  one cannot exist if the other does.
  However, that is not to say that the introduction of 
  psychic magic or psionics to a setting should be done 
  without thinking about how the two interact. There are 
  possible confusions that might occur both in and out 
  of character, thanks to some of the stronger overlaps 
  between the two magic systems, compared to the 
  overlaps between psionics and arcane or divine magic. 
  On a superficial level, they seem similar in overall effects, 
  which may mean that in a game world, the uneducated 
  view them as the same power, or at the very least the 
  same type of ability. A setting where the intricacies of 
  the different types of supernatural effects are privy only 
  to their practitioners, and for which those supernatural 
  effects are collected under the umbrella of “magic” to 
  the layman makes just as much sense as a setting where 
  general knowledge about magic is more thorough, and 
  the differences in power source between psionics and 
  psychic magic come to the forefront.
  Alternatively, a GM may want to rename and refluff 
  one or both of these systems. Names are one of the 
  surest ways to change something’s meaning, and as 
  such, altering the names of abilities within psionics (as 
  outlined at the end of Chapter 4 of Ultimate Psionics) can 
  help to solve the issues of thematic overlap. One may 
  also decide to roll psychic magic into the other types 
  of magic, fluffwise—it is easily depicted as “merely” a 
  specialization of arcane or divine magic, similar to how 
  different spellcasters have different focuses or spell lists.
  In the end, what matters is that psionics and psychic 
  magic can coexist with ease. We at Dreamscarred Press 
  believe that psionics and psychic magic work well to 
  complement each other, and hope that this product 
  improves your game as much as it’s improved ours.
  Archetypes and Class Options
  Each alternate class feature presented in an archetype 
  either replaces or alters one or more specific class 
  features from the base class.
  When an archetype includes multiple alternate class 
  features, a character must take all of them—often 
  blocking the character from ever gaining certain 
  standard class features, but replacing them with other 
  options. All class features of the base class that aren’t 
  mentioned among the alternate class features of an 
  archetype remain unchanged and are acquired normally 
  when a character reaches the appropriate level. If an 
  alternate class feature replaces a base class feature, 
  the archetype doesn’t count as having that base class 
  feature for the purpose of meeting any requirements or 
  prerequisites. On the other hand, if an alternate class 
  feature alters an existing class feature, it is considered to 
  be the core class feature for the purposes of meeting any 
  requirements or prerequisites, even if it was renamed.
  A character can take more than one archetype, but 
  none of the alternate class features can replace or alter 
  the same class feature of the base class.
  If a class feature has a series of improvements (such as 
  a fighter’s weapon training or a ranger’s favored enemy), 
  it can be replaced either entirely or partially. By default, 
  an alternate class feature replaces the entire original 
  class feature and all of its improvements. For example, if 
  a class feature states that it replaces trap sense without 
  mentioning a specific bonus, it replaces trap sense 
  entirely. 
  If an alternate class feature replaces one instance of 
  a class feature that’s part of a series, the next time the 
  character would gain an improvement to that ability, 
  the new improvement counts as the lower-level ability 
  that was replaced by the archetype, and all subsequent 
  improvements follow suit. For example, if the barbarian’s 
  3rd-level trap sense +1 were replaced, the barbarian 
  would gain trap sense +1 at 6th level, trap sense +2 at 9th 
  level, and so on.
  Books Needed
  The material in this book expands on base classes found 
  in Pathfinder Roleplaying Game: Occult Adventures and 
  Ultimate Psionics. As such, those books, along with the 
  Pathfinder Roleplaying Game Core Rulebook,. are needed 
  to make the most of this release of Psionics Augmented: 
  Occult. 
  
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  Psionics augmented: occult
  Mesmerist
  The mindrender and ringleader are archetypes for the 
  mesmerist base class detailed in Chapter 1 of Pathfinder 
  Roleplaying Game: Occult Adventures.
  Mindrender (Archetype)
  "True fear isn't the nightmare. True fear is knowing you're 
  already awake."
  —Grim Lucia, a mindrender
  Some mesmerists deal in quiet control. Some deal in 
  outrageous displays of mental might. The mindrenders 
  deal in fear—pure, unadulterated fear. Their training 
  and outlook closely resembles those of the dreads, but 
  the end goal is different. Rather than become the things 
  we fear, the mindrender draws them forth into the light, 
  exploiting and manipulating them for his own, selfish 
  gain. The most powerful of this clan can even become 
  fear itself, living on through blows that would shatter 
  their bodies and reforming in fashion most terrible.
  That Which Haunts You (Ex): A mindrender adds 1/2 
  his mesmerist level as an insight bonus on Intimidate 
  checks (minimum +1). A mindrender that successfully 
  makes a Knowledge check to identify a creature 
  in combat instead gains double this bonus against 
  opponents of that creature’s type for one minute. This 
  ability replaces consummate liar. 
  Towering Terror (Su): At 2nd level, a mindrender 
  gains a bonus equal to his Charisma bonus (if any) on 
  Will saving throws against fear effects and non-harmless 
  emotion effects. This ability replaces towering ego. 
  Distressing Touch (Su): This ability functions as 
  a normal mesmerist’s touch treatment, except that 
  the mindrender can only cure the following harmful 
  conditions:
  Minor Conditions: Shaken.
  Moderate Conditions: Frightened.
  Greater Conditions: Cowering, panicked.
  In addition, starting at 2nd level, a mindrender that 
  has one or more uses of his distressing touch ability 
  remaining can, as a standard action, make a melee touch 
  attack on a living target. If the attack hits, it deals 1d6 
  points of damage plus the mindrender’s class level, and 
  he can expend one use of his distressing touch ability 
  to cause that creature to lose any immunity it normally 
  has to fear effects for a number of rounds equal to the 
  mindrender’s Charisma modifier (minimum 1)
  Starting at 7th level, the mindrender can channel pure 
  fear. He selects a terror from the Mindrender Terrors 
  list. Using a terror is a swift action. If a terror specifies 
  that it can be used with another action, the mindrender 
  New Archetypes
  may activate it with either that action or a swift action. 
  Some terrors are channeled through the mindrender’s 
  distressing touch or hypnotic stare class features. A 
  terror channeled through his distressing touch charges 
  the touch for one round, and is activated against the first 
  target he hits after using the terror. 
  A mindrender can use his terrors a total number 
  of times per day equal to his mindrender level + his 
  Charisma modifier. Unless otherwise specified, a terror 
  may only be chosen once. A mindrender of at least 7th 
  level that gains access to terrors from another source 
  gains additional benefits; his levels in mindrender stack 
  with his levels in other classes that also grant terrors 
  for the purposes of determining their effectiveness and 
  which terrors may be selected. At 9th level and every two 
  levels thereafter, the mindrender selects an additional 
  terror to gain.
  The save DC of any saving throw called for by a 
  mindrender terror is equal to 10 + 1/2 the mindrender’s 
  class level + the mindrender’s Charisma modifier.
  This ability alters touch treatment.
  Mindrender Terrors: The mindrender can choose 
  from the following terrors with his distressing touch 
  ability.
  Consuming 
  Nightmare: 
  The 
  mindrender’s 
  next 
  distressing touch infects the target with nightmares 
  so overwhelming it threatens to strike the creature 
  dead. The target must succeed at a Will save or die. If 
  the target succeeds, it becomes immune to this terror 
  for 24 hours. This is a mind-affecting fear death effect. 
  The mindrender must be at least 16th level to select this 
  option. The mindrender may use this power once during 
  his turn as a move action. 
