TEXT: ◆ FIND THE MARK ◆
  
  DreamscarreD Press
  ii
  Lead Designers: Jeremy Smith, Andreas Rönnqvist
  Additional Design: Philip J. Leco, II
  Cover Artist: Rick Hershey
  Cover Design: Erik Nowak
  Interior Layout: Jeremy Smith
  Interior Artists: Rick Hersey, Tsailanza Rayne
  Playtesting and Additional Design: Josh “Wynterknight” Harper, Austin Morgan, Cory Gilman, Brian Faller, 
  Michael “Drakanor Dream” Duffy, James Bailey, Dave “Lordmonkeysama” Bruno, Darrick Dahl, E.L. Green, 
  Stefan “Calain80” Pukallus, Doug Limmer, Andi Smith, Dave Harris, Angel Harris, Aedon Harris, John Meyer, 
  Syonique (N. Langenfeld) and the playtesters at Silver Star, Andrew Bigwood (Biggy) and his playtesting 
  group: Emma Bigwood, Stephen Black, Nathan Jack, Trevor Williams
  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. 
  Psionics Expanded requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.  
  See http://dreamscarredpress.com for more information on Psionics Unleashed.
  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 Expanded is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  © 2011 Dreamscarred Press
  Psionics ExPandEd
  Find the mark
  
  Psionics exPanDeD
  1
  introDuction
  While Psionics Unleashed does a great job of 
  implementing psionics in the Pathfinder Roleplaying 
  Game, there were a lot of things that could have been 
  done for psionics that just did not make it into the 
  final version of Psionics Unleashed.
  That’s where Psionics Expanded comes in.  
  The goal of the Psionics Expanded project was to 
  implement all of those advanced psionics concepts 
  that we left out of Psionics Unleashed because of 
  time, space, or resource constraints.  Psionic healing, 
  new prestige classes, a true system for psionic 
  talents, a true psionic tank, and psionic versions of 
  options found in the Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide are all included in Psionics 
  Expanded, as well as a host of new player options.
  Who is it for?
  Where Psionics Unleashed contained information 
  for both the player and the GM, Psionics Expanded 
  is aimed primarily for players.  With new classes, 
  feats, character options, powers, prestige classes, 
  and psionic items, everything in this book has been 
  developed with the player in mind. 
  Playtesting
  Like Psionics Unleashed, all of the material in 
  Psionics Expanded was playtested by you - the players.  
  Players across the world used this material in their 
  own games, giving sometimes harsh feedback about 
  the new mechanics.  It is our belief that by including 
  the psionic players in the development process, the 
  final product ends up being of higher quality, better 
  balanced, and simply more fun.  
  We truly appreciate all the time, effort, and 
  feedback that the psionic community has given for 
  this project.
  Serialized Releases
  Unliked Psionics Unleashed, Psionics Expanded 
  is being released as a series of smaller documents, 
  each of a certain theme.  This is being done because 
  it makes it easier to get the constituent parts of 
  Psionics Expanded available to you, the player, 
  while we work on the finished compiled book.  By 
  separating the book into six initial pieces, it becomes 
  significantly easier to manage.  
  This release focuses on the marksman base class, 
  as well as psychokinesis and other ranged combat 
  options such as feats, powers, and items.  Each 
  subsequent release will focus on another aspect of 
  the Psionics Expanded project, until all six have been 
  released and we compile it all into a single book.
  Definition of Terms
  Below are definitions of some of the common 
  terms used in this book.
  Augment: An optional cost in power points that 
  can be paid during manifestation to improve certain 
  powers. The total power point cost is equal to the 
  base power’s cost plus any power points spent on 
  augmentation; this total power cost cannot exceed 
  the character’s effective manifester level.
  Base Class: A class that progresses from level 
  1–20.
  Manifester Level: Generally equal to the number 
  of class levels (see below) in a manifesting class. 
  Some prestige classes add manifester levels to an 
  existing class.
  Character Level: The sum of a character’s class 
  levels.
  Class Level: The level of a character in a particular 
  class.
  Key Ability Modifier: The ability score modifier 
  for the character’s key ability score.  For psions, this 
  is Intelligence, for psychic warriors it is Wisdom, 
  and Charisma for wilders.
  Manifester Level: Generally equal to the number 
  of class levels in a given manifesting class. Some 
  prestige classes add manifester levels to an existing 
  class. Manifester levels from multiple base classes 
  do not stack (they are tracked individually, akin to 
  how sorcerer and wizard caster levels are tracked 
  individually). A character with psi-like abilities, but 
  no class levels in any manifesting class, does not 
  have a manifester level for most purposes, including 
  feat and prestige class requirements.
  Metamorphosis Powers: One of the powers 
  with metamorphosis in its name.  Specifically 
  minor 
  metamorphosis, 
  metamorphosis, 
  major 
  metamorphosis, and true metamorphosis.
  Power Point Reserve: A character’s personal 
  store of power points. A character with a power 
  point reserve gains the psionic subtype and can gain 
  psionic focus, even if the power point reserve has 
  been depleted.
  Psionic Class: Any class which requires or grants 
  psionic power points.
  Psionic Focus: A psionically-empowered state 
  of mind. Some abilities can only be used while a 
  character has psionic focus. Some abilities can only 
  be used by expending psionic focus; only one such 
  ability can be used when psionic focus is expended. 
  Gaining psionic focus is a full-round action that 
  provokes attacks of opportunity.
  
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  classes
  Along with a brand new base class, the 
  marksman, presented in this section you 
  will also find new options for the core 
  psionic base classes.  A new psychic 
  warrior path, a new archetype for the 
  soulknife, and even a new concept - 
  the advanced discipline - for psions.
  new Base class
  While the four core psionic 
  classes - the psion, psychic 
  warrior, soulknife, and wilder 
  - can fill many roles 
  for the party, there 
  are still necessary 
  positions 
  within 
  an 
  adventuring group that cannot 
  be covered solely by psionics. 
  Presented below you will find 
  the marksman class, a psionic 
  ranged 
  combat 
  specialist, 
  capable 
  of 
  devastating 
  attacks from afar.
  MARKSMAn
  Masters 
  of 
  ranged 
  weapons, marksmen are the 
  elite wielders of any weapon 
  that can be shot, fired, or 
  thrown.  Unlike rangers, who 
  are more focused on tracking 
  down their chosen enemies, 
  marksmen focus their attention 
  on harnessing their ranged 
  combat abilities, learning to 
  use their weapon in ways others 
  could only dream of.  Their psionic 
  ability improves their attacks and 
  augments their otherwise limited 
  defensive abilities.
  Role: 
  As 
  light 
  armor 
  wielders, 
  marksmen are not intended to be 
  front-line combatants.  They excel 
  when they have a safe distance 
  from which to unleash their deadly 
  attacks.
  Alignment: Any
  Hit Die: d10
  Starting Gold: 5d4 x 10 (125 gp)
  Starting Age: Moderate (as fighter)
  CLASS SKILLS
  The marksman’s class skills are Acrobatics, 
  Autohypnosis, Climb, Craft, Escape Artist, Intimidate, 
  Knowledge 
  (Psionics), 
   
  Perception, 
  Perform, 
  Profession, Sense Motive, Stealth, Survival, and Use 
  Magic Device
  Skill Points at Each Level: 4 + Int modifier
  CLASS FEATURES
  You are a warrior first and foremost – your 
  precision and prowess will frequently be tested in 
  battle. However, you are more than just a 
  straightforward archer. Your intuition, 
  psionic abilities and powers can make or 
  break a battle, if they are used wisely.
  Weapon and Armor Proficiency: A 
  marksman is proficient with all 
  simple weapons, all light, 
  projectile, 
  and 
  thrown 
  martial 
  weapons, 
  light 
  armor, and with bucklers. 
  Armor does not interfere 
  with 
  the 
  manifestation 
  of 
  powers. 
  Power Points/Day: A marksman’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: The Marksman. 
  In 
  addition, 
  she 
  receives 
  bonus 
  power points per 
  day if she has a high 
  Wisdom score. Her race 
  may also provide bonus power 
  points per day, as may certain 
  feats and items.
  Powers Known: A marksman 
  begins 
  play 
  knowing 
  no 
  marksman powers (although she 
  can manifest powers from power 
  completion or power trigger 
  items as normal). At each level 
  indicated 
  on 
  Table: 
  The 
  Marksman, she unlocks 
  the knowledge of a new 
  power.
  Choose 
  the 
  powers 
  known from the marksman power 
  list. (Exception: The feat Expanded 
  Knowledge does allow a marksman to learn powers 
  from the lists of other classes.) A marksman can 
  manifest any power that has a power point cost 
  equal to or lower than her manifester level.
  A marksman focuses on 
  ranged combat, delivering 
  deadly attacks from afar
  
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  3
  The total number of powers a marksman can 
  manifest in a day is limited only by her daily power 
  points.
  A marksman 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 
  marksman powers is 10 + the power’s level + the 
  marksman’s Wisdom modifier.
  Maximum Power Level Known: A marksman 
  begins play with the ability to learn 1st-level powers. 
  As she attains higher levels, she may gain the ability 
  to master more complex powers. To learn or manifest 
  a power, a marksman must have a wisdom score of 
  at least 10 + the power’s level.
  Combat Style: A marksman of 1st level chooses 
  a type of ranged combat that is her preferred style. 
  This style determines certain class features, skills, 
  and abilities, as described in the different styles 
  below.  
  Point-Blank Shot: At 1st level, a marksman gains 
  the Point-Blank Shot feat as a bonus feat.
  Wind Reader (Su): A marksman can use 
  her heightened senses and awareness of her 
  surroundings to read the wind and environment, 
  allowing her to drastically improve her accuracy. 
  While maintaining psionic focus, she can spend a 
  swift action to gain a competence bonus equal to her 
  Wisdom modifier on ranged attacks until the end of 
  the round. She can do this a number of times per day 
  equal to 3 + her class level.
  taBle: the marksman
  Level
  Base 
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will 
  Save
  Special
  Power 
  Points/ 
  Day
  Powers 
  Known
  Maximum 
  Power Level 
  Known
  1
  +1
  +0
  +2
  +2
  Combat style, Point Blank 
  Shot, wind reader
  1
  0
  1st
  2
  +2
  +0
  +3
  +3
  Evade arrows (+1), style 
  technique, favored weapon 
  (+1)
  2
  1
  1st
  3
  +3
  +1
  +3
  +3
  Style skill (+1), style mantra
  3
  2
  1st
  4
  +4
  +1
  +4
  +4
  Cover fire, style ability
  5
  2
  1st
  5
  +5
  +1
  +4
  +4
  Bonus feat
  7
  3
  2nd
  6
  +6/+1
  +2
  +5
  +5
  Evade arrows (+2), style 
  skill (+2), favored weapon 
  (+2)
  9
  4
  2nd
  7
  +7/+2
  +2
  +5
  +5
  Disengage
  11
  5
  2nd
  8
  +8/+3
  +2
  +6
  +6
  Bonus feat, style ability
  14
  5
  2nd
  9
  +9/+4
  +3
  +6
  +6
  Style skill (+3)
  17
  6
  3rd
  10
  +10/+5
  +3
  +7
  +7
  Evade arrows (+3), favored 
  weapon (+3)
  20
  7
  3rd
  11
  +11/+6/+1
  +3
  +7
  +7
  Bonus feat
  24
  8
  3rd
  12
  +12/+7/+2
  +4
  +8
  +8
  Style ability, style skill (+4)
  28
  8
  3rd
  13
  +13/+8/+3
  +4
  +8
  +8
  Defensive shot
  32
  9
  4th
  14
  +14/+9/+4
  +4
  +9
  +9
  Bonus feat, evade arrows 
  (+4), favored weapon (+4)
  37
  9
  4th
  15
  +15/+10/+5
  +5
  +9
  +9
  Style skill (+5)
  42
  10
  4th
  16
  +16/+11/+6/+1
  +5
  +10
  +10
  Style ability
  47
  10
  4th
  17
  +17/+12/+7/+2
  +5
  +10
  +10
  Bonus feat
  52
  11
  4th
  18
  +18/+13/+8/+3
  +6
  +11
  +11
  Evade arrows (+5), style 
  skill (+6), favored weapon 
  (+5)
  58
  11
  4th
  19
  +19/+14/+9/+4
  +6
  +11
  +11
  Ranged specialist
  64
  12
  4th
  20
  +20/+15/+10/+5
  +6
  +12
  +12
  Bonus feat, style ability
  70
  12
  4th
  