  Incite Terror: The mindrender’s next hypnotic stare 
  incites fear in his target. The target must succeed at a 
  Will save or become shaken for 1d4 rounds. This is a 
  mind-affecting fear effect. The mindrender may use this 
  power once per round as a move action. 
  Invigorating Terror: If one of the mindrender’s allies 
  reduces an enemy currently affected by his hypnotic 
  stare to 0 or fewer hit points this round, that ally 
  gains temporary hit points equal to the mindrender’s 
  Charisma modifier. As long as he is currently using his 
  hypnotic stare, the mindrender may use this power once 
  per round a move action.
  Overwhelming Fear: The mindrender’s next distressing 
  touch stuns his target if the attack is successful. The 
  target must succeed at a Fortitude save or be stunned 
  for one round by waves upon waves of his greatest fears. 
  If the attack misses, the effect is wasted. This is a mind-
  affecting effect. The mindrender may use this power 
  once during his turn as a move action. 
  
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  Psionics augmented: occult
  Paranoid Stare: The mindrender’s next hypnotic stare 
  causes the target to become intensely paranoid, making 
  it fear even its friends. The target must succeed at a Will 
  save or treat all creatures as opponents for one round per 
  mindrender level. The target reacts violently to anyone 
  who approaches and will use the most efficient means 
  to disposing of its foes. The target also attempts a save 
  against all effects he could, unless he makes a successful 
  Spellcraft check to identify the effect. The condition lasts 
  for one round per mindrender level. This is a mind-
  affecting fear effect. The mindrender must be at least 
  14th level to select this option. The mindrender may use 
  this power once during his turn as a move action. 
  Sickening Terror: The mindrender’s next distressing 
  touch causes the target to become sickened for 1d6 
  rounds unless it succeeds at a Fortitude save. This is a 
  mind-affecting effect. The mindrender may use this 
  power once during his turn as a move action. 
  Steal Essence: The mindrender’s next distressing touch 
  works as a conduit between the target’s subconscious 
  and his own, transforming the target’s pain into 
  revitalization for the mindrender. The mindrender heals 
  an amount of damage equal to the damage he deals with 
  his distressing touch. The mindrender must be at least 
  8th level to select this option. The mindrender may use 
  this power once during his turn as a move action. 
  Terrible Trickery: The mindrender can have two tricks 
  implanted at a time. This terror may be selected one 
  additional time at 11th level, and again for every four 
  mindrender levels thereafter, to a maximum of four 
  times at 19th level. Each time beyond the first increases 
  the number of concurrent tricks he can implant, to a 
  maximum of five tricks at 19th level. Each creature 
  can still be the subject of only one trick at a time. If the 
  mindrender implants a new trick while he already has 
  his maximum number of concurrent tricks implanted, 
  he must choose one implanted trick to dismiss without 
  triggering (the dismissed trick still expends a daily use of 
  the mindrender’s tricks). 
  Terrified Escape: The mindrender’s distressing touch 
  causes the target to flee from the mindrender on its next 
  turn unless it succeeds at a Will save. This is a mind-
  affecting fear effect. The mindrender may use this power 
  once during his turn as a move action.
  Weakening Terror: The mindrender’s next hypnotic 
  stare causes the target to be fatigued for one round 
  per mindrender level unless it succeeds at a Will save. 
  This is a mind-affecting fear effect. This terror has no 
  effect on a creature that is already fatigued. Unlike with 
  normal fatigue, the condition ends as soon as the terror’s 
  duration expires. The mindrender may use this power 
  once during his turn as a move action. 
  Haunting Gaze (Su): At 5th level, a mindrender can 
  implant more than minor annoyances with his stare. As 
  a standard action, he can attempt to mindlock a target 
  currently affected by his hypnotic stare. The target must 
  
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  Psionics augmented: occult
  succeed at a Will save (DC 10 + 1/2 the mindrender’s 
  class level + the mindrender’s Charisma modifier), or 
  become mindlocked for 1 minute per mindrender level. 
  A mindrender can use his distressing touch class feature 
  against a mindlocked creature as a standard action as 
  long as the creature is within 10 feet per mindrender 
  level. He does not need line of sight or line of effect to 
  use this ability once the mindlock is established, and 
  his distressing touch automatically hits the target. A 
  mindrender can sustain only one mindlock at a time. If 
  the mindrender attempts to mindlock a new target while 
  another mindlock is active, the older mindlock ends. The 
  mindrender is aware if his mindlock otherwise fails or 
  ends, although he gains no special knowledge about how 
  or why it did so. This ability replaces manifold tricks. 
  Horror Historian (Su): Starting at 11th level, a 
  mindrender has exposed himself to nearly everything 
  terrible and frightening that the world has to offer. He 
  becomes immune to fear effects and emotion effects. 
  Whenever the mindrender would be affected by a fear 
  effect or emotion effect, he can choose to treat himself 
  as not immune to that effect. This does not require an 
  action, and can be done even if the mindrender is not 
  aware of the effect in question. Once he has given up his 
  immunity to an effect, he must wait until the end of its 
  duration for it to expire, as normal.
  Whenever a mindrender is suffering from one or 
  more fear effects or non-harmless emotion effects, he 
  increases the DC of all mindrender abilities and effects 
  he creates (including his mesmerist spells) by +1 for each 
  such effect. He must actually be fully affected by the fear 
  or emotion effect to gain this bonus—if he somehow 
  reduces the penalty or resists one or more aspects of the 
  effect, he gains no benefit from that effect.
  This ability replaces glib lie. 
  Fear Itself (Su): At 20th level, the mindrender has 
  fully realized his potential. He no longer simply creates 
  fear, but instead becomes fear. The mindrender gains 
  DR 10/– and spell resistance equal to 10 + his mindrender 
  level against any attacks, spells, or effects created by a 
  creature suffering from one or more of his fear effects 
  or terrors.
  In addition, as a last resort, the mindrender may allow 
  himself to be reborn from the fear another feels. Once 
  per week, if the mindrender would die while a creature 
  is suffering from one or more of his fear effects, he 
  can instead vanish in an explosion of raw terror and 
  maddening smoke. Using this ability does not take an 
  action, but the mindrender must be conscious to activate 
  it. At any point during the next round, the mindrender 
  can reappear in an unoccupied space adjacent to a 
  creature suffering from a fear effect that originated from 
  him (or the nearest unoccupied space, if no adjacent 
  space exists). He appears exactly as he was before he 
  would have died, except that he has full hit points. The 
  creature suffering from his fear effects that he appeared 
  next to must succeed at a Will save (DC 10 + 1/2 the 
  mindrender’s class level + the mindrender’s Charisma 
  modifier) or die instantly, its mind blasted with every 
  nightmare and horror, both imaginable and unreal. This 
  is a mind-affecting fear death effect. 
  This ability replaces rule minds. 
  Ringleader (Archetype)
  "Ladies and gentlemen, boys and girls, children of all ages, 
  witness now the most spectacular show—one so awesome, 
  so terrible, that it cannot exist outside of your wildest 
  imaginations!"
  —The Magnificent Tribin, a ringleader
  When mesmerists tire of the mundane, of the subtle, they 
  evolve abilities more suited to hyperbole and control. 
  These specialized mesmerists, known as Ringleaders, 
  band together to form unique forms of collective thought, 
  known as the Carnevale. Larger groups of like-minded 
  ringleaders can combine their individual carnevales into 
  the more powerful Troupe, and even the Troupes can 
  be further combined into the almighty (and thankfully, 
  quite rare) living Cirque. Ready your invitation—the 
  show is about to begin. 
  Hyperbolic: A ringleader adds 1/2 his mesmerist level 
  as a bonus on Diplomacy and Intimidate checks (minimum 
  +1). At 3rd level, the ringleader’s wild emotional 
  fluctuations carve greater space in their carnevale for 
  occupants, and he gains Expanded Collective as a bonus 
  feat. This ability replaces consummate liar. 
  Carnevale (Su): The ringleader possesses a unique 
  ability among mesmerists—the ability to draw allies into 
  their personal thoughtspace, creating a powerful psychic 
  network known as the carnevale. As a standard action, a 
  ringleader can join any number of willing targets into 
  his carnevale (up to his limit, see below). The ringleader 
  must have line of sight to each target, each target must 
  have a Wisdom score of at least 1, and all targets must be 
  within medium range (100 feet + 10 feet per ringleader 
  level). The carnevale can contain up to his Charisma 
  modifier or half his mesmerist level, whichever is higher. 
  The ringleader is always considered a member of his 
  own carnevale, and does not count against this limit. In 
  addition, all members of the ringleader’s carnevale gain 
  a +1 morale bonus on Will saves against mind-affecting 
  effects not originating from the ringleader. This bonus 
  increases by one for every 3 class levels the ringleader 
  possesses, to a maximum of +6 at 18th level. This bonus 
  does not stack with bonus gained from the towering ego 
  class feature. 
  The ringleader can choose to remove a member as a 
  free action on his turn, and any member can voluntarily 
  leave the carnevale as a free action on their turn. Any 
  member whose Wisdom drops to zero or who moves 
  out of range of the carnevale is automatically removed. 
  If a member enters an antimagic field, the connection 
  to the carnevale is suppressed until that member leaves 
  the field. A member who leaves the carnevale for any 
  reason immediately loses any and all benefits that may 
  have gained from being a member. A ringleader is aware 
  of the status of his carnevale and can, roughly, sense the 
  
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  Psionics augmented: occult
  than their speed in this way. The movement from this 
  trick doesn't count against the subject's movement speed 
  for that round.
  Razzle/Dazzle: The subject is treated to an incredible 
  pyrotechnic show that only they can see and hear. 
  The ringleader can trigger this trick when the subject 
  attempts a saving throw against a fear, despair, or 
  language-dependant effect, or an effect that requires 
  sight (such as a gaze or appearance-based effect). The 
  subject gains a morale bonus on all saving throws against 
  these effects equal to 1/2 of your ringleader class level. 
  Alternately, if an enemy is embedded with this trick, 
  you may trigger this trick at any time as a swift action. 
  When you do, the enemy must succeed at a Will save or 
  be dazed for one round. If the ringleader is 12th level or 
  higher, the enemy is stunned for one round instead if 
  they fail the saving throw. Enemies that fail this save are 
  dazzled for one round instead. This is a mind-affecting 
  illusion effect. 
  Carnevale Casting (Su): At 2nd level, the ringleader is 
  able to cast spells through his carnevale. Twice per day, 
  as a swift action, the ringleader may enhance the next 
  mesmerist spell of up to 1st level that he casts this turn. 
  If the spell specifies one or more targets and has a range 
  greater than personal, he can cast this spell on one or 
  more members of his carnevale regardless of the range 
  of the actual spell. All other non-range restrictions apply. 
  At 5th level and every three ringleader levels 
  thereafter, the ringleader may enhance spells of the next 
  higher level, and may use this ability one additional time 
  each day, to a maximum of 6th level spells 8 times per 
  day at 20th level. 
  This ability replaces the mesmerist trick gained at 2nd 
  level and the masterful trick gained at 12th level. 
  Step Right Up (Su): At 3rd level, the ringleader gains 
  the ability to draw enemies into his carnevale. As a 
  standard action, the ringleader may target a single 
  creature he can see that is currently affected by his 
  hypnotic stare. That creature may attempt a Will save 
  (DC 10 + 1/2 mesmerist level + Charisma modifier) to 
  resist. If the target fails the save, it may attempt another 
  Will save at the same DC every 12 hours thereafter, but 
  it is otherwise unable to leave the carnevale unless the 
  ringleader allows it. 
  Creatures forced into a ringleader’s carnevale in this 
  way are considered willing members for any carnevale-
  related effects unless they succeed on another Will save 
  at the same DC to resist being forced into the carnevale. 
  A successful save means the creature resisted the special 
  effect but is still a member of the carnevale. In addition, 
  the ringleader becomes better able to transfer effects 
  within his carnevale, moving his psychic “attractions” to 
  where they are needed. As an immediate action, when 
  he or a member of his carnevale would be subjected 
  to a fear or emotion effect with a duration longer than 
  instantaneous, the ringleader may expend one or more 
  uses of his guided meditation feature to move the 
  effect to one or more other members of his carnevale. 
  presence of each member, although beyond telling if 
  such a creature is a member and the rough status of each 
  member, this has no mechanical benefit.
  A ringleader can implant any tricks he knows via 
  the carnevale, using its ranges instead, as long as he is 
  targeting a willing member of his carnevale. However, 
  it takes a full-round action to implant a trick in this 
  way. He may still implant a trick by touching a willing 
  creature, using a standard action to do so. 
  If a member of the carnevale dies, the member is 
  removed from the carnevale and the ringleader must 
  make a Fortitude save (DC 15) or become sickened for 
  a number of rounds equal to the Hit Dice of the fallen 
  member.
  If a ringleader takes levels in a class that grants the 
  collective supernatural ability, those levels stack for 
  determining the number of members the carnevale 
  can contain. In addition, a ringleader that has both a 
  carnevale and a collective may apply any abilities they 
  may have that specifically require one to the other, 
  including, but not limited to, sharing psionic powers 
  with the network descriptor, telepathy, and the spirit of 
  many supernatural ability. 
  A ringleader’s carnevale counts as a collective for the 
  purpose of all feats, but does not grant him any psionic 
  ability he does not already possess. 
  At 3rd level, all willing members of the ringleader’s 
  carnevale (including the ringleader himself) can 
  communicate with each other telepathically, even if 
  they do not share a common language. A ringleader may 
  temporarily deactivate, and reactivate, this ability as a 
  swift action.
  At 15th level, a ringleader’s carnevale range is limitless 
  on the same plane as the ringleader. 
  At 19th level, a ringleader’s carnevale reaches even 
  across to other planes and dimensions. 
  This ability replaces painful stare. 
  Carnevale Tricks (Su): At 1st level or later levels, a 
  ringleader can choose from the following tricks in 
  addition to those normally allowed.
  Leap/Launch: A spectral springpad and trapeze appear 
  for a moment, launching the subject through the air. The 
  ringleader can trigger this trick either when the subject 
  is attacked in melee. The subject may, as a free action, 
  make an Acrobatics check to jump, with a circumstance 
  bonus equal to twice the ringleader’s class level. If the 
  subject ends its jump out of reach of the attacker, the 
  attack automatically fails. Alternately, if an enemy is 
  embedded with this trick, you may trigger this trick 
  when they make a melee attack roll to catapult them, 
  moving them up to 10 feet in a direction of your choice 
  unless they succeed at a Reflex save. If the subject ends 
  this movement with no enemies in reach, the attack 
  automatically fails. The destination must be on solid 
  ground, and the movement cannot end in a space that 
  is by nature hazardous to the creature that you move. 
  Movement made because of this trick does not provoke 
  attacks of opportunity. The subject can't move farther 
  
  8
  Psionics augmented: occult
  The number of those affected must remain the same. 