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  Favored Weapon: Marksmen of 2nd level select a 
  group of ranged weapons from the list below as their 
  preferred weapons and gain a +1 competence bonus 
  to ranged attack rolls made with any weapon of that 
  group.  Every four marksman levels thereafter, this 
  bonus increases by 1.
  Bows: composite longbow, composite shortbow, 
  longbow, and shortbow.
  Crossbows: double crossbow, hand crossbow, 
  heavy crossbow, light crossbow, repeating heavy 
  crossbow, and repeating light crossbow.
  Spears: javelin, lance, pilum, shortspear, spear, 
  and trident.
  Thrown: blowgun, bolas, boomerang, chakram, 
  club, dagger, dart, halfling sling staff, javelin, light 
  hammer, net, shortspear, shuriken, sling, spear, 
  starknife, throwing axe, trident, wooden stake.
  Note: Additional weapons can be added to these 
  groups or additional weapon groups can be created 
  at your GM’s discretion.  Some weapons may belong 
  to multiple weapon groups at your GM’s discretion.
  Evade Arrows (Ex): At 2nd level, a marksman’s 
  familiarity with ranged attacks and her natural 
  intuition alerts her to danger from mundane ranged 
  attacks. She gains a +1 Dodge bonus to Armor 
  Class against ranged attacks (but not ranged touch 
  attacks).  At 6th level and every four marksman 
  levels thereafter, this Dodge bonus increases by 1.
  Style Technique (Su): All marksmen, regardless 
  of their chosen combat style, gain special techniques 
  at 2nd level that they can use by expending psionic 
  focus.  The specific technique is determined by the 
  marksman’s chosen style.
  Style Skill (Ex): At 3rd level, a marksman gains a 
  +1 bonus to the skill associated to his combat style. 
  Every three levels thereafter (6th, 9th, etc), this 
  bonus improves by 1.
  Style Mantra (Su): At 3rd level, a marksman 
  gains a mantra associated with her combat style that 
  is active as long as she maintains psionic focus.  A 
  marksman may not use her style mantra at the same 
  time she uses Wind Reader; she may only gain the 
  benefit of one or the other, not both.
  Cover Fire (Ex): Beginning at 4th level, the 
  marksman knows not only how to directly engage 
  her enemies, but also how to protect her allies. As 
  an attack action, she may choose to fire a ranged 
  or thrown weapon at an opponent within 30 feet to 
  distract that opponent rather than to deal damage. 
  Make an attack roll against the space a target occupies 
  (AC 10). If successful, the targeted enemy must make 
  a Reflex save (DC 10 + one-half the marksman’s 
  class level + the marksman’s Dexterity modifier), 
  or be staggered for one round. The marksman still 
  expends ammunition as normal for this attack.
  If the attack roll would indicate a critical threat 
  and the result would hit the opponent’s AC, roll to 
  confirm: if the critical hit is confirmed against the 
  opponent’s AC, the attack does normal damage 
  as well. A marksman cannot use cover fire if her 
  opponent or the square she targets would be subject 
  to a miss chance (such as from a concealed target).
  Style Ability: Starting at 4th level, a marksman 
  gains an ability associated with her combat style. 
  Every four levels thereafter (8th, 12th, 16th, 20th), 
  she gains a new style ability.
  Bonus Feat: A marksman of 5th level gains a bonus 
  feat chosen from his combat style feat list, Deadly 
  Aim, Far Shot, Fell Shot, Greater Psionic Shot, Parting 
  Shot, Precise Shot, Psionic Meditation, Psionic Shot, 
  Quick Draw, Return Shot, Returning Throw, or a feat 
  that requires a particular weapon when it is selected, 
  such as Weapon Focus or Improved Critical.  If the 
  marksman chooses a feat that requires a particular 
  weapon, she must select a weapon from her selected 
  ranged weapon group.  The marksman must still 
  meet all prerequisites for the feat to select it.  
  At 8th level and every three marksman levels 
  thereafter, the marksman gains another bonus feat 
  from the same list.
  Disengage (Ex): Once a marksman has reached 
  7th level, she learns how to effectively distance 
  herself from enemies.  When the marksman would 
  provoke an attack of opportunity for moving out of a 
  threatened space, she may expend her psionic focus 
  to add her Wisdom modifier to her Acrobatics rolls 
  to avoid attacks of opportunity for the round and can 
  move at full speed without increasing the Acrobatics 
  DC.
  Defensive Shot (Ex): At 13th level, a marksman no 
  longer provokes attacks of opportunity when making 
  ranged attacks with a ranged or thrown weapon.
  Ranged 
  Specialist 
  (Su): 
  At 
  19th 
  level, 
  a 
  marksman’s ranged and thrown attacks have their 
  critical multiplier increased by 1 (x2 becomes x3, for 
  example) and her penalties for range increments are 
  halved.  If the marksman has the Far Shot feat, she 
  instead suffers no penalties for range increments.
  comBat styles
  Presented below are several ranged combat styles 
  available for marksmen to choose.  More combat style 
  options may be available at your GM’s discretion.
  Finesse Style
  Finesse marksmen learn special techniques 
  with ranged attacks that otherwise would find too 
  difficult to perform.  A finesse marksman is capable 
  of knocking the weapon out of an opponent’s hand 
  with the flick of the wrist, or pinning a target to a 
  door without drawing blood.
  Style Technique: Once a marksman has reached 
  
  Psionics exPanDeD
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  2nd level, she may expend her psionic focus while 
  making a ranged attack to use one of the following 
  combat maneuvers as a ranged attack: bull rush, 
  dirty trick, disarm, sunder, or trip.  The marksman 
  may use either her Strength or Dexterity modifier 
  when determining her CMB for this attack.  The 
  ranged attack deals no damage and provokes attacks 
  of opportunity as normal.
  Style Skill: At 3rd level, a finesse marksman gains 
  a +1 bonus to Intimidate.  This bonus increases by 1 
  every three marksman levels thereafter.
  Style Mantra: Beginning at 3rd level, as long as a 
  finesse marksman maintains psionic focus, she gains 
  a +1 circumstance bonus on attack rolls made when 
  she makes a ranged attack.  At 7th level and every 
  four marksman levels thereafter, this competence 
  bonus increases by 1.
  Dazzling Assault (Su): A finesse marksman of 4th 
  level is capable of charging her ranged or thrown 
  weapon attacks with psychokinetic energy that 
  gives off a brilliant burst of light on a successful hit. 
  When this ability is activated, all of the marksman’s 
  ranged or thrown weapon attacks for the round that 
  successfully hit their target dazzle the target for 
  one round.  This ability may be used a number of 
  times per day equal to 3 + the marksman’s Wisdom 
  modifier.
  Instill Awe (Su): A finesse marksman of at least 8th 
  level is able to make an opponent think twice before 
  engaging in combat.  As a standard action and as 
  long as she maintains psionic focus, the finesse 
  marksman can make a ranged attack at a target.  If 
  the attack is successful, the attack deals no damage, 
  but the target is shaken for a number of rounds equal 
  to the marksman’s Wisdom modifier.  A successful 
  Will saving throw (DC 10 + half marksman level + 
  marksman’s Wisdom modifier) reduces the duration 
  to one round.  This is a mind-affecting effect.
  Teleporting Attack (Su): Upon achieving 12th 
  level, a finesse marksman is capable of teleporting 
  his ranged or thrown attacks to hit enemies from 
  unexpected angles.  By expending psionic focus 
  as part of a ranged or thrown attack, the target is 
  considered flat-footed for the attack.  Should your 
  target have uncanny dodge or improved uncanny 
  dodge, treat your marksman level as your rogue level 
  to determine if the target is treated as flat-footed.
  Stunning Display (Su): At 16th level, a finesse 
  marksman is capable of putting on a truly captivating 
  display of ranged combat mastery with her ranged or 
  thrown weapons.  As a standard action, all creatures 
  within 30 ft. of the marksman are fascinated for a 
  number of rounds equal to the marksman’s Wisdom 
  modifier unless they make a successful Will saving 
  throw (DC 10 + half marksman level + marksman’s 
  Wisdom modifier).  If something ends the effect 
  prematurely, the creature is instead stunned for one 
  round.
  This ability does not affect mindless creatures.  
  This ability may be used once every 10 minutes.
  Master Technique: Upon reaching 20th level, 
  the finesse marksman gains the master technique 
  Oubliette of Knives.
  Oubliette of Knives: As a standard action, you 
  can make a ranged attack with a ranged or thrown 
  weapon, and redirect the attack at another target 
  after every successful strike.  Each additional attack 
  made in this fashion uses your full base attack 
  bonus.  You may attack the same target multiple 
  times with this technique, but only if another target 
  is successfully attacked between strikes, and each 
  individidual target may only be struck by a single 
  use of oubliette of knives equal to your Wisdom 
  modifier.  All distance traveled by the thrown weapon 
  or projectile counts against range increments.
  For example, Bob the finesse marksman has 
  a Wisdom of 20 and uses Oubliette of Knives to 
  attack an orc at his full attack bonus.  The attack is 
  successful, so Bob redirects the attack to a nearby 
  goblin.  This second attack is successful, so Bob 
  redirects the attack back to the orc, repeating this 
  process until an attack fails, the weapon has gone 
  its total range, or each target has been struck five 
  times each.
  Style Feats: Disrupting Shot*, Shot on the Run, 
  Throw Anything
  Sniper Style
  Marksmen of this style focus on taking a single 
  shot and making the most of it.  These are the 
  marksmen who will use a single attack to change 
  the entire course of the battle by eliminating the 
  enemy’s leader.  Sometimes nicknamed assassins, 
  these marksmen are not cruel, they simply find 
  elegance in a single perfect shot placed at just the 
  right point.
  Style Technique: Once a marksman has reached 
  2nd level, she may expend her psionic focus while 
  making a single ranged attack to add her Wisdom 
  modifier to the damage the attack deals.  This ability 
  may not be used as part of a full attack.
  Style Skill: At 3rd level, a sniper marksman gains 
  a +1 bonus to Stealth.  This bonus increases by 1 
  every three marksman levels thereafter.
  Style Mantra: Beginning at 3rd level, as long as a 
  sniper marksman maintains psionic focus, she gains 
  a +2 competence bonus on damage rolls for attacks 
  made with a ranged or thrown weapon.  At 7th level 
  and every four marksman levels thereafter, this 
  bonus increases by 1.
  Second Chance (Su): A sniper marksman of 4th 
  level may expend her psionic focus when a ranged 
  
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  attack she has made misses to reroll the attack.  This 
  ability can be used a number of times per day equal 
  to 3 + the marksman’s Wisdom modifier.
   Augmented Shot (Su): As part of a single attack with 
  a ranged or thrown weapon, a sniper marksman of at 
  least 8th level can expend her psionic focus, causing 
  the attack to deal augmented damage. Increase the 
  base damage of the attack by one die. Unlike normal 
  bonus damage, this increases the actual weapon 
  damage (much like your Strength modifier on a melee 
  attack), and is thus multiplied in the case of a critical 
  hit.  With feats such as Vital Strike, this increased 
  base damage is used to determine the bonus damage 
  on the attack.  For example, if wielding a medium-
  sized light crossbow, add 1d8 damage.  Every six 
  marksman levels thereafter, increase the weapon 
  damage by an additional die.  This ability may not 
  be used as part of a full attack.  
  Unstoppable Force (Ex): Upon achieving 12th 
  level, if a sniper marksman’s ranged attack would 
  deal enough damage to a target to kill the target or 
  knock it unconscious, the marksman may choose to 
  have the bolt continue on a straight line through the 
  target’s location until it hits another target, at which 
  point the marksman makes a second attack roll at 
  the same bonus as the previous attack -4. If this 
  attack roll is successful, the target takes damage as 
  if struck by the attack (although bonus damage that 
  would not be multiplied on a critical hit only applies 
  to the first target). This process repeats until a target 
  is not killed or knocked unconscious, an attack roll 
  misses, or the attack reaches its maximum range.
  Critical Master (Ex): Once a sniper marksman has 
  reached 16th level, her critical threat range with 
  her favored weapons are doubled and she gains a 
  competence bonus equal to her Wisdom modifier 
  on rolls to confirm critical hits.  This ability does 
  not stack with the Improved Critical feat or keen 
  weapons; instead, the critical threat range is only 
  increased by 1. 
  Master Technique: Upon reaching 20th level, 
  the sniper marksman gains the master technique 
  Through the Eye of the Needle.
  Through the Eye of the Needle: As a standard 
  action, you carefully focus your shot on your enemy 
  and make a single ranged attack against that enemy. 
  If your attack is successful, the target takes an 
  additional 5d6 points of damage and gains one of the 
  following penalties, your choice, until they are fully 
  healed (at full hit points):
  • Ability damage equal to your Wisdom modifier 
  to any one stat
  • -4 to all attacks and damage rolls
  • Blinded
  • Deafened
  • Staggered
  • Shaken and slowed
  A successful Fortitude save (DC 20 + the marksman’s 
  Wisdom modifier) negates the chosen penalty, but 
  does not negate the damage taken.
  Style Feats: Greater Vital Strike, Improved Precise 
  Shot, Improved Vital Strike, Pinpoint Targeting, Vital 
  Strike
  Volley Style
  Volley marksmen are all about sending out as many 
  projectiles as possible.  These marksmen are great at 
  hitting multiple targets, turning an opponent into a 
  pincushion, or drawing a bow with such rapid rate 
  of fire as to seem faster than the eye can see.
  Style Technique: Once a marksman has reached 
  2nd level, she may expend her psionic focus while 
  making a full attack with a ranged or thrown weapon 
  to gain one additional attack.  This extra attack does 
  not stack with other effects that grant additional 
  attacks such as haste, physical acceleration, or the 
  speed weapon special ability.  Beginning at 15th level, 
  this technique does stack with additional attacks 
  such as those from haste, physical acceleration, or 
  the speed weapon special ability.
  Style Skill: At 3rd level, a volley marksman gains 
  a +1 bonus to Perception.  This bonus increases by 1 
  every three marksman levels thereafter.
  Style Mantra: Beginning at 3rd level, as long as a 
  volley marksman maintains psionic focus, she gains 
  a +1 competence bonus to her Initiative and Reflex 
  saves.  At 7th level and every four marksman levels 
  thereafter, the competence bonus improves by 1.
  Split Shot (Su): A volley marksman is capable 
  of psychokinetically splitting a ranged attack in-
  flight to hit two targets.  When activated, a single 
  ranged attack made by the marksman can strike one 
  additional target within within 15 ft. of the initial 
  target.  Roll damage normally and split the damage 
  to each target equally.  This ability may be used a 
  number of times per day equal to 3 + the marksman’s 
  Wisdom modifier.
  Quick Volley (Su): Volley marksmen of 8th level 
  learn to fire their weapons rapidly while needing 
  to maintain mobility.  As long as the marksman 
  maintains psionic focus, she can make a full attack 
  with a ranged or thrown weapon while also moving 
  her full movement, but suffers a -4 penalty to all 
  attacks made during the round and suffers a -2 
  penalty to her Armor Class until the beginning of 
  her next turn.
  Burst Arrows (Su): At 12th level, a volley marksman 
  is capable of charging her ranged attacks with 
  psychokinetic energy to explode and disrupt enemies. 
  Once per day as part of a full attack with a ranged or 
  thrown weapon, the marksman can expend psionic 
  focus and have the space occupied by each target 
  
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  treated as if covered in caltrops for a number of 
  rounds equal to her Wisdom modifier.  In addition, 
  all creatures within a 5 ft. radius of the struck target 
  take damage equal to the marksman’s Wisdom 
  modifier unless they make a successful Reflex save 
  (DC 10 + half marksman level + marksman’s Wisdom 
  modifier).  This ability can be used an additional 
  time per day every two marksman levels thereafter.
  Vicious Volley (Su): Beginning at 16th level, a volley 
  marksman is able to make her arrows more deadly 
  and accurate.  When making a full attack with a 
  ranged or thrown weapon, the marksman may make 
  two attack rolls for each attack in the full attack and 
  take the better roll.  This ability may be used once 
  every 10 minutes.
  Master Technique: Upon reaching 20th level, the 
  volley marksman gains the master technique Block 
  the Sun.
  Block the Sun:  As a full-round action, you can 
  choose two five foot squares per attack roll you 
  would normally make during a full attack. Each 
  targeted square must be adjacent to another 
  targeted square. Make one attack roll at your highest 
  attack bonus and use that against any creature or 
  creatures in each affected square. If the attack is 
  successful, you deal damage normally to each target 
  successfully struck. If your attack threatens a critical, 
  roll to confirm separately for each target struck. In 
  addition, each square affected is treated as difficult 
  terrain due to the volume of shots unleashed. Using 
  this ability expends four units of ammunition (or 
  one thrown weapon) per square affected and cannot 
  be used unless sufficient ammunition is available. 
  Alternately, the marksman may use one unit of 
  ammunition per square affected or a single thrown 
  weapon by expending one use of Split Shot, but does 
  not gain the usual benefit of Split Shot this round. 
  This ability may be combined with the Vicious Volley 
  style ability.
  Style Feats: Crossbow Mastery, Manyshot, Rapid 
  Reload, Rapid Shot
  aDvanceD 
  core Psionic classes
  Presented below are a variety of new options for 
  the core psionic classes. These options are typically 
  only available to characters taking their first level in 
  the class, as that is when disciplines, warrior paths, 
  and wild surge options are chosen.  Existing psychic 
  warriors, however, might make use of these new 
  paths through their secondary path class feature.
  Psion aDvanceD DisciPlines
  Psions of a particular discipline can chose to focus 
  their studies still further within that discipline. 
  Psions who choose an advanced discipline gain 
  all the normal benefits of their discipline, but the 
  advanced discipline changes one or more of the 
  abilities granted by their advanced discipline. A 
  psion must take all of the replacement abilities 
  associated with his advanced discipline. Once an 
  advanced discipline is chosen, it cannot be changed.
  Unseen Hand Discipline
  Associated Discipline: Psychokinesis
  Replacement Abilities: The following discipline 
  abilities replace the energetic recharge and energy 
  immunity abilities of the psychokinesis discipline.
  Telekinetic Burst (Su): At 14th level, once per 
  day, you can expend your psionic focus as a standard 
  action to hurl all creatures within 30 feet of you back 
  to the edge of the burst effect, knocking them to the 
  ground, prone. A successful Reflex save (DC 10 + half 
  psion level + your Intelligence modifier) negates the 
  knock back effect, but creatures within the effect are 
  still knocked prone.
  Permanent Telekinesis (Su): At 20th level, as 
  long as you maintain psionic focus, you can use 
  telekinetic force or telekinetic maneuver at will, but 
  you must still pay any power point cost to augment 
  the manifestation.
  Psychic warrior Paths
  Psychic warriors must choose a warrior’s path 
  at 1st level, granting them a variety of benefits and 
  options.  Presented below is a new path option for 
  psychic warriors.
  Archer Path
  Your focus is on ranged combat rather than wading 
  into the thick of things.
  Powers: Force screen, psychokinetic cannon*
  Skills: Perception, Ride, Stealth
  Bonus Class Skill: Stealth
  Trance: Beginning at 3rd level, while maintaining 
  psionic focus, you gain a +1 competence bonus on 
  attack rolls made with a ranged or thrown weapon 
  (natural weapons do not count for this benefit). This 
  bonus increases by 1 every four psychic warrior 
  levels thereafter.
  Maneuver: Beginning at 3rd level, you can expend 
  your psionic focus and make a ranged trip attack 
  as a standard action.  If your target is flying, they 
  are instead staggered for one round. At 7th level 
  and every four psychic warrior levels thereafter, 
  you gain a +1 bonus to your CMB when using this 
  maneuver.
  soulknife archetyPes
  Although the quintessential soulknife wields a 
  mind blade and is a master of melee combat, there 
  
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  are others who have learned to harness psionic 
  energy into psionic weapons.  From those who focus 
  on ranged combat to those who have learned to 
  manifest psionic powers, these alternate soulknives 
  are just as deadly as their traditional counterparts.
  Presented below is a new archetype for the 
  soulknife, the soulbolt, which offers a ranged option 
  for the iconic soulknife class.
  Soulbolt
  Some soulknives choose to focus on ranged attacks, 
  launching a mind bolt at their enemies instead of 
  wielding a blade of energy. 
  Bonus Feat: A soulbolt 
  can choose either Point-
  Blank Shot or Weapon Focus 
  (mind bolt) as a bonus feat 
  at 1st level.  This replaces 
  the standard list of bonus 
  feats available to a 1st level 
  soulknife.
  Form Mind Bolt (Su): At 
  1st level, as a move action, 
  a 
  soulbolt 
  can 
  form 
  a 
  semi-solid ranged weapon 
  composed of psychic energy 
  distilled from her own mind. 
  This 
  mind 
  bolt 
  appears 
  inside of or enveloping the 
  soulbolt’s hand.
  A soulbolt must choose 
  the 
  form 
  of 
  her 
  mind 
  bolt at 1st level.  She can 
  either form it into a short 
  range, 
  medium 
  range, 
  or long range bolt which 
  determines the weapon’s 
  range increment and base 
  damage.  Once chosen, her 
  mind bolt stays in this form 
  every time the soulknife 
  forms her mind bolt.  The 
  long range bolt form is 
  the smallest of forms and 
  deals 1d6 points of damage 
  and has a 100 ft. range 
  increment. The medium 
  range bolt form deals 1d8 
  points of damage, with a 60 ft. 
  range increment, and the short range bolt form 
  is the largest and heaviest form and deals 1d10 
  points of damage with a 20 ft. range increment.  A 
  soulbolt adds her Strength modifier to damage rolls 
  when using the mind bolt in the short range form. 
  All damages are based on a Medium-sized creature 
  wielding Medium-sized weapons; adjust the weapon 
  damage as appropriate for different sized weapons. 
  A soulbolt with powerful build or any similar ability 
  forms an appropriately-sized mind bolt dealing the 
  size-appropriate amount of damage.  Regardless of 
  form, the mind bolt has a 19-20 critical threat range 
  and has a maximum range of 10 range increments..
  The form of the soulbolt’s mind bolt also 
  determines how many hands must be used to form 
  and manipulate the mind bolt.  If the mind bolt is in 
  long range form, both of the soulbolt’s hands remain 
  free to hold other items such as a shield or a weapon. 
  If the mind bolt is in medium range form, the 
  soulbolt must have at least one hand free to 
  form and manipulate the mind bolt.  If 
  the mind bolt is in short range form, 
  the soulbolt must have both hands 
  free to wield and launch the mind 
  bolt.
  A soulbolt can wield a buckler 
  without penalty regardless of the 
  form of her mind bolt.
  Regardless of the weapon form 
  a soulbolt has chosen, her mind 
  bolt does not have a set damage 
  type. When shaping her weapon 
  and assigning abilities to it, the 
  soulbolt chooses whether it will 
  deal bludgeoning, piercing, or 
  slashing damage. The soulbolt 
  may change the damage type 
  of an existing mind bolt, or may 
  summon a new mind bolt with a 
  different damage type, as a full-
  round action; otherwise, the 
  mind bolt retains the last 
  damage type chosen every 
  time it is summoned.
  The bolt can be broken (it has 
  hardness 10 and 10 hit points); 
  however, a soulbolt can simply 
  create another on her next move 
  action. The moment she relinquishes 
  her grip on her blade, it dissipates 
  (unless she intends to throw it; see 
  below). A mind bolt is considered 
  a magic weapon for the purpose of 
  overcoming damage reduction and is 
  considered a masterwork weapon.
  A soulbolt can use feats such as Rapid 
  Shot or Precise Shot in conjunction 
  with the mind bolt just as if it were a normal ranged 
  weapon. She can also choose her mind bolt for feats 
  requiring a specific weapon choice, such as Weapon 
  Focus and Improved Critical. Powers or spells that 
  upgrade weapons can be used on a mind bolt.  The 
  soulbolt can use feats such as Weapon Finesse that 
  