  The cost in uses is equal to the number of affected to 
  be changed - if the ringleader has insufficient uses of 
  guided meditation remaining, then he must choose a 
  lower number of affected. 
  As a free action, when a creature that has been forced 
  into the ringleader’s carnevale succeeds on an attack roll 
  or skill check, the ringleader may remove that creature 
  from the carnevale to force them to reroll, taking the 
  new result (even if it is lower). 
  At 11th level, the ringleader may instead target a 
  creature unaffected by his hypnotic stare, as long as it is 
  within 30 feet of the current target of his hypnotic stare. 
  The ringleader must still be able to see the new target. 
  This ability replaces the bold stare improvements 
  gained at 3rd and 11th level. 
  Guided Meditation (Su): This ability functions as 
  touch treatment, except that the ringleader may target 
  any member of his carnevale, regardless of range, and 
  using this ability is a full-round action (or a swift action, 
  if the ringleader uses it on himself). 
  At 14th level, using this ability is a standard action (or 
  a swift action, if the ringleader uses it on himself). 
  This ability alters and replaces touch treatment. 
  Flimflam: At 7th level or later levels, a ringleader can 
  choose the following bold stare improvement. He cannot 
  select the psychic inception bold stare improvement. 
  This ability alters bold stare. 
  Flimflam (Su): The hypnotic stare and its penalty can 
  affect creatures that are mindless or immune to mind-
  affecting effects (such as an undead and vermin). The 
  mesmerist can also partially affect such a creature with 
  his mind-affecting spells and abilities, including adding 
  the creature to his carnevale (whether it is willing or if it 
  is added by another ability) if it's under the effect of his 
  hypnotic stare; it gains a +2 bonus on its saving throw (if 
  any), and if affected, it still has a 50% chance each round 
  of ignoring the effect. Ignoring the effect doesn't end the 
  effect or remove the creature from the carnevale, but 
  does allow the creature to act normally for that round. 
  Come One, Come All (Su): Even when a person leaves 
  the carnevale, the carnevale never truly leaves the 
  person. Starting at 11th level, the ringleader may, as a 
  free action, use his hypnotic stare on any enemy that is 
  removed from his carnevale for any reason. This special 
  use of hypnotic stare does not have any range limitations, 
  but can only be maintained for a number of rounds equal 
  to the ringleader’s Charisma modifier (minimum 1). The 
  ringleader must still be able to see the target. He may 
  still only maintain his hypnotic stare on one creature at 
  a time, and using this hypnotic stare automatically ends 
  any other active hypnotic stares he may have. 
  In addition, if the ringleader chooses to use his 
  hypnotic stare on the target, he may also give them a 
  mental suggestion (as the spell) telling them to approach 
  their allies, extolling the incredible sights and sounds 
  within the carnevale. The target may attempt a Will save 
  (DC 10 + 1/2 mesmerist level + Charisma modifier) to 
  resist. This is a mind-affecting compulsion effect. 
  This ability replaces glib lie. 
  Wicked Tricks (Su): At 10th level or later levels, a 
  ringleader can choose from the following masterful 
  tricks in addition to those normally allowed.
  Mock/Block: You temporarily transform the enemy 
  into something both hilarious and ineffective. The 
  ringleader can trigger this trick when the subject is 
  attacked or targeted by a single-target spell or ability 
  that deals hit point damage. The subject ruthlessly 
  mocks the attacker, causing them to doubt themselves. If 
  the attacker fails a Will save, they must roll an additional 
  dice and take the lower result whenever they make an 
  attack roll, saving throw, or skill check for one minute, 
  or until they successfully confirm a critical hit on the 
  subject. Alternately, if an enemy is embedded with this 
  trick, you may trigger this trick when they make an 
  attack, cast a spell, or use an ability that targets you or 
  your allies. The enemy must succeed at a Fortitude save 
  or be transformed into a mockery of itself for a number 
  of rounds equal to the ringleader’s Charisma modifier 
  (minimum 1 round). While affected, the enemy deals 
  nonlethal damage instead of lethal with any of its attacks, 
  spells, powers, or abilities that deal hit point damage. All 
  of an affected enemy’s attacks transform to appear both 
  comedic and harmless; for example, an attack with a 
  sword may become slapping with a rubber chicken, or 
  a disintegration spell could become a medium-pressure 
  stream of seltzer. None of the enemy’s abilities, gear, 
  or statistics change in any other way. This is a mind-
  affecting compulsion effect if embedded in an ally, or a 
  polymorph effect if embedded in an enemy.
  Something Wicked (Su): After seeing the wonders of 
  the carnevale, everything else in the world seems plain 
  by comparison. At 20th level, the ringleader masters his 
  carnevale. Enemies that have been removed from the 
  ringleader’s carnevale for any reason suffer a penalty 
  equal to the ringleader’s Charisma modifier (minimum 
  1) to any future Will saves made to resist being forced 
  into his carnevale. Any enemy currently suffering from 
  this penalty may not attempt any future saves to leave 
  the carnevale of that particular ringleader, effectively 
  being trapped forever, or until the ringleader releases 
  them as a free action. The DC to resist any mesmerist 
  or ringleader effects the ringleader creates (including 
  mesmerist spells) is increased by 1 against each such 
  enemy for as long as they are in the carnevale. The 
  ringleader’s death frees all enemies trapped within his 
  carnevale.
  In addition, whenever an enemy is forced into his 
  carnevale, the ringleader may, as a free action, attempt 
  to force any number of other targets within 30 feet of it 
  into the carnevale as well. These targets receive saves as 
  normal, and the ringleader must still be able to see the 
  targets. 
  This ability replaces rule minds. 
  
  9
  Psionics augmented: occult
  Spiritualist
  The athanatic channeler and crystalline binder are 
  archetypes for the spiritualist base class detailed 
  in Chapter 1 of Pathfinder Roleplaying Game: Occult 
  Adventures.
  Athanatic Channeler (Archetype)
  "Good dreams aren't the only ones that come true."
  —Exorciser Milene, an athanatic channeler
  Athanatic channelers are capable of manipulating the 
  energy of death, capable of turning the dark energies 
  of the dead against them in an almost ironic form: 
  Fear. Furthermore, their familiarity with the powers of 
  death—and with their own fear of mortality—allows 
  them to create a phantom wholesale from their own 
  minds.
  Power Points Per Day: An athanatic channeler's 
  ability to manifest powers is limited by the power 
  points she has available. Her base daily allotment of 
  power points is given on Table 1-1: Athanatic Channeler 
  Powers. In addition, she receives bonus power points 
  per day if she has a high Wisdom score (see Table 2-1: 
  Ability Modifiers and Bonus Power Points in Chapter 2 
  of Ultimate Psionics). Her race may also provide bonus 
  power points per day, as may certain feats and items. 
  Powers Known: An athanatic channeler begins play 
  knowing one athanatic channeler power of her choice. 
  Each time she achieves a new level, she unlocks the 
  knowledge of a new power.
  Choose the powers known from the dread power list 
  in chapter 5 of Ultimate Psionics. (Exception: The feat 
  Expanded Knowledge does allow an athanatic channeler 
  to learn powers from the lists of other classes.) An 
  athanatic channeler can manifest any power that has a 
  power point cost equal to or lower than her manifester 
  level. 
  The total number of powers an athanatic channeler 
  can manifest in a day is limited only by her daily power 
  points. 
  An athanatic channeler simply knows her powers; 
  they are ingrained in her mind. She does not need to 
  prepare them (in the way that some spellcasters prepare 
  their spells), though she must get a good night's sleep 
  each day to regain all her spent power points. 