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  work on light weapons with her mind bolt, but such 
  feats only work on mind bolts in a light weapon 
  form, such as using the Mind Daggers blade skill.
  Even in places where psionic effects do not 
  normally function (such as within a null psionics 
  field), a soulbolt can attempt to sustain her mind bolt 
  by making a DC 20 Will save. On a successful save, 
  the soulbolt maintains her mind bolt for a number 
  of rounds equal to her class level before she needs 
  to check again, although the mind bolt is treated for 
  all purposes as a non-magical, masterwork ranged 
  weapon while in a place where psionic effects do not 
  normally function. On an unsuccessful attempt, the 
  mind bolt vanishes. 
  As a move action on her turn, the soulbolt can 
  attempt a new Will save to rematerialize her mind 
  bolt while she remains within the psionics-negating 
  effect.  She gains a bonus on Will saves made to 
  maintain or form her mind bolt equal to the total 
  enhancement bonus of her mind bolt (see below).
  The soulbolt chooses the appearance of her mind 
  bolt, although its shape must reflect the selections 
  the soulbolt has chosen: a bludgeoning mind bolt 
  would be blunt, slashing would have an edge, etc.
  This ability replaces the Form Mind Blade class 
  feature normally gained by soulknives.
  Shape Mind Bolt: The soulbolt’s mind bolt retains 
  the last chosen form every time it is formed until 
  the soulbolt reshapes it. If the soulbolt chooses to 
  reshape her bolt, it requires a full-round action to do 
  so. She may also re-assign the type of damage dealt 
  as part of reshaping her mind bolt if she so chooses. 
  A soulbolt can reassign the ability or abilities she 
  has added to her mind bolt; see below. To do so, she 
  must first spend 8 hours in concentration. These 
  cannot be the normal 8 hours used for rest, even if 
  the soulbolt does not require sleep.  After that period, 
  the mind bolt materializes with the new ability or 
  abilities selected by the soulbolt. 
  This ability replaces the Shape Mind Blade class 
  feature normally gained by soulknives.
  Launch Mind Bolt:  Soulbolts are greater masters 
  at making ranged attacks with their weapon than 
  their soulknife counterparts. Unlike a soulknife, a 
  soulbolt does not need to reform her mind bolt after 
  throwing it.  This means that the soulbolt can make 
  use of all iterative attacks available, or multiple 
  attacks such as those gained from Rapid Shot, 
  without the need for abilities such as the Multiple 
  Throw blade skill.
  This ability replaces the Throw Mind Blade class 
  feature normally gained by soulknives.
  Blade Skills: The following blade skills cannot 
  be used with the Mind Bolt: Alter Mind Blade, 
  Bladestorm, Bladewind, Dual Imbue, Extended 
  Strike, Furious Charge (and Improved), Gruesome 
  Riposte, Multiple Throw, Reaching Blade, Rending 
  Blades, Trade Blows, Twin Strike, and Two-handed 
  Throw.  The soulbolt may additionally select blade 
  skills from the list below.
  Alter Mind Bolt: A soulbolt gains the ability to 
  shape her mind bolt into different weapon forms.  
  She may change her blade’s form to the long range 
  weapon, medium range weapon, or short range 
  weapon forms any time she forms her mind bolt.
  Arresting Shot:  As a standard action, the soulbolt 
  can make a ranged reposition attempt against an 
  enemy within one range increment.  If the attempt 
  is successful, the enemy is repositioned to directly 
  adjacent to the soulbolt, occupying the space in the 
  most direct path from the target to the soulbolt.  The 
  soulbolt must have the wrenching special ability 
  applied to her mind bolt to use this blade skill.  The 
  soulbolt must be at least 12th level to select this 
  blade skill.
  Charged Shot: As a standard action, the soulbolt 
  can make a single ranged attack with her mind bolt. 
  If the attack is successful, the mind bolt bursts with 
  psionic energy upon impact, dealing its base weapon 
  damaging to all creatures within a 5-ft. radius of the 
  creature struck.  A successful Reflex save (DC 10 + 
  1/2 soulbolt level + Wisdom modifier) halves the 
  damage taken.
  Close-Range Expert: When making ranged attacks 
  with her mind bolt, a soulknife does not provoke 
  attacks of opportunity as long as she maintains 
  psionic focus.
  Close-Range 
  Expert, 
  Improved: 
  The 
  soulbolt 
  threatens adjacent squares when wielding her mind 
  bolt and does not need to maintain psionic focus 
  to gain the benefit of the Close-Range Expert blade 
  skill.  The soulbolt must have the Close-Range Expert 
  blade skill and must be at least 12th level to select 
  this blade skill.
  Double Shot: As a standard action, a soulbolt 
  can expend her psychic strike to make two ranged 
  attacks with her mind bolt.  The attacks do not deal 
  the additional damage from psychic strike.
  Freezing Bolt: The soulbolt may, as a free action, 
  have her mind bolt deal cold damage instead of 
  its selected damage type.  In this form, the mind 
  bolt bypasses any damage reduction, although it is 
  subject to resistance to cold damage, and is similarly 
  augmented by cold vulnerability.  If the mind bolt 
  successfully deals cold damage, the target must make 
  a Fortitude save (DC 10 + 1/2 soulbolt level + Wisdom 
  modifier) or have its speed reduced by half for one 
  round.  Multiple attacks with a freezing bolt in the 
  same round do not extend this duration.  
  Mind Daggers: If a soulbolt selects the Mind Daggers 
  blade skill, she gains the option to form her mind bolt 
  into dagger form, dealing 1d4 points of damage, with 
  
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  a critical threat range of 19-20, a critical multiplier 
  of x2, and a range increment of 30 ft.  When making 
  ranged attacks with the mind bolt in dagger form, a 
  soulbolt adds her Strength modifier to damage rolls.  
  When forming her mind bolt into dagger form, the 
  soulbolt may either make a single mind bolt or a pair 
  of mind bolts, so long as both are in dagger form.  The 
  mind bolt suffers the standard penalty for forming 
  two items.  The soulbolt may additionally use the 
  mind bolt in dagger form to make melee attacks, 
  but this may render some of the mind bolt’s weapon 
  special abilities non-functioning if they do not apply 
  to melee attacks (such as the Distance special ability; 
  see Enhanced Mind Bolt below).
  Rain of Arrows: As a standard action, the soulbolt 
  may fire off her mind bolt and have deal damage to 
  all creatures within a 10 ft. cube within one range 
  increment.  A successful Reflex save (DC 10 + 1/2 
  soulbolt level + Wis modifier) halves the damage.  A 
  soulbolt must have the charged shot blade skill and 
  be at least 10th level in order to select this blade 
  skill.
  Thousand Blades: When making a full attack, the 
  soulbolt may expend her psychic focus.  She deals no 
  psychic focus damage, but all of her attacks use her 
  highest base attack bonus before factoring in other 
  modifiers to attack rolls.  A soulbolt must be at least 
  12th level in order to select this blade skill.
  Enhanced Mind Bolt: A soulbolt’s mind bolt 
  improves as the character gains higher levels. At 
  3rd level and every odd level thereafter, the mind 
  bolt gains a cumulative +1 enhancement bonus that 
  she may spend on an actual enhancement bonus or 
  on weapon special abilities. A soulbolt’s maximum 
  enhancement bonus follows the same progression 
  as a soulknife. The soulbolt may (and must, when 
  her total enhancement is higher than her maximum 
  bonus) apply any special ability from the table below 
  instead of an enhancement bonus, as long as she 
  meets the level requirements. A soulbolt can choose 
  any combination of weapon special abilities and/or 
  enhancement bonus that does not exceed the total 
  allowed by the soulbolt’s level, but she must assign 
  at least a +1 enhancement bonus before assigning 
  any special abilities. 
  If the soulbolt shapes her mind bolt into two 
  items, such as using the Mind Daggers blade skill, 
  the enhancement bonus of her mind bolt (if any) 
  is reduced by 1 (to a minimum of 0).  If this would 
  reduce the enhancement bonus on the mind bolt to 0 
  and weapon special abilities are applied, the soulbolt 
  must reshape her mind bolt to make the options 
  valid.  Both mind bolts have the same selection of 
  enhancement bonus and weapon special abilities (if 
  any).
  Weapon Special 
  Ability
  Enhancement 
  Bonus Value 
  Required 
  Level
  Corrosive
  +1
  5
  Cunning
  +1
  5
  Distance 
  +1
  5
  Flaming
  +1
  5
  Frost 
  +1
  5
  Huntsman
  +1
  5
  Keen**
  +1
  5
  Lucky*
  +1
  5
  Merciful
  +1
  5
  Psychokinetic*
  +1
  5
  Seeking
  +1
  5
  Shock
  +1
  5
  Sundering*
  +1
  5
  Thundering
  +1
  5
  Anarchic
  +2
  7
  Axiomatic
  +2
  7
  Collision*
  +2
  7
  Corrosive burst
  +2
  7
  Flaming burst
  +2
  7
  Frost burst 
  +2
  7
  Holy
  +2
  7
  Linked Striking
  +2
  7
  Mindcrusher*
  +2
  7
  Psychokinetic burst*
  +2
  7
  Shocking burst 
  +2
  7
  Suppression*
  +2
  7
  Unholy
  +2
  7
  Wrenching
  +2
  7
  Dislocator
  +3
  9
  Great Dislocator
  +4
  12
  Brilliant energy
  +4
  12
  Greater energy
  +4
  12
  Coup de grace
  +5
  15
  *Option detailed in Psionics Unleashed
  **A keen mind blade gains its benefits no matter the 
  assigned damage type
  NOTE: Additional special abilities may be available at 
  your GM’s discretion.
  
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  feats
  Along with the new class options presented in this 
  book, a variety of new feats are detailed that expand 
  upon those that already exist in the Pathfinder 
  Roleplaying Game, as well as those that exist in 
  Psionics Unleashed.  The feats in this book typically 
  focus on the abilities of the marksman and ranged 
  combat.
  TyPES OF FEATS
  Many of the feats presented below are psionic 
  feats, although some purely combat-oriented feats 
  are also presented that are accessible to non-psionic 
  characters.  
  PSIONIC FEATS 
  Psionic feats are available only to characters and 
  creatures with the ability to manifest powers or with 
  a reservoir of psionic power. (In other words, they 
  either have a power point reserve or have psi-like 
  abilities.) 
  Because psionic feats are supernatural abilities—a 
  departure from the general rule that feats do not grant 
  supernatural abilities—they cannot be disrupted 
  in combat (as powers can be) and generally do not 
  provoke attacks of opportunity (except as noted in 
  their descriptions). Supernatural abilities are not 
  subject to power resistance and cannot be dispelled; 
  however, they do not function in areas where 
  psionics is suppressed, such as a null psionics field. 
  Leaving such an area immediately allows psionic 
  feats to be used. 
  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. 
  FEAT DESCRIPTIOnS
  The following format is used for all feat 
  descriptions.
  Feat name: The feat’s name also indicates what 
  subcategory, if any, the feat belongs to, and is 
  followed by a basic description of what the feat 
  does.
  Prerequisite: A minimum ability score, another 
  feat or feats, a minimum base attack bonus, a 
  minimum number of ranks in one or more skills, or 
  anything else required in order to take the feat. This 
  entry is absent if a feat has no prerequisites. A feat 
  may have more than one prerequisite.
  Benefit: What a feat enables the character (“you” 
  in the feat description) to do. If a character has the 
  same feat more than once, its benefits do not stack 
  unless indicated otherwise in the description.
  normal: What a character who does not have 
  this feat is limited to or restricted from doing. If not 
  having the feat causes no particular drawback, this 
  entry is absent.
  Special: Additional unusual facts about the feat.
  CRIPPLING ASSAULT [PSIONIC]
  You are able to paralyze the targets of your ranged 
  and thrown attacks.
  Prerequisites: Intimidating Shot, Point-Blank 
  Shot, Staggering Shot, base attack bonus +11.
  Benefit: To use this feat, you must expend your 
  psionic focus.  As a standard action, you can make 
  a ranged attack with a ranged or thrown weapon. 
  If the attack is successful, it deals damage normally 
  and forces the target to make a Fortitude saving 
  throw (DC 10 + 1/2 your character level + your Wis 
  modifier) or be paralyzed until the beginning of your 
  next turn. This paralysis is only effective against 
  dazed, flat-footed, paralyzed, staggered, stunned, 
  or unconscious foes.  If your attack misses, you still 
  expend your psionic focus.
  DEADLY THROW [PSIONIC]
  Your skill with thrown weapons allows you to 
  replace power with finesse.
  Prerequisites: Dex 15, Point-Blank Shot, base 
  attack bonus +3.
  Benefit: As long as you maintain psionic focus, 
  you may add your Dexterity modifier to damage 
  rolls made with thrown weapons instead of using 
  your Strength modifier.  You must be within 30 ft. of 
  the target to gain this benefit.
  normal: You add your Strength modifier to damage 
  rolls for attacks made with thrown weapons.
  EMPOWERED SHOT [PSIONIC]
  You can empower your ranged attacks, sending 
  them farther.
  Prerequisites: Point-Blank Shot.
  Benefit: As long as you maintain psionic focus, 
  the range of your ranged weapons doubles. 
  You may expend your psionic focus as part of a 
  ranged attack (but not ranged touch attack) to ignore 
  any penalties for range increment for that single 
  attack. That attack still has its range doubled as if 
  you were maintaining psionic focus.
  ExPANDED FAVORED WEAPON 
  [COMBAT]
  Your mastery of weapons is broader than most.
  
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  Prerequisites: Favored weapon class feature, base 
  attack bonus +6.
  Benefit: Choose one additional weapon group.  You 
  gain all the normal benefits of your favored weapon 
  class feature this weapon group in addition to your 
  original weapon group.
  ExTRA BLADE SKILL [PSIONIC]
  Your training with a mind blade allows you to 
  perform additional abilities.
  Prerequisite: Blade skill class feature.
  Benefit: You gain an additional blade skill.
  Special: You may take this feat multiple times. 
  Each time, you gain a new blade skill.
  GREATER INTUITIVE SHOT [PSIONIC]
  Your intuition extends to multiple attacks.
  Prerequisites: Wis 13, Intuitive Shot, Point-Blank 
  Shot, Psionic Shot, base attack bonus +6
  Benefit: You can expend your psionic focus as part 
  of a full attack to add your Wisdom modifier to the 
  damage roll of each attack made in the full attack. 
  You must be within 30 feet of your target to deal this 
  extra damage. Creatures immune to critical hits and 
  sneak attacks are immune to this extra damage.
  HAWKEYE [COMBAT]
  Keen eyes, steady hands, and sharp reflexes – 
  together, they forge a warrior with extraordinary 
  precision.
  Prerequisites: Far Shot, Point-Blank Shot.
  Benefit: You gain a +2 bonus on vision-based 
  Perception checks.
  Additionally, attacks that require precision and 
  are limited to a range of 30 ft, such as Point Blank 
  Shot, sneak attack, or the cover fire marksman class 
  feature, have this range increased by 15 ft.
  If you have 10 or more ranks in Perception, the 
  bonus increases to +4 and the increase to range 
  increases to 30 ft.
  INTIMIDATING SHOT [PSIONIC]
  Your ranged and thrown attacks are charged with 
  such force that they can demoralize your enemies.
  Prerequisites: Point-Blank Shot
  Benefit: As long as you maintain psionic focus, as 
  a standard action, you may make a single ranged or 
  thrown attack at an enemy. If the attack is successful, 
  deal damage normally and you may make a free 
  Intimidate check to demoralize the target.
  INTUITIVE SHOT [PSIONIC]
  Your intuition allows you to make deadly ranged 
  attacks.
  Prerequisites: Wis 13, Point-Blank Shot, Psionic 
  Shot
  Benefit: As long as you maintain psionic focus, as 
  a standard action, you may make an attack with a 
  ranged or thrown weapon and add your Wisdom 
  modifier to the damage roll. You must be within 
  30 feet of your target to deal this extra damage. 
  Creatures immune to critical hits and sneak attacks 
  are immune to this extra damage.
  KNOCKDOWN SHOT [PSIONIC]
  You are capable of knocking down your enemies 
  by psionically empowering your attacks.
  Prerequisites: Dex 15, Point-Blank Shot, Psionic 
  Shot
  Benefit: You can expend your psionic focus and 
  make a single ranged attack as a standard action. If 
  your attack hits, it deals damage normally and the 
  target must make a Reflex save (DC 10 + half your 
  character level + your Wisdom modifier) or be 
  knocked prone.
  MIxED COMBAT [COMBAT]
  You are trained at using ranged and melee attacks 
  at the same time.
  Prerequisites: Quick Draw, base attack bonus +6
  Benefit: You can sheathe your weapons as free 
  actions that do not provoke attacks of opportunity.  
  If you use this feat to change from a melee attack to 
  a ranged attack against the same target, your ranged 
  attacks do not provoke attacks of opportunity from 
  that target.
  normal:  Sheathing weapons is a move action that 
  provokes attacks of opportunity.  Ranged attacks 
  provoke attacks of opportunity.
  REBOUNDING THROW [PSIONIC]
  Your thrown attacks are capable of striking 
  multiple targets.
  Prerequisites: Point-blank Shot, base attack 
  bonus +1.
  Benefit: You may expend your psionic focus 
  as a free action when one of your thrown attacks 
  successfully hits to rebound the attack at another 
  enemy within one range increment of the original 
  target. This second attack is made at a -4 penalty.
  RETURNING THROW [PSIONIC]
  You are able to make your thrown weapons return 
  to your hand.
  Prerequisites: Point-Blank Shot, base attack 
  bonus +1.
  Benefit: As long as you maintain psionic focus, 
  weapons you throw return to the square from 
  which they were thrown just before your next turn. 
  Catching any returning weapons is a free action. If 
  you can’t catch the weapon, it drops to the ground.
  You may expend your psionic focus as part of a 
  
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  thrown attack to make the weapon you throw return 
  to your hand immediately after any thrown attack 
  resolves. This effect lasts until the end of your turn, 
  allowing you to attack multiple times with the same 
  thrown weapon if multiple attacks are otherwise 
  available.
  If the weapon (or shield) being thrown has the 
  ranged, returning, or teleporting special ability, your 
  attacks are treated as if you had expended psionic 
  focus to power this feat.
  RICOCHET [PSIONIC]
  You are able to redirect your thrown attacks.
  Prerequisites: Point-Blank Shot, base attack 
  bonus +6.
  Benefit: If a thrown attack of yours would strike a 
  flat and sturdy surface, such as a wall, you may expend 
  your psionic focus to psychoportatively redirect its 
  momentum up to 90 degrees, allowing it to continue 
  as if it were thrown in that new 
  direction.  Each time you redirect your attack in this 
  manner, your attack roll suffers a -2 penalty on the 
  attack and damage roll.
  You may even recover from missed attacks this 
  way: if a failed attack would also miss a creature’s 
  touch AC, it continues past the creature, potentially 
  rebounding off of another wall for another attempt 
  to hit. All distance traveled, regardless of direction, 
  counts toward the weapon’s range.
  You may attempt a number of redirections per 
  attack equal to 1 plus your Wisdom modifier.
  STAGGERING SHOT [PSIONIC]
  Your ranged and thrown attacks stagger fearful 
  opponents.
  Prerequisites: Intimidating Shot, Point-Blank 
  Shot, base attack bonus +6.
  Benefit: As long as you maintain psionic focus, as 
  a standard action, you may make a single ranged or 
  thrown attack against an enemy that is frightened, 
  panicked, or shaken. If the attack hits, you deal 
  damage normally and the target is staggered until 
  the end of your next turn unless it makes a Fortitude 
  saving throw (DC 10 + 1/2 your character level + your 
  Wis modifier). This feat has no effect on targets that 
  are staggered.
  TWIN THROW [COMBAT]
  You can hurl multiple weapons at the same time.
  Prerequisites: Dex 17, Point-Blank Shot, Two-
  Weapon Fighting, base attack bonus +6.
  Benefit: When making a full-attack action with a 
  thrown weapon, your first attack fires two thrown 
  weapons. If the attack hits, both weapons hit. Apply 
  precision-based damage (such as sneak attack) and 
  critical hit damage only once for this attack. Damage 
  bonuses from a high Strength bonus apply to each 
  weapon, as do other damage bonuses, such as a 
  ranger’s favored enemy bonus. Damage reduction 
  and resistances apply separately to each weapon.
  Psionic Powers
  As well as the power list and new powers for the 
  marksman, presented below are a variety of new 
  psionic powers for manifesters of other types. These 
  new powers are detailed below.
  Powers denoted by a * are new powers presented 
  here.  An A appearing at the end of a power’s name in 
  the power lists denotes an augmentable power. 
  The remainder of the chapter contains power 
  descriptions in alphabetical order by power name.
  Power Chains: Some powers reference other 
  powers that they are based upon. Only information 
  
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  in a power later in the power chain that is different 
  from the base power is covered in the power being 
  described. Header entries and other information that 
  are the same as the base power are not repeated. 
  Order of Presentation: In the power lists and the 
  power descriptions that follow them, the powers are 
  presented in alphabetical order by name—except 
  for those belonging to certain power chains. When a 
  power’s name begins with “lesser,” “greater,” “mass,” 
  or a similar kind of qualifier, the power description 
  is alphabetized under the second word of the power 
  description instead. 
  Manifester Level: A power’s effect often depends 
  on the manifester level, which is the manifester’s 
  psionic class level. A creature with no classes has a 
  manifester level equal to its Hit Dice unless otherwise 
  specified. The word “level” in the power lists always 
  refers to manifester level.
  Creatures and Characters: “Creatures” and 
  “characters” are used synonymously in the power 
  descriptions.
  Augment: 
  Many 
  powers 
  vary 
  in 
  strength 
  depending on how many power points you put into 
  them. The more power points you spend, the more 
  powerful the manifestation. However, you can spend 
  only a total number of points on a power equal to 
  your manifester level, unless you have an ability 
  that increases your effective manifester level.
  Many powers can be augmented in more than one 
  way. When the Augment section contains numbered 
  paragraphs, you need to spend power points 
  separately for each of the numbered options. When 
  a paragraph in the Augment section begins with “In 
  addition,” you gain the indicated benefit according 
  to how many power points you have already decided 
  to spend on manifesting the power.
  marksman Powers 
   
  1ST-LEVEL MARKSMAN POWERS
  Astral Traveler: Enable yourself or another to join 
  an astral caravan-enabled trip.
  BoltA: You create a few enhanced short-lived bolts, 
  arrows, or bullets.
  Burst: Gain +10 ft. to speed this round.
  CatfallA: Instantly save yourself from a fall.
  Chameleon: Gain +10 enhancement bonus to Hide 
  checks.
  Conceal Thoughts: You conceal your motives.
  Deflect MissilesA*: Gain protection against ranged 
  attacks.
  Detect Psionics: You detect the presence of psion-
  ics.
  Elfsight: Gain low-light vision, +2 bonus on Percep-
  tion checks, and notice secret doors.
  Far HandA: Move small objects at a limited dis-
  tance.
  Float: You buoy yourself in water or other liquid.
  FoxholeA*: Quickly ‘dig’ a trench or shelter.
  Inevitable Strike*: Gain an insight bonus on your 
  next attack.
  Metaphysical WeaponA: Weapon gains +1 bonus.
  My LightA: Your eyes emit 40-ft cone of light.
  Precognition, DefensiveA: Gain +1 insight bonus to 
  AC and saving throws.
  Precognition, OffensiveA: Gain +1 insight bonus on 
  your attack rolls.
  Prescience, OffensiveA: Gain +2 insight bonus on 
  your damage rolls.
  Prevenom WeaponA: Your weapon is mildly poi-
  sonous. [Ranged weapons bestow this effect on 
  their ammunition]
  Psychokinetic CannonA*: Launch a projectile with-
  out its launcher.
  Sense Minds*: Detect non-mindless creatures with 
  pinpoint accuracy.
  VigorA: Gain 5 temporary hit points.
  2ND-LEVEL MARKSMAN POWERS
  Blanketing Assault*: Your cover fire ability affects 
  all creatures within 10 ft.
  Blinding ShotA*: You charge a piece of ammunition 
  with psychokinetic energy.
  Body AdjustmentA: Heal 1d12 damage.
  Body Equilibrium: You can walk on nonsolid sur-
  faces.
  Body PurificationA: Restore 2 points of ability dam-
  age.
  Cloud Mind: You erase knowledge of your presence 
  from target’s mind.
  Concealing Amorpha: Quasi-real membrane 
  grants you concealment.
  Defy Gravity: You move up and down, forward and 
  back, via mental support. 
  Detect Hostile Intent: You can detect hostile crea-
  tures within 30 ft. of you. 
  Dissolving WeaponA: Your weapon deals 4d6 acid 
  damage.
  Entangling Cover*: Your cover fire ability also 
  entangles the target.
  Ephemeral BoltA*: Create phasing projectiles with 
  a delayed-damage effect.
  Gravitational WellA*: Cause the target to draw at-
  tacks toward it.
  Knockdown*: Your ranged attack knocks enemy 
  prone.
  Localized WindstormA*: Increase or decrease 
  winds in a small, controllable area.
  Psionic Scent: Gain the scent ability.
  Share Pain: Willing subject takes some of your 
  damage.
  