  The Difficulty Class for saving throws against 
  athanatic channeler powers is 10 + the power's level + 
  the athanatic channeler's Wisdom modifier.
  This ability replaces spells.
  Talents: Athanatic channelers learn minor powers 
  they can use at will to aid them in a variety of ways. At 
  1st level, an athanatic channeler gains two talents from 
  the dread talent list. This ability replaces knacks.
  Psionic Bond (Su): At the athanatic channeler’s option, 
  she can have any power (but not any psi-like ability) 
  she manifests on herself also affect her phantom. The 
  phantom must be within 5 feet of her at the time of the 
  manifestation to receive the benefit. If the power has a 
  duration other than instantaneous, it stops affecting the 
  phantom if the phantom ends its movement more than 5 
  feet away from the athanatic channeler.
  This ability replaces the share spells ability of 
  the athanatic channeler’s phantom. If the athanatic 
  channeler does not have a phantom, they can still gain 
  this archetype, although they do not gain this ability.
  Nightmares Made Real (Sp):  At 4th level, an athanatic 
  channeler can detect beings who are normally impervious 
  to common fears, and show them the full reality of 
  their mortality. This ability functions as the normal 
  spiritualist's  detect undead  spell-like ability, except that 
  it detects creatures that are immune to mind-affecting 
  and/or fear effects rather than undead. Whenever an 
  athanatic channeler detects a creature with this ability, 
  she can treat that creature as if it was not immune to 
  such effects for the purposes of being affected by her 
  athanatic channeler powers for a number of rounds 
  equal to her Wisdom modifier. This ability alters detect 
  undead.
  Table 1-1: Athanatic Channeler Powers
  Class Level
  Power 
  Points/Day
  Powers 
  Known
  Maximum Power 
  Level Known
  1st
  1
  1
  1st
  2nd
  2
  2
  1st
  3rd
  4
  3
  1st
  4th
  6
  4
  2nd
  5th
  8
  5
  2nd
  6th
  12
  6
  2nd
  7th
  16
  7
  3rd
  8th
  20
  8
  3rd
  9th
  24
  9
  3rd
  10th
  28
  10
  4th
  11th
  36
  11
  4th
  12th
  44
  12
  4th
  13th
  52
  13
  5th
  14th
  60
  14
  5th
  15th
  68
  15
  5th
  16th
  80
  16
  6th
  17th
  92
  17
  6th
  18th
  104
  18
  6th
  19th
  116
  19
  6th
  20th
  120
  20
  6th
  
  10
  Psionics augmented: occult
  Crystalline Binder (Archetype)
  "I want to give her rest, but the blasted thing is hiding 
  somewhere in my minds!"
  —Khair the Soul Prism, a crystalline binder
  Sometimes, when a phantom binds itself to the material 
  plane, it binds to a spiritualist’s psicrystal, instead of to 
  the spiritualist. 
  Crystalline Possession (Su): The crystalline binder loses 
  her ability to harbor her phantom in her consciousness. 
  Instead, she harbors her phantom in her psicrystal’s 
  consciousness. The crystalline binder gains Psicrystal 
  Affinity as a bonus feat, even if she doesn’t meet the 
  prerequisites. She uses the higher of her manifester 
  level (if any) and her class level to determine the power 
  of her psicrystal. This ability otherwise functions as the 
  phantom class feature. This ability alters phantom.
  Shared Wills (Su): At 1st level, while a phantom is 
  confined inside the crystalline binder’s psicrystal (but 
  not while it's fully manifested or banished to the Ethereal 
  Plane) and while the psicrystal is within arm’s reach of 
  the crystalline binder, it grants the crystalline binder a 
  +2 bonus with two skills determined by the phantom's 
  emotional focus. It also grants a +2 bonus on saving 
  throws against mind-affecting effects. These bonuses 
  increases to +4 at 12th level.
  Lastly, once per day, when the crystalline binder 
  fails a saving throw against a mind-affecting effect, as 
  an immediate action she can shunt that effect into her 
  psicrystal’s consciousness instead of her own. When 
  she does so, she is not affected by the mind-affecting 
  effect, but for the normal duration of that effect, the 
  crystalline binder loses the bonuses on saving throws 
  against mind-affecting effects, the skill bonus, granted 
  by her phantom, psicrystal personality benefits, and 
  can't use this ability to shunt a mind-affecting effect into 
  the psicrystal's consciousness or manifest her phantom 
  in any way. When a mind-affecting effect is shunted into 
  the psicrystal's consciousness, spells such as dispel magic 
  and break enchantment can be cast on the crystalline 
  binder to end the effect's duration as if the crystalline 
  binder were affected by the mind-affecting effect.
  This ability alters shared consciousness.
  Crystalline Bond (Su): At 3rd level, as a swift action, 
  a crystalline binder can merge her psicrystal and 
  phantom into one, heavily armored creature of crystal 
  and ectoplasm. In order to use this ability, the phantom  
  must be either confined in the psicrystal’s consciousness, 
  or the psicrystal must be within reach of the phantom. 
  During a crystalline bond, the psicrystal can't be 
  damaged in any way, is not able to be targeted, and shares 
  its location with your phantom. A crystalline binder can 
  use crystalline bond a for number of rounds per day 
  equal to 3 + her crystalline binder level. The rounds 
  need not be consecutive. She can dismiss the effects of a 
  crystalline bond as a free action, but even if she dismisses 
  a crystalline bond on the same round that she used it, it 
  counts as 1 round of use. When a crystalline binder uses 
  this ability, her phantom immediately takes ectoplasmic 
  form if it has not already. If the phantom was previously 
  not in ectoplasmic form, it appears in ectoplasmic form 
  adjacent to the crystalline binder’s psicrystal. 
  In addition to all the benefits a phantom receives in 
  ectoplasmic form, while under the effects of crystalline 
  bond the phantom receives a +2 natural armor bonus 
  to its AC, and its damage reduction 5/slashing becomes 
  damage reduction 5/– during a crystalline bond. At 8th 
  level, the phantom gains a bite attack, as it grows a 
  crystalline jaw. This bite is a primary natural attack that 
  deals 1d6 points of damage plus the phantom’s Strength 
  modifier. At 13th level the natural armor bonus gained 
  from crystalline bond is increased to +4. At 15th level, the 
  phantom gains damage reduction 10/–. At 18th level, the 
  phantom gains a +2 size bonus to Strength, Constitution, 
  and Dexterity as it perfectly meshes the crystal and 
  ectoplasm of its form. At 20th level, the phantom gains 
  damage reduction 20/–. 
  This ability replaces bonded manifestation.
  Phantom Recall (Su): When the crystalline binder 
  uses this ability to call the phantom back to her 
  consciousness, it is instead stored in her psicrystal. She 
  can activate crystalline bond as part of this action, but 
  doing so costs 1 extra round of crystalline bond. This 
  ability otherwise functions as normal. This ability alters 
  phantom recall.
  Fused Consciousness (Su): At 10th level, a crystalline 
  binder always gains the benefits of her shared wills 
  ability when her phantom is manifested, even if the 
  phantom is not bound to her psicrystal’s consciousness. 
  She can shunt the effect of a mind-affecting effect into 
  the consciousness of her psicrystal as the shared wills 
  ability even when the phantom is manifested, but doing 
  so causes the phantom to immediately retreat back into 
  the psicrystal's consciousness. This ability alters fused 
  consciousness.
  Dual Bond (Su): At 17th level, a crystalline binder can 
  use her crystalline bond ability a number of rounds per 
  day equal to 3 + twice her crystalline binder level. This 
  ability alters and replaces dual bond.
  Unpattern (Phantom Archetype)
  Unpatterns are phantoms that have had their patterns 
  broken or otherwise damaged as they died. In their 
  transition from spirits to phantoms, this break was torn 
  Psicrystal Affinity (Psionic)
  You have created a psicrystal.
  Prerequisites: Manifester level 1st.
  Benefit: This feat allows you to gain a psicrystal. 
  Should your psicrystal be destroyed, you gain a new 
  one after 24 hours. A new psicrystal must have the 
  same personality as the original. See chapter 3 of 
  Ultimate Psionics for more details on how psicrystals 
  function.
  
  11
  Psionics augmented: occult
  even wider, causing the unpattern’s existence to become 
  anathema to the world around it. 
  The unpattern archetype can be taken by a spiritualist 
  to modify her phantom companion. This works similarly 
  to a normal archetype, except that it replaces abilities of 
  the phantom as its master gains levels.
  Pattern Rend (Su): Unpatterns tear at the patterns of 
  anything they touch. An unpattern has a pattern rend 
  natural attack. This is a melee touch attack that deals 
  1d6 points of damage plus the unpattern’s Charisma 
  modifier (regardless of the unpattern’s size). This 
  damage cannot be resisted in any way, such as by damage 
  reduction, hardness, or immunities. The unpattern can 
  use its pattern rend to make sunder attempts without 
  provoking attacks of opportunity, and it counts as a slam 
  attack for the purposes of the phantom’s other abilities. 
  This ability replaces the phantom’s slam attacks and 
  slam damage progression.
  Unpattern Potency (Su): At 4th level, an unpattern’s 
  ability to rend patterns improves. The base damage of 
  its pattern rend attack increases to 1d8, and it gains a 
  +2 bonus on combat maneuver checks when using its 
  pattern rend to sunder an object. At 10th level, the base 
  damage of its pattern rend attack increases to 1d10, and 
  its bonus on sunder attempts increases to +4.
  In addition, whenever an unpattern makes a pattern 
  rend attack, it rolls 2d20 and selects which of the two die 
  results to use. If it uses the higher die result, its attack 
  is resolved as normal. If it uses the lower die result 
  (or if both die results are the same), its attack deals an 
  additional die of damage (1d8 at 4th level and 1d10 at 
  10th level).
  This ability replaces magic attacks.
  Unpatterned Whirl (Su): At 12th level, an unpattern 
  can tear at the patterns of all those surrounding it, 
  stretching and contorting in ways no creature should. 
  As a full-round action, the unpattern can make a pattern 
  rend attack against all opponents within 10 feet of it. This 
  ability replaces the deliver touch spells range increase at 
  12th level.
  Wilder
  The shadow aspect is an archetype for the wilder base 
  class detailed in Chapter 2 of Ultimate Psionics.
  Shadow Aspect (Archetype)
  “How can nothing be so heavy?” 
  —One of the Empty Court, a shadow aspect
  Within each person, there exists a deeper concept, an 
  emotional negation of that person; a shadow aspect. 
  Some wilders, already prone to incredible swings of 
  emotion and power, can draw on and forge that shadow 
  into a sentient, corporeal form. This emotional phantom 
  augments the once-wilder’s powers, while funneling her 
  emotional surges for its own, personal uses. Some might 
  question who is truly in charge in this arrangement—the 
  shadow aspect, or the phantom?
  Shared Surge (Su): A shadow aspect safely funnels 
  most of her emotional outbursts into controlling her 
  phantom, but can still allow her emotions to surge forth 
  when she manifests a power. During a shared surge, a 
  shadow aspect gains great power, but may impair herself 
  and her phantom with her reckless power (see Shadow 
  Enervation, below).
  A shadow aspect can choose to invoke a shared surge 
  whenever she manifests a power. When she does so, she 
  gains a +1 to her manifester level with that manifestation 
  of the power. The manifester level gives her the ability 
  to augment her powers to a higher degree than she 
  otherwise could; however, she pays no extra power 
  points for this shared surge. Instead, the additional 1 
  power point that would normally be required to augment 
  the power is effectively supplied by the shared surge. 
  Level-dependant power effects are also improved, 
  depending on the power a shadow aspect manifests with 
  her shared surge. 
  This improvement in manifester level does not grant 
  her any other benefits outside of the manifestation (she 
  gains no higher-level class abilities, for instance). 
  She cannot use the Overchannel feat and invoke her 
  shared surge at the same time. 
  
  12
  Psionics augmented: occult
  At 7th level, a shadow aspect boosts her manifester 
  level by +2 instead of +1. At 11th level, she boosts her 
  manifester level by +3, and at 19th level, by +4. The 
  shadow aspect always shared surges for the maximum 
  amount possible, for unleashing emotions in the fashion 
  of a shared surge does not always lend itself to using 
  finesse. 
  In all cases, the shared surge effectively pays the extra 
  power point cost that is normally required to augment 
  the power by this additional amount; only the standard 
  power point cost is subtracted from the shadow aspect’s 
  power point reserve. For example, if a 11th level 
  shadow aspect were to invoke her shared surge when 
  manifesting a power, she would spend between 1 and 11 
  power points as normal, but the power would manifest 
  at 14th manifester level and behave as if it had spent 3 
  more on it than normal. 
  The shadow aspect can expend her psionic focus to 
  manifest a psionic power without expending any power 
  points, powering the manifestation with only her shared 
  surge. She manifests this power as if all power points 
  were paid by her shared surge ability. This results in the 
  power being manifested as if the base power point cost 
  of the power was paid, along with augmentation equal 
  to her shared surge amount, but she may not augment 
  the power beyond the amount of her shared surge, and 
  when checking for shadow enervation, the chance to be 
  overcome increases to 25%. A shadow aspect must wait 
  ten minutes after shared surging in this fashion before 
  she can do so again. 
  This ability replaces wild surge, but counts as wild 
  surge for the purposes of prerequisites and requirements, 
  as well as for feats and other abilities.
  Shadow Enervation (Ex): Shadow aspects are more 
  controlled in their emotional outbursts than most 
  wilders, but they risk their phantom as well. Immediately 
  following each shared surge, a shadow aspect and her 
  phantom may be overcome by the strain of her effort, 
  the effect of which is detailed below. The chance of 
  suffering shadow enervation is 10%. 
  When the shadow aspect suffers shadow enervation 
  while her phantom is manifested, she and her phantom 
  instantly swap positions, regardless of distance or 
  intervening objects. If either the phantom or the shadow 
  aspect are transported to a space too small for them, they 
  are instead transported to the nearest open square of 
  the appropriate size. If either is unable to switch for any 
  reason (such as a dimensional lock or similar effect), the 
  switch fails. This is a teleportation effect.
  When the shadow aspect suffers shadow enervation 
  while her phantom is harbored within her consciousness, 
  any psionic focuses that she or items in her possession 
  (including psicrystals) possess are immediately lost 
  without effect. 
  This ability replaces psychic enervation.
  Phantom: A shadow aspect begins play with a 
  phantom, a power forged of raw emotional excess and 
  the darkest aspects of her own personality. The phantom 
  forms a link with the shadow aspect, who forever after 
  can either harbor the creature within her consciousness 
  or manifest it as a an ectoplasmic or incorporeal entity. 