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  Sustenance: Go without food and water for one 
  day.
  Wall Walker: Grants the ability to walk on walls 
  and ceilings.
  Wind Strike*: Attacks with your wind reader abil-
  ity also daze your targets.
  3RD-LEVEL MARKSMAN POWERS
  Concealing Amorpha, Greater: Quasi-real mem-
  brane grants you total concealment.
  Control AirA: You have control over wind speed 
  and direction.
  Danger SenseA: Gain +4 bonus against traps.
  Dimension SlideA: Teleports you a very short dis-
  tance.
  Energy Adaptation, SpecifiedA: Gain resis-
  tance 10 to one energy type.
  Escape Detection: You become difficult to detect 
  with clairsentience powers. 
  Flexible TrajectoryA*: Ranged attacks follow 
  imaginary path to target.
  Gravitationan Anchor*: Alter gravity to direct 
  toward the creature or object you touch.
  Heightened Vision: See 60 ft. in total darkness.
  Hustle: Instantly gain a move action.
  Physical AccelerationA: You move faster, gain +1 
  on attack rolls, AC, and Reflex saves. 
  TouchsightA: Your telekinetic field tells you where 
  everything is.
  Ubiquitous Vision: You have all-around vision.
  4TH-LEVEL MARKSMAN POWERS
  Aura SightA: Reveals creatures, objects, powers, or 
  spells of selected alignment axis. 
  Barrage*: Execute a flurry of swift attacks against 
  nearby targets.
  Evade BurstA: You take no damage from a burst on 
  a successful Reflex save.
  Inertial Barrier: Gain DR 5/-.
  Mirror ShotA*: Reflects alternate realities, partially 
  duplicating a projectile in midair.
  Pierce the Veils: See things as they really are
  Sharpened Edge: Doubles normal weapon’s threat 
  range.
  Slip the Bonds: You cannot be held or otherwise 
  rendered immobile.
  Steadfast Perception: Gain immunity to illusory 
  effects, +6 bonus on Spot and Search checks.
  Truevenom Weapon: Your weapon is horribly 
  poisonous. [Ranged weapons bestow this effect 
  on their ammunition]
  Zealous FuryA*: Subsequent attacks are as accurate 
  as previous ones.
  Psion/wilDer Powers 
   
   
  1ST-LEVEL PSION/WILDER POWERS
  FoxholeA*: Quickly dig a trench or shelter.
  Inevitable Strike*: Gain an insight bonus on your 
  next attack.
  3RD-LEVEL PSION/WILDER POWERS
  Concussive OnslaughtA*: Pummel an area for 3d6 
  points of force damage each round.
  Psion DisciPline Powers 
  EGOIST (PSYCHOMETABOLISM) 
  DISCIPLINE POWERS 
  3. Physical AccelerationA*: You move faster, gain 
  +1 on attack rolls, AC, and Reflex saves. 
  KINETICIST (PSYCHOKINESIS) 
  DISCIPLINE POWERS 
  3. Localized WindstormA*: Increase or decrease 
  winds in a small, controllable area.
  NOMAD (PSYCHOPORTATION) 
  DISCIPLINE POWERS 
  2. Gravitational WellA*: Cause the target to draw 
  attacks toward it.
  3. Gravitationan Anchor*: Alter gravity to direct 
  toward the creature or object you touch.
  TELEPATH (TELEPATHY) DISCIPLINE 
  POWERS 
  2. Sense Minds*: Detect non-mindless creatures 
  with pinpoint accuracy.
  Psychic warrior Powers 
  1st-Level Psychic Warrior Powers
  FoxholeA*: Quickly ‘dig’ a trench or shelter.
  Inevitable Strike*: Gain an insight bonus on your 
  next attack.
  2nd-Level Psychic Warrior Powers
  Ephemeral BoltA*: Create phasing projectiles 
  with a delayed-damage effect.
  Physical AccelerationA*: You move faster, gain +1 
  on attack rolls, AC, and Reflex saves. 
  4th-Level Psychic Warrior Powers
  Flexible TrajectoryA*: Ranged attacks follow 
  imaginary path to target.
  
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  Zealous FuryA*: Subsequent attacks are as accurate 
  as previous ones.
  5th-Level Psychic Warrior Powers
  Barrage*: Execute a flurry of swift attacks against 
  nearby targets.
  Powers 
  The powers presented below are in alphabetical or-
  der, with the exception of those whose names begin 
  with a qualifier (see Order of Presentation, above).
  Barrage
  Discipline: Psychometabolism
  Level: Marksman 4, psychic warrior 5
  Display: Visual (see text)
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: None
  Power Resistance: No
  Power Points: Marksman 7, psychic warrior 9
  You boost your movements to super-naturally high 
  levels, allowing you to strike at many targets in what 
  others perceive as the blink of an eye. Your actions 
  are so rapid that they leave visual echoes of your 
  previous positions in the air as you move, although 
  these quickly fade.
  This round, as a full attack action, you may make 
  a single ranged attack with one ranged weapon (or 
  several thrown weapons of the same type) against 
  each target within one range increment of your 
  weapon, similar to the Whirlwind 
  Attack feat.  You still expend 
  ammunition as normal for 
  these attacks.
  You may not make more attacks 
  with barrage than your 
  manifester level.
  Blanketing As-
  sault
  Discipline: Psycho-
  kinesis
  Level: Marksman 2
  Display: Auditory, Mental
  Manifesting Time: 1 swift action
  Range: special; see text
  Target: One creature
  Area: 10 ft. radius burst centered on target
  Duration: One round
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 3
  After manifesting this power, the next time you use 
  your cover fire class ability, it affects all creatures 
  within a 10 ft. radius burst from the target creature.  
  If you do not have the cover fire class feature, this 
  power does nothing.
  Blinding Shot
  Discipline: Psychokinesis [Light]
  Level: Marksman 2
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Barrage anD attack rolls
  Given the level at which barrage can be gained, 
  it is possible to result in a player using it to make 
  over a dozen attacks in one round. In the interest 
  of game flow, it can be decided that the manifester 
  makes a single attack roll (or one attack roll for 
  a certain number of targets), rather than one 
  attack roll per target. This can have the effect of 
  drastically skewing the result of the power, as that 
  one attack roll may be great, or it may be terrible, 
  but it may help in terms of needing to make a 
  massive number of attack rolls in a single turn.
  
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  Target: 1 piece of ammunition
  Duration: 1 round / level; see text
  Saving Throw: None; see text
  Power Resistance: None; see text
  Power Points: 3
  You charge a piece of ammunition (arrow, bolt, 
  or slingstone) with psychokinetic energy that, 
  when used in a successful ranged attack, releases 
  a blinding burst of light.  The creature struck when 
  you fire the charged piece of ammunition must make 
  a Fortitude save or be blinded for one day. 
  Augment For every 2 additional power points 
  spent, you can charge an additional piece of 
  ammunition.
  Concussive Onslaught
  Discipline: Psychokinesis [Force]
  Level: Psion/wilder 3
  Display: Auditory, Material, Visual
  Manifesting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 30 ft. radius burst
  Duration: 1 round / level
  Saving Throw: Fortitude half
  Power Resistance: Yes
  Power Points: 5
  You direct wave after wave of concussive kinetic 
  energy at a specific location, pulverizing any and 
  all creatures within the area of effect.  All creatures 
  within the area take 3d6 force damage, or half on 
  a successful Fortitude save.  The damage continues 
  each round in the same area until the power 
  expires.
  Augment This power may be augmented in one or 
  more of the following ways.
  1.  For every two additional power points spent, 
  the damage done each round increases by 1d6 and 
  the save DC increases by 1.
  2.  By spending an additional 4 power points, you 
  can redirect what area is affected as a standard 
  action that does not provoke attacks of opportunity. 
  The newly chosen area must be within the power’s 
  range, even if you have moved beyond the range of 
  the initial area.
  Deaden Attack
  Discipline: Metacreativity
  Level: Marksman 1, psychic warrior 1
  Display: Material
  Manifesting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Power Resistance: Yes; see text
  Power Points: 1
  You coat a single manufactured weapon within 
  range in a sheen of springy ectoplasm. The 
  manufactured weapon deals nonlethal damage 
  instead of lethal damage for the duration of the effect. 
  Ranged weapons transmit this effect to ammunition 
  fired.
  If you attempt to manifest this power on an 
  attended weapon not in your possession, the owner 
  may attempt a Will save to resist the effect.
  Deflect Missiles
  Discipline: Psychokinesis [Force]
  Level: Marksman 1
  Display: Mental, Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round / level (D) or until discharged
  Power Points: 1
  You surround yourself in a field that slows ranged 
  attacks.  You gain damage reduction 10/magic against 
  ranged or thrown weapons.  This effect ends once it 
  has blocked 10 points of damage.  You do not gain 
  the ability to damage creatures with similar damage 
  reduction.  This ability does not work on weapon-
  like spells or powers.
  Augment This power may be augmented in the 
  following ways.
  1. For every additional power point spent, the 
  power can block an additional 10 points of damage 
  before it ends.
  2. If you spend 6 additional power points, you may 
  manifest this power as a swift action.
  Entangling Cover
  Discipline: Metacreativity
  Level: Marksman 2
  Display: Material, Olfactory
  Manifesting Time: 1 swift action
  Range: special; see text
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 3
  After manifesting this power, the next creature 
  this round you successfully stagger with your cover 
  fire class ability is also entangled for the duration 
  of the power.  If you do not have the cover fire class 
  feature, this power does nothing.  
  
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  Ephemeral Bolt
  Discipline: Metacreativity (Creation) [Force]
  Level: Marksman 2, psychic warrior 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: 0 ft.
  Effect: 1 ectoplasmic bolt, arrow, or sling bullet
  Duration: 1 minute/level
  Saving Throw: None
  Power Resistance: Yes; see below
  Power Points: 3
  You coalesce semi-stable ectoplasm into one 
  arrow, crossbow bolt, or sling bullet appropriate 
  to your size, and encase it in a thin layer of stable 
  ectoplasm. 
  Ammunition 
  created 
  this 
  way 
  is 
  considered masterwork (+1 enhancement bonus 
  on attack rolls, no direct bonus on damage rolls). 
  Ephemeral ammunition has a delayed-delivery 
  effect: After being fired, the bolt partially phases out 
  of the material plane and onto the ethereal plane. 
  This does not allow it to shoot through armor or walls 
  (you still need clear line of effect to your target), but 
  it does allow it to impact a target without the target 
  noticing. A bolt that successfully hits a corporeal 
  target embeds itself entirely in the target, but the 
  effect is not obvious -- the bolt does no damage, and 
  there’s no entry wound.  You may only have one 
  active ephemeral bolt effect at any time and you must 
  overcome any applicable power resistance for the 
  delayed-delivery aspect of this power to function.
  At any point during the power’s duration, as a swift 
  action, you may order the ammunition to return to 
  the material plane, at which point it delivers its full 
  normal damage (adjusted for damage reduction if 
  appropriate) +1d4 points of force damage before 
  dissipating back to its constituent ectoplasmic 
  particles. No external wounds are present from this 
  damage. This power is frequently used to deliver 
  poison as well as its usual effects; such additions to 
  the ammunition take effect when damage is dealt.
  As a side property of the phasing effect, ephemeral 
  bolts can be used to attack ethereal creatures while 
  you stand on the material plane, although they are 
  treated as invisible unless you can see them through 
  other means. Used this way, the bolts lose their 
  delayed-delivery property and are treated as normal 
  (although they retain the bonus force damage), and 
  any obstruction on either plane stops them. 
  As a side property of the phasing effect, ephemeral 
  bolts can be used to attack ethereal creatures while 
  you are on the material plane or to attack material 
  creatures while you are on the ethereal plane, 
  although the bolts and ethereal creatures are treated 
  as invisible unless one can see ethereal objects. 
  Used this way, the bolts lose their delayed-delivery 
  property and are treated as normal (although they 
  retain the bonus force damage), and any obstruction 
  on either plane stops them.
  If used to attack an incorporeal target (on either 
  plane), the bolts do 1d4 points of force damage on 
  impact.
  Augment You may augment this power in one or 
  both of the following ways:
  1. For every 4 additional power points you spend, 
  increase the force damage dealt by each bolt by one 
  die (d4), and increase the enhancement bonus on 
  attack rolls by 1.
  2. If you spend 3 additional power points, the 
  enhancement bonus on attack rolls applies to 
  damage rolls as well.
  3. For every 4 additional power points you spend, 
  you can create an additional bolt, arrow, or sling 
  bullet.  All such ammunition must return to the 
  material plane at the same time.
  Flexible Trajectory
  Discipline: Psychoportation
  Level: Marksman 3, psychic warrior 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: Marksman 5, psychic warrior 7
  Your ranged attacks may follow a path you imagine 
  instead of the path that physical laws would dictate. 
  You ignore range increment penalties, and bonuses 
  to Armor Class from cover, although total cover still 
  blocks the attack.
  Augment You may augment this power in one or 
  both of the following ways:
  1. If you spend 3 additional power points, your 
  ranged attacks ignore concealment (but not total 
  concealment). If you instead spend 6 additional 
  power points, your ranged attacks ignore all miss 
  chances, including those from total concealment and 
  effects such as mirror image (although you still must 
  target the correct square for an invisible target).
  2. For every 3 additional power points you spend, 
  your range increment and corresponding maximum 
  range with ranged attacks and your range for spells 
  and powers that require a ranged touch attack 
  increase by 10 feet.
  Foxhole
  Discipline: Psychokinesis
  Level: Marksman 1, psion/wilder 1, psychic warrior 
  1
  Display: Material, Olfactory
  Manifesting Time: 1 standard action
  