  A phantom has the same alignment as the shadow 
  aspect, and it can speak all the languages its master 
  can. A shadow aspect can harbor her phantom in her 
  consciousness (see the lapse in madness class feature on 
  page 14) or fully manifest it. A fully manifested phantom, 
  as a creature of pure emotional energy, is treated as a 
  summoned creature, except that it has no home plane 
  and temporarily disperses when it would be killed. It is 
  hardened by its aspected core, and is not dispersed until 
  it is reduced to a negative amount of hit points equal to 
  or greater than is Constitution score. 
  A shadow aspect can fully manifest her phantom 
  through a ritual that takes 1 minute to perform. When 
  the phantom is fully manifested, the shadow aspect can 
  change the form of the phantom’s manifestation (either 
  from ectoplasmic to incorporeal or vice versa) as a full-
  round action that provokes attacks of opportunity. When 
  the phantom manifests, its hit points are unchanged from 
  the last the it manifested, unless the phantom was slain 
  and dispersed; in this case, the phantom manifests with 
  half its maximum number of hit points. The phantom 
  does not heal naturally, and can be healed only with 
  magic or by being tended to with the Heal skill while 
  fully manifested in ectoplasmic form. The phantom stays 
  fully manifested until is it either returned to the shadow 
  aspect’s consciousness (a standard action) or dispersed. 
  If the phantom is dispersed, it can’t return to the shadow 
  aspect’s consciousness or manifest again for 24 hours. 
  When fully manifested, a phantom can be affected 
  with spells such as dismissal or banishment as if it were 
  a summoned creature from the Ethereal Plane, except 
  that if it would be successfully banished, it is instead 
  dispersed. Whenever the shadow aspect is unconscious 
  or asleep, the phantom immediately returns to the 
  shadow aspect’s consciousness. If the shadow aspect 
  dies, the phantom is dispersed and can’t return to the 
  shadow aspect’s consciousness until 24 hours after the 
  shadow aspect is brought back to life. A phantom can’t 
  be dispersed (or dismissed or banished, by a spell or 
  similar effect) while it resides in the shadow aspect’s 
  consciousness, as the phantom is protected from such 
  effects by the rampaging madness within the shadow 
  aspect’s psyche. 
  Fully manifested phantoms can wear and use items 
  (though not wield weapons or shields or equip armor) 
  appropriate to their forms. Any items worn, carried, 
  or held by a phantom are dropped when the phantom 
  returns to the shadow aspect’s consciousness, and must 
  be retrieved and donned anew if the phantom wishes to 
  use them when it fully manifests in the future. 
  Phantoms are rampant emotions of pride, envy, and 
  jealousy (among others), and do not play well with 
  other summoned companions. A phantom refuses 
  to manifest in the presence of an eidolon or shadow 
  summoned by the phantom’s master. Furthermore, 
  
  13
  Psionics augmented: occult
  if a phantom is manifested when such a creature is 
  summoned, it immediately retreats into its shadow 
  aspect’s consciousness, and will not manifest again until 
  the eidolon or shadow is dismissed. 
  Levels in classes that grant phantoms stack for the 
  purpose of determining the phantom’s abilities, feats, 
  Hit Dice, saving throws, and skills. A fully manifested 
  phantom’s abilities, feats, Hit Dice, saving throws, and 
  skills are tied to the shadow aspect’s class level and 
  increase as the shadow aspect gains levels. See the 
  Phantoms section in Chapter 1 of Pathfinder Roleplaying 
  Game: Occult Adventures for more information, replacing 
  all instances of "spiritualist" with "shadow aspect." In 
  addition, shadow aspects always apply the negation 
  phantom archetype (see page 15) to their phantom, 
  regardless of what emotional focus they choose for it at 
  1st level. 
  This ability replaces surge bond and improved surge 
  bond. 
  Cry For Help (Su): At 1st level, a shadow aspect 
  can channel her emotions into a hastily-assembled 
  ectoplasmic form, fully manifesting her phantom in 
  either ectoplasmic or incorporeal form in an area around 
  her. Whenever her manifested phantom takes enough 
  
  14
  Psionics augmented: occult
  bonus on saving throws against all mind-affecting effects 
  for a number of rounds equal to twice the intensity of 
  her shared surge. Once per day while she has this bonus, 
  the shadow aspect may roll twice on a Will saving throw, 
  taking whichever result she wishes. 
  If a shadow aspect is overcome by shadow enervation 
  following her shared surge, her phantom does not gain 
  the morale bonus or temporary hit points for this use of 
  her shared surge ability. 
  At 12th level, the morale bonus on a phantom’s attack 
  rolls, damage rolls, and saving throws increases to +3, 
  and the bonus on the shadow aspect’s saving throws 
  against mind-affecting effects increases to +4. At 20th 
  level, the bonuses increases to +5 for the phantom and 
  +6 for the shadow aspect. 
  This ability replaces surging euphoria. 
  Losing Control (Su): It is the eventual fate of all 
  shadow aspects to lose control of their emotions—and 
  with them, their phantoms. Luckily for them, the 
  phantoms have a vested interest in their safety. Starting 
  at 20th level, once per day, when the shadow aspect 
  invokes her shared surge, she may fully manifest both her 
  phantom and an additional, identical phantom as a free 
  action. These phantoms are always manifested at full hit 
  points, and act separately on the shadow aspect’s turn. If 
  the shadow aspect has a phantom fully manifested when 
  she activates this ability, the original phantom is fully 
  healed, and the new phantom gains spectral, temporary 
  copies of whatever item the original phantom currently 
  possesses. While both of these phantoms are fully 
  manifested, the shadow aspect loses any psionic foci she 
  possesses and may not regain them until at least one of 
  the phantoms is dispersed. The shadow aspect may not 
  harbor a phantom in her consciousness while both of 
  these phantoms are fully manifested. 
  When the shadow aspect uses her shared surge, she 
  grants the bonuses gained from shared surge to both 
  phantoms. When the shadow aspect suffers shadow 
  enervation, she chooses one of her phantoms to switch 
  places with. While both phantoms are fully manifested, 
  the shadow aspect may use her outrage ability as a 
  swift action without expending her psionic focus, and 
  it creates bursts around both of her phantoms. If the 
  shadow aspect is knocked unconscious or killed while 
  both phantoms are fully manifested, both phantoms 
  continue to act normally for an additional number 
  of rounds equal to the intensity of her shared surge 
  before dispersing. If the shadow aspect is woken up or 
  returned to life during this period, she is exhausted and 
  one of the phantoms (whichever has fewer hit points 
  remaining, or shadow aspect’s choice if they are tied) is 
  dispersed. After ten minutes, if both phantoms are still 
  fully manifested, one of the phantoms (whichever has 
  fewer hit points remaining, or shadow aspect’s choice 
  if they are tied) is dispersed, and the shadow aspect is 
  fatigued. The remaining phantom is treated as if it were 
  just summoned using the shadow aspect’s minute-long 
  ritual. 
  This ability replaces perfect surge. 
  damage to disperse it, as a reaction to the damage, the 
  shadow aspect can sacrifice any number of her power 
  points without using an action. Each power point 
  sacrificed in this way prevents 1 point of damage being 
  dealt to the phantom. This can prevent the phantom 
  from being dispersed. 