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  Range: 20 ft.
  Effect: Four 5-ft. squares of loose earth, sand, snow, 
  or similar unworked terrain (S)
  Duration: Instantaneous
  Power Points: 1
  A quick burst of psychokinetic force rearranges 
  the land nearby you, providing an emergency source 
  of cover. By pushing the terrain away from a central 
  point and piling it at the outer edges of the area of 
  effect, you can rapidly create a mundane safe-zone 
  for sudden combat.
  This power creates a small burrow three to five feet 
  deep in the land, with a small wall that surrounds it 
  which can provide cover for creatures within. 
  Multiple manifestations of this power can 
  dig deeper into the ground, providing a quick 
  underground burrow, or can be used to extend an 
  existing burrow into a trench. Foxhole cannot be 
  used to dig through walls or foundations (although 
  it could burrow around them) nor can it rearrange 
  magically treated terrain.
  If the area of effect completely contains a creature’s 
  space, including the manifester, that creature must 
  make a Reflex save or fall prone in the burrow. If 
  a creature happens to be burrowing in the area 
  of effect and would be exposed by this power, it 
  emerges, prone but unharmed, in the trench. 
  Augment You may augment this power in one or 
  more of the following ways:
  1. For each additional power point spend, you can 
  burrow one 5-ft, cube instead of affecting four 5ft. 
  squares. Only one of these cubes need be in contact 
  with the surface when you start manifesting.
  2. For each 2 additional power points spend, 
  you can affect substances with an hardness of 2 
  additional points (such as stone or ice) starting at 
  hardness 0.
  3. If you spend 2 additional power points you may 
  manifest this power as a swift action.
  Gravitational Anchor
  Discipline: Psychoportation
  Level: Marksman 3, nomad 3
  Display: Material, Olfactory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: One creature, object, or location; see text
  Area: 10 ft. radius burst
  Duration: 1 round / level
  Saving Throw: Reflex negates; see text
  Power Resistance: Yes
  Power Points: 5
  You generate an increased gravity field at a single 
  point within range, pulling creatures and objects 
  downward.  The targeted point can be a creature or 
  unattended object, but if so, the target is allowed a 
  Reflex save to negate the effect. 
  Each creature moving or attacking within the 
  affected area must make a Reflex Save each round or 
  be affected by the effects of the gravity field for that 
  round. The increased gravity field inflicts a -2 penalty 
  on all non-ray attack that pass through the affected 
  area (even ranged attacks originated by or targeting 
  creatures outside of the field), and all movement 
  through the affected area counts as difficult terrain. 
  Creatures attempting to fly or levitate in the field are 
  forcibly dragged down 20 ft. per round at the end 
  of their turn. Any creature that falls more than 10 
  ft. in the field that strikes the ground takes double 
  damage from the fall. In addition, trip attempts gain 
  a +2 circumstance bonus, rather than the -2 penalty, 
  against affected targets within the field.
  Creatures benefiting from Stability or Personal 
  Gravity, such as an elocater, gain a +4 bonus to their 
  saving throw.
  Gravitational Well
  Discipline: Psychoportation
  Level: Marksman 2, nomad 2
  Display: Material, Olfactory
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./ level)
  Target: One creature
  Duration: 1 round / level
  Saving Throw: Reflex negates
  Power Resistance: Yes
  Power Points: 3
  An artificial well of gravity manifests on the 
  target, pulling other objects in towards it. All attacks 
  against the target gain a +2 circumstance bonus to 
  the attack roll as attacks are drawn toward it from 
  the increased gravitational pull.
  In addition, attacks made against any other 
  creatures within 10 ft. of the target suffer a -2 penalty 
  to attack rolls, as the altered gravity attempts to pull 
  the attack toward the affected creature.
  Any attempt to move closer to or around the target 
  is unhindered, but any attempt to move away from 
  the affected creature is treated as difficult terrain 
  until more than 10 ft. away.  A successful Reflex save 
  negates this effect.
  Creatures benefiting from Stability or Personal 
  Gravity, such as an elocater, gain a +4 bonus to their 
  saving throw.
  Augment: This power may be augmented in one 
  or both of the following ways.
  1. By spending an additonal 2 power points, ranged 
  attacks, but not ranged touch attacks, fired at nearby 
  targets are likely to veer off course, turning toward 
  
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  the creature affected. Any ranged attack within 10 
  ft. that misses its target has a 25% chance of striking 
  at the creature affected. Roll a second attack roll at a 
  -4 penalty with the affected creature as the target. If 
  the attack roll is successful, the affected creature is 
  struck by the ranged attack.
  2. For every 4 additional power points spent, 
  the distance from the target increases by 5 ft. to 
  determine if a missed attack strikes at the affected 
  creature.
  Inevitable Strike
  Discipline: Clairsentience
  Level: Marksman 1, psion/wilder 1, psychic warrior 
  1, tactician 1
  Display: Visual
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: See text
  Power Points: 1
  You gain temporary, intuitive insight into the 
  immediate future during your next attack. Your next 
  single attack roll (if it is made before the end of the 
  next round) gains a +5 insight bonus. Additionally, 
  you are not affected by the miss chance that applies 
  to attackers trying to strike a concealed target.
  Augment: This power may be augmented in one 
  or both of the following ways.
  1. You can increase the manifesting time to 1 
  standard action and increase the insight bonus to 
  +20.
  2. For every additional power point spent, the 
  insight bonus increases by 2, but the total bonus may 
  not exceed +25.
  Knockdown
  Discipline: Psychokinesis
  Level: Marksman 2
  Display: Mental, Olfactory
  Manifesting Time: 1 standard action
  Range: See text
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Reflex negates; see text
  Power Resistance: Yes
  Power Points: 3
  As part of manifesting this power, you make a 
  ranged attack with a ranged or thrown weapon 
  against the target.  If the attack hits, the target is 
  knocked prone unless they succeed on a Reflex 
  save.  
  Localized Windstorm
  Discipline: Psychokinesis [Air]
  Level: Kineticist 3, marksman 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. +5 ft/level)
  Effect: Wall up to 10 ft./level long and 5 ft./level 
  high (S)
  Duration: Concentration, up to 1 round/level
  Saving Throw: None, see text
  Power Resistance: Yes
  Power Points: Kineticist 5, marksman 3
  Through force of will alone, you generate a small 
  storm of psychokinetic turbulence in the air. The 
  storm itself manifests as a wall which can intensify 
  the existing winds in a small area, or can instead 
  be set to exactly counter such winds, generating 
  a peaceful area of calm. While the wall must be 
  vertical, you can shape it in any continuous path 
  along the ground that you like. It is possible to 
  create cylindrical or square walls to enclose specific 
  points.
  Choose to intensify or pacify the winds when you 
  manifest this power (although the decision can be 
  changed when you reshape the effect, see below). 
  Intensifying the winds  creates an invisible vertical 
  curtain of wind. It is 2 feet thick and of considerable 
  strength. It is a roaring blast sufficient to blow away 
  any bird smaller than an eagle, or tear papers and 
  similar materials from unsuspecting hands. (A Reflex 
  save allows a creature to maintain its grasp on an 
  object.) Flying creatures smaller than Medium size 
  cannot pass through the barrier. Loose materials and 
  cloth garments fly upward when caught in a wind 
  wall. Projectiles of 1 pound or less passing through 
  the wind wall are deflected upward and miss.  For 
  every pound above 1 of the projectile’s weight, it has 
  a 10% chance to not be blown off course.  Projectiles 
  weighing 10 lbs or more are unaffected by the wind 
  wall.  Gases, most gaseous breath weapons, and 
  creatures in gaseous form cannot pass through 
  the wall (although it is no barrier to incorporeal 
  creatures).
  Pacifying the winds allows you to generate a 
  region of calm that consists of every 5 ft. cube that 
  shares an edge or space with where the wind wall 
  would otherwise be. These regions are treated as 
  if their wind conditions were two categories fairer 
  than they would naturally be, to a minimum of no 
  winds. Additionally, if these areas of calm overlap 
  an existing wind wall or an intensifying localized 
  windstorm, the two effects cancel, letting normal 
  wind conditions prevail in the square.
  At any point during the duration, you may extend 
  your concentration to a full-round action. Doing 
  
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  so allows you reshape the wall into any other 
  configuration you could have chosen when you 
  manifest this power, including the choice to intensify 
  or pacify.
  Augment You may augment this power in one or 
  more of the following ways:
  1. If you spend 2 additional power points, 
  the duration increases to 1 round/level. You no 
  longer need to maintain concentration. You may 
  reshape the wall by spending a standard action in 
  concentration.
  2. If you spend 2 additional power points, the 
  range of this power increases to Medium (100 ft. +10 
  ft./level).
  3. If you spend 2 additional power points, your 
  control over the localized windstorm increases 
  greatly. You may reshape the wall as normal or as 
  an immediate action. You may also generate pockets 
  of calm interspersed with pockets of intense winds 
  when you shape the wall (effectively, this is the 
  intensify option except that the wall may be broken 
  with as many 5-foot cubes of calm that you choose, 
  as per the pacify option). 
  4. For every 2 additional power points you spend, 
  you can reduce the wind conditions an additional 
  category when using the pacify option.
  5. For every additional power point, the weight 
  limit of projectiles that are deflected increases by 1 
  lb.
  In addition, for every 2 power points spent 
  achieving any of these effects, increase the save DC 
  by 1.
  Mirror Shot
  Discipline: Psychoportation
  Level: Marksman 4
  Display: Auditory, Visual
  Manifesting Time: 1 immediate action
  Range: Medium (100 ft. + 10 ft./level)
  Target: 1 projectile in flight
  Duration: Instantaneous
  Power Points: 7
  You draw upon your psionic might to mirror 
  the potential paths of a projectile into this reality, 
  psionically turning a lone arrow into an entire volley, 
  or a thrown dagger into a deadly hail of knives.
  You can manifest this power with a moment’s 
  thought, quick enough to use when it is not your 
  turn.  You must manifest this power in response to 
  a single attack made with a ranged weapon within 
  medium range (the attacker must be within range, 
  the target need not be) before the result of the 
  attack is determined.  You cannot use this power to 
  mirror unusually massive projectiles such as siege 
  weapons.  
  You create four reflections of the projectile that 
  each do damage as a mundane weapon of the original 
  projectile’s type. Each mirrored projectile uses the 
  same attack roll result as the reflected attack to 
  determine if they strike the target or not (regardless 
  of their enhancement bonus to attack), and each 
  projectile checks for concealment individually. 
  Effects that modify the weapon or its damage, such 
  as that from Psionic Shot or prevenom weapon, do 
  not apply to these reflections.
  If applicable, the projectiles add the Strength 
  bonus of the original attacker under the normal 
  constraints for the attacker’s weapon (full strength 
  bonus for thrown weapons, full strength bonus up 
  to a certain value for composite longbows, etc).  The 
  reflections return to their native reality shortly after 
  appearing and cannot be preserved.
  Precision damage (such as sneak attack) and extra 
  damage from critical hits only apply to the first 
  projectile fired, not to the four reflections. The four 
  mirrored projectiles bypass damage reduction as 
  though they were magic weapons.
  Augment You may augment this power in one or 
  more of the following ways:
  1. By spending additional power points, you may 
  reflect enhancement bonuses or magic abilities of the 
  initial projectile. For every 2 additional power points 
  you spend, you may bestow the reflections with the 
  equivalent of an additional +1 enhancement bonus 
  or ability priced as a +1 bonus.  Reflecting abilities 
  that add a flat sum to the price of the weapon cost 1 
  additional power point per 5000 gp of their market 
  price to replicate.  Like standard magical weapons, 
  you may not add abilities to the reflection projectiles 
  unless they already have at least a +1 enhancement 
  bonus.  The enhancement bonus or ability to be 
  added must exist on the original projectile.
  2. For every 4 additional power points you spend, 
  you may create an additional projectile.
  3. If you spend 10 additional power points, you 
  may use this power to reflect unusually massive 
  projectiles such as siege weapons or boulders hurled 
  by giants. All reflections strike the same area, if 
  applicable.
  Physical Acceleration
  Discipline: Psychometabolism
  Level: Chirurgeon 4, egoist 3, marksman 3, psychic 
  warrior 2
  Display: Auditory 
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: Chirurgeon 7, egoist 5, marksman 7, 
  psychic warrior 3
  