  This hasty construction is limited, and tends to rapidly 
  disperse with distance. When the phantom is fully 
  manifested, it and the shadow aspect must remain within 
  50 feet of one another for the phantom’s manifestation 
  to stay stable with little to no concentration on the part 
  of the shadow aspect. The shadow aspect can stretch 
  this tether, but only when the phantom is in ectoplasmic 
  form. When a shadow aspect starts her turn and her 
  ectoplasmic phantom is more than 50 feet away from 
  her (but closer than 100 feet), the shadow aspect must 
  concentrate on the link as a full-round action that 
  provokes attacks of opportunity or the ectoplasmic 
  phantom 
  immediately 
  disperses 
  and 
  cannot 
  be 
  summoned again for 24 hours. This concentration can 
  be interrupted as if it were a power. Treat this effect’s 
  power level as equal to 1 + 1 per 10 feet farther than 
  50 feet that the phantom is from the shadow aspect 
  (maximum power level 6th). If the tether is interrupted 
  or the check fails, the phantom immediately returns to 
  the consciousness of its shadow aspect master.
  If the ectoplasmic phantom is ever more than 100 
  feet away from its shadow aspect, or the incorporeal 
  phantom is ever 50 feet away from the shadow aspect or 
  outside of line of effect from the shadow aspect for more 
  than 1 round per class level, the tether is automatically 
  broken; the phantom is immediately dispersed and can’t 
  be summoned again for 24 hours. 
  Outrage (Su): A shadow aspect channels her emotions 
  into her phantom, summoning bursts of barely restrained 
  phrenic energy. As a standard action and by expending 
  her psionic focus while her phantom is manifested, the 
  shadow aspect can deal 1d6 points of force damage for 
  every +1 to her shared surge to enemies within 10 feet 
  of her phantom (for example, a shadow aspect with 
  shared surge +3 deals 3d6 with her phantom burst). 
  Creatures dealt damage in this way are slowed for a 
  number of rounds equal to the intensity of the shadow 
  aspect’s shared surge. Affected creatures that succeed 
  at a Reflex save (DC 10 + 1/2 the shadow aspect’s class 
  level + the shadow aspect’s Charisma modifier) only take 
  half damage and negate the slow. Phantom bursts do not 
  trigger shadow enervation. This ability replaces surge 
  blast. 
  Lapse in Madness (Ex): Starting at 4th level, when a 
  shadow aspect uses her shared surge ability while her 
  phantom is manifested, her phantom gains a +1 morale 
  bonus on attack rolls, damage rolls, and saving throws 
  for a number of rounds equal to twice the intensity of 
  her shared surge. Her phantom also gains temporary 
  hit points equal to the shadow aspect’s class level. These 
  temporary hit points disappear after ten minutes. If a 
  shadow aspect uses her shared surge while her phantom 
  is harbored within her consciousness, she gains a +2 
  
  15
  Psionics augmented: occult
  Negation (Phantom Archetype)
  Phantoms created by shadow aspects are radically 
  different than most of their kind. Where most are strictly 
  manifest single emotions, the negations created by a 
  shadow aspect are darker, subdued aspects of the shadow 
  aspect herself. Where there was once anger, there is her 
  inner frustration. Dedication becomes mania, despair 
  to solemn depression, and so on—each gaining some 
  of the raw psychic power that its master claims, as well 
  as some of her own personal mannerisms and traits. In 
  this way, each negation phantom somewhat resembles a 
  warped form of its master. Unless otherwise noted, only 
  a shadow aspect may have a negation phantom.
  Share Powers (Su): The shadow aspect can manifest 
  a power with a target of “you” on her negation phantom 
  (as a power with a range of touch) instead of on herself. 
  A shadow aspect can manifest powers from the wilder 
  power list on her phantom even if the powers normally 
  do not affect creatures the of the phantom’s type 
  (outsider). This ability does not allow the phantom to 
  share abilities that aren’t powers, even if they function 
  like powers. This ability replaces share spells. 
  Deliver Touch Powers (Su): The negation phantom 
  can deliver touch powers for the shadow aspect when 
  fully manifested in incorporeal or ectoplasmic form. The 
  shadow aspect and the phantom need not be in contact 
  to accomplish this, but the phantom must be within 
  30 feet and the shadow aspect must be able to see the 
  phantom. If the shadow aspect is 12th level or higher, 
  the phantom can deliver touch powers within 50 feet of 
  the shadow aspect. The shadow aspect can manifest the 
  power, and then the phantom can deliver the touch as 
  an immediate action. If the touch power deals damage, 
  the phantom must make the attack roll. The phantom 
  can’t hold the charge of a touch power manifested by 
  the shadow aspect using this ability. If the power is 
  delivered to the phantom, it must touch a target or the 
  power is lost. If the power allows you to touch up to six 
  willing targets, the phantom can accomplish this with 
  an immediate action, but all the willing targets must be 
  within the phantom’s melee reach at the time. 
  Subdued Skills: Negation phantoms never grant the 
  shadow aspect Skill Focus, but still gain skill ranks as 
  normally determined by their emotional focus. This ability 
  alters the bonus skills granted by emotional focus. 
  Subconscious Casting: The shadow aspect’s being 
  and personality are so suffused with psionic power that 
  her negation phantom gains the ability to use some of its 
  own psionics. At 1st level, a negation phantom gains a 
  single 1st-level power from the psion/wilder power list 
  as a psi-like ability, with a manifester level equal to its 
  Hit Dice. At 7th level, it gains a power of up to 2nd level, 
  at 12th level, it gains a power of up to 3rd level, and at 
  17th level, it gains a power of up to 4th level. It can use 
  each of these psi-like abilities once per day. The negation 
  phantom uses its Charisma to determine the save DCs 
  of these powers. Once selected, these powers cannot be 
  changed thereafter.
  New Feats
  Boon Phantom
  Your phantom’s connection with you is exceptionally 
  strong. 
  Prerequisites: Phantom class feature.
  Benefit: The abilities of your phantom are calculated 
  as though your class were 4 levels higher, to a maximum 
  effective spiritualist level equal to your character level. 
  Extended Crystalline Bond (Psionic)
  Your psicrystal and phantom can remain merged for 
  much longer than usual. 
  Prerequisites: Crystalline bond class feature.
  Benefit: You can use your crystalline bond for 6 
  additional rounds per day.
  Special: You can take this feat multiple times. Its 
  effects stack.
  Mass Haunting (Psionic)
  Your psicrystal and phantom can remain merged for 
  much longer than usual. 
  Prerequisites: Collective class feature, phantom class 
  feature.
  Benefit: Your phantom is always considered to be 
  a member of your collective, but does not contribute 
  towards the maximum number of creatures you may 
  have in your collective. In addition, you may harbor 
  your phantom within the consciousness of any member 
  of your collective, granting them the benefits of your 
  shared consciousness class feature. As a full-round 
  action, you can transfer your phantom from one mind 
  within your collective to another. If a creature harboring 
  your phantom dies, your phantom immediately returns 
  to your mind. Your phantom treats members of your 
  collective as you for the purposes of your etheric tether 
  ability.
  In addition, you add 1/2 your spiritualist level to your 
  levels in classes that grant the collective class feature for 
  determining the range of your collective, and you add 
  1/2 your levels in such classes to your spiritualist level 
  for determining the effect of your shared consciousness 
  ability.
  Poltergeist’s Hand (Psionic)
  Your phantom’s reach extends past dimensions. 
  Prerequisites: You must be a phantom.
  Benefit: While you are incorporeal or confined in a 
  spiritualist’s consciousness, you can use far hand as a 
  psi-like ability at will, with a manifester level equal to 
  your Hit Dice. 
  
  16
  Psionics augmented: occult
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  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: 
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  Psionics Unleashed, © 2010, Dreamscarred Press.
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and 
  Andreas Rönnqvist.
  Psionics Augmented: Mind and Soul, © 2016, Dreamscarred Press
  
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