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  You move and act more quickly than normal. This 
  extra speed has several effects.
  When making a full attack action, you may make 
  one extra attack with any weapon you are holding. 
  The attack is made using your full base attack bonus, 
  plus any modifiers appropriate to the situation. (This 
  effect is not cumulative with similar effects, such as 
  that provided by a speed weapon, nor does it actually 
  grant an extra action, so you can’t use it to manifest 
  a second power or otherwise take an extra action in 
  the round.)
  You gain a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that 
  makes you lose your Dexterity bonus to Armor Class 
  (if any) also makes you lose dodge bonuses.
  All of your modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase 
  by 30 feet, to a maximum of twice your normal 
  speed using that form of movement. This increase 
  counts as an enhancement bonus, and it affects 
  your jumping distance as normal for increased 
  speed. Multiple haste effects don’t stack. Physical 
  acceleration dispels and counters slow.
  Augment If you spend an additional 6 power 
  points, you can manifest this power as a swift 
  action.
  Psychokinetic Cannon
  Discipline: Psychokinesis
  Level: Marksman 1
  Display: Auditory, Visual
  Manifesting Time: 1 swift action; see text
  Range: 0 ft.
  Target: One piece of ammunition or one thrown 
  weapon
  Duration: Instantaneous
  Power Points: 1
  You empower one piece of ammunition with the 
  impetus of motion it would get from its launcher, in 
  effect firing it by will alone. You may launch a boosted 
  projectile as an attack action (in addition to the swift 
  action of manifesting this power), treating it in all 
  ways as if it had been fired from its intended 
  launcher (shortbow, light crossbow, or sling, sized 
  appropriately to you). Since no actual launcher is 
  involved, reload times are not applicable.  Making 
  a ranged attack in this fashion does not provoke 
  attacks of opportunity.
  The attack deals 1d8 points of damage regardless 
  of ammunition type or size, has a range increment 
  of 80 ft., and has a critical threat of 19-20 and a x3 
  critical multiplier.
  Any feats or other abilities that work only on 
  specific weapons work if the ammunition type is 
  applicable to the ability (Improved Critical (longbow) 
  for an arrow, for example).
  Augment You may augment this power in one or 
  more of the following ways:
  1. If you spend an additional 2 power points, you 
  may fire additional projectiles in this fashion as a 
  full attack, up to the number of attacks you could 
  normally make during a full attack action.  These are 
  not in addition to normal attacks in a full attack.
  2. For every 4 additional power points you spend, 
  the attack gains a +1 enhancement bonus to attack 
  and damage and a +10’ bonus to range.
  Sense Minds
  Discipline: Telepathy [Mind-affecting]
  Level: Marksman 1, telepath 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: cone-shaped emanation
  Duration: Concentration, up to 1 min / level (D) 
  (see text)
  Saving Throw: Will negates; Power Resis-
  tance: no
  Power Points: Marksman 1, telepath 3
  You can locate creatures.  For the duration of the 
  effect, you can detect any non-mindless creature in 
  
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  range, although the amount of information you learn 
  depends on how long you concentrate on an area.’
  1st Round: Presence or absence of thoughts (from 
  conscious creatures with Intelligence scores of 1 or 
  higher).
  2nd Round: Number of thinking minds and the 
  Intelligence score of each. If the highest Intelligence 
  is 26 or higher (and at least 10 points higher than 
  your own Intelligence score), you are stunned for 1 
  round and the effect ends.
  If you concentrate on a specific creature in the 
  area of effect for one full round, you can pinpoint 
  their exact location. 
  Wind Strike
  Discipline: Psychokinesis
  Level: Marksman 2
  Display: Auditory, Mental
  Manifesting Time: 1 swift action
  Range: special; see text
  Target: One or more creatures; see text
  Duration: One round
  Saving Throw: None
  Power Resistance: Yes
  Power Points: 3
  As part of manifesting this power, you also 
  activate your wind reader class ability.  This count as 
  a daily usage of your wind reader class ability.  Your 
  successful ranged attacks for this round daze the 
  target creature for one round.  If you do not have the 
  wind reader class feature, this power does nothing.
  Zealous Fury
  Discipline: Psychometabolism
  Level: Marksman 4, psychic warrior 4
  Display: Mental, Auditory
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: None
  Power Resistance: No
  Power Points: 7
  The penalty on your additional attacks for having 
  a high base attack bonus is reduced by 5 (to a 
  minimum of 0). For example, a character with a base 
  attack bonus of +6 under the effects of this power 
  would make full attacks at +6/+6 instead of +6/+1, 
  before accounting for other modifiers.
  Augment: You may augment this power in one 
  more of the following ways:
  1. If you spend an additional 5 power points, the 
  penalty is reduced by 10. 
  2. If you spend 10 additional power points, the 
  penalty is reduced by 15. 
  3. For every 4 additional power points you spend, 
  the duration increases by 1 round.
  Prestige class
  Prestige classes, unlike base classes, are specialized 
  individuals who study a narrow range of abilities 
  and techniques.  These individuals thereby gain 
  special abilities that most characters could only 
  hope to poorly mimic.  Detailed below is a new 
  psionic prestige class focused on ranged combat and 
  improved senses.
  Soulknives And Prestige Classes
  Sometimes, a soulknife may qualify for a prestige 
  class with “+1 level of existing manifesting class” as 
  a class feature. This increased psionic training helps 
  those who follow the path of the mind blade as well 
  as the path of the manifester. At each level where 
  a manifester level would increase by one, treat the 
  soulknife as if he had gained a level of soulknife for 
  the purposes of Enhanced Mind Blade.  The soulknife 
  does not gain any other benefits from an increased 
  level (blade skills, etc.).
  It’s less common, but sometimes a multiclass 
  soulknife enters one of these prestige classes with a 
  bit of manifesting talent.   In high psionics games, for 
  this special case, each indicated level of the prestige 
  class advances both the soulknife’s Enhanced Mind 
  Blade, as above, and his existing manifester level 
  by one level.  In games that are not high psionics, 
  choose one or the other to increase, but not both.
  MySTIC ARCHER
  The techniques of the mystic archer are thought 
  to have been discovered by a skilled marksman 
  rendered blind.  Regardless of where the techiques 
  originally came from, the mystic archer is a master 
  of expanding his senses and sensing the presence of 
  creatures, using his psionic ability to pinpoint their 
  location and deliver devastating ranged attacks.
  Role: Mystic archers are ranged combatants who 
  shine when fighting against creatures who attempt 
  to obscure their location through vision-imparing 
  methods.
  Alignment: Any
  Hit Die: d10.
  Requirements
  To qualify to become a mystic archer, a character 
  must fulfill all the following criteria.
  Base Attack Bonus: +6
  Feats: Intuitive Shot*, Point-Blank Shot, Psionic 
  Shot
  
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  Skills: Perception 6 ranks
  Special: Must have the psionic subtype
  Class Skills
  The mystic archer’s class skills (and the 
  key ability for each skill) are Autohypnosis 
  (Wis), 
  Knowledge 
  (psionics) 
  (Int), 
  Perception (Wis), and Survival (Wis).
  Skill Ranks at Each Level: 2 + Int 
  modifier.
  Class Features
  All the following are class features of 
  the mystic archer prestige class.
  Weapon 
  and 
  Armor 
  Proficiency: 
  Mystic 
  archers 
  gain no proficiency with any 
  weapon or armor.
  Inevitable Strike (Ps): A mystic 
  archer gains inevitable strike* as a psi-
  like ability that can be used once per 
  day.  
  At every odd level thereafter, the 
  mystic archer gains an additional daily 
  use of inevitable strike.
  Blindsense (Su): Once a mystic 
  archer has achieved 2nd level, as long 
  as he maintains psionic focus, he has 
  blindsense out to a range of 30 ft.
  Ranged Sneak Attack (Ex): This ability 
  is exactly like the rogue ability of the same 
  name, except it only applies on ranged attacks. 
  The extra damage dealt increases by +1d6 at 2nd 
  level and 5th level. If a mystic archer gets a sneak 
  attack bonus from another source, the bonuses 
  on damage stack.
  Heightened Senses (Ex): A mystic archer learns 
  to enhance his sense, improving the distance at 
  which he can use his different abilities.  Starting 
  at 3rd level and every level after that, the mystic 
  archer adds 5 ft. to the range of his blindsense 
  and ranged sneak attack.
  At 4th level, he adds this increased range to his 
  tremorsense ability.
  At 6th level, he adds this increased range to the 
  his blindsight ability.
  Tremorsense (Su):  A mystic archer of at least 
  taBle: the mystic archer
  Level
  Base
  Attack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +0
  +1
  +1
  Inevitable strike (1/day)
  2
  +2
  +1
  +1
  +1
  Blindsense, ranged sneak attack +1d6
  3
  +3
  +1
  +2
  +2
  Heightened senses +5 ft., inevitable strike (2/day)
  4
  +4
  +1
  +2
  +2
  Heightened senses +5 ft., tremoresense
  5
  +5
  +2
  +3
  +3
  Heightened senses +5 ft., inevitable strike (3/day), ranged sneak attack 
  +2d6
  6
  +6
  +2
  +3
  +3
  Blindsight, heightened senses +5 ft., 
  7
  +7
  +2
  +4
  +4
  Heightened senses +5 ft., inevitable strike (4/day), unhindered vision
  
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  4th level, as long as he maintains psionic focus, gains 
  tremorsense to a range of 30 ft.
  Blindsight (Su): Once a mystic archer has reached 
  6th level, he gains blindsight to a range of 30 ft. as 
  long as he maintains psionic focus.
  Unhindered Vision (Ps): A mystic archer that has 
  reached 7th level has learned how to look beyond 
  glamers, illusions, and false visions to see only what 
  is actually there.  Once every ten minutes, the mystic 
  archer can gain the benefits pierce the veils for a 
  duration of one minute.
  Psionic items
  Not only do psionic individuals need to select the 
  right character options, but they need the right tools 
  to get the job done.  Presented below are several new 
  psionic items for use.
  Psionic weaPons
  The new psionic weapon option presented 
  below follows the same rules as all psionic weapon 
  options.
  Psionic weaPon sPecial aBility
  DescriPtions
  Weapons or ammunition with a special ability 
  must have at least a +1 enhancement bonus. 
  Energy: This ability can only be applied to ranged 
  weapons, but not thrown weapons.  Weapons with 
  this ability create missiles of energy when drawn. 
  These missiles deal appropriately-sized damage of 
  an energy type determined at the time the weapon 
  is created (cold, fire, or electricity).  Attacks made 
  with an energy weapon are not subject to damage 
  reduction, but are subject to any applicable energy 
  resistance, immunity, or vulnerability.  Weapons 
  with this ability cannot use standard ammunition, 
  magical or otherwise.
  Moderate psychokinesis; ML 10th; Craft Magic 
  Arms and Armor, energy ray; Price +12,000 gp
  Energy, Greater: When this ability is activated, 
  ammunition fired from the weapon is converted into 
  pure energy of the type set at time of creation (cold, 
  fire, or electricity), allowing the attack to bypass 
  damage reduction, but it is subject to any applicable 
  energy resistance, immunity, or vulnerability..  This 
  ability can be deactivated at will as a free action.
  Strong psychokinesis; ML 12th; Craft Magic Arms 
  and Armor, energy ray; Price +4 bonus
  Linked Striking: Weapons with this special ability 
  gain no benefit the first time they strike an enemy, 
  but establish a link that on subsequent hits treats 
  the weapon’s enhancement bonus as 2 higher and 
  deals an additional +2d6 points of damage.  Striking 
  another creature resets this link.
  Moderate psychokinesis; ML 12th; Craft Magic 
  Arms and Armor, gravitational well; Price +2 bonus
  Rebounding: This special ability may only be 
  applied to thrown weapons.  If the wielder of a 
  rebounding weapon has multiple attacks from a 
  high base attack bonus, he may throw the weapon 
  so it rebounds off the first target to strike at a 
  second target, and so on for each of the wielder’s 
  additional attacks. The distance to each target adds 
  to the total range of the weapon, and range penalties 
  apply. For example, a 6th-level dwarf fighter can 
  throw a +1 rebounding light hammer using his +6 
  base attack bonus at a target 20 feet away (within 
  one range increment, no range penalty); if it hits, 
  he rebounds it to an attack using his +1 base attack 
  bonus at a second target 40 feet away from the 
  first target (within three range increments for a 
  –4 range penalty). The weapon can only rebound 
  if it successfully hits a target; if it misses, it stops 
  rebounding and has no further attacks that round. 
  Because rebounding attacks are treated as separate 
  attacks, modifiers that only apply to one attack roll 
  (such as true strike) only apply to the first attack. The 
  rebounding attacks count as the wielder’s additional 
  attacks for that round.
  Moderate psychokinesis; ML 10th; Craft Magic 
  Arms and Armor, flexible trajectory; Price +12,000 
  gp
  Wrenching: This special ability can only be 
  applied to ranged and thrown weapons.  Weapons 
  with this ability allow the wielder to make a ranged 
  reposition attempt on the target, but the target may 
  only be moved in a direct path toward the weapon’s 
  wielder, rather than in any direction.
  Moderate psychokinesis; ML 10th; Craft Magic 
  Arms and Armor, flexible trajectory; Price +2 bonus
  taBle 7-6: rangeD weaPon sPecial aBilities
  Special Ability 
  Base Price Modifier
  Linked striking
  +2 bonus1
  Wrenching
  +2 bonus1
  Energy 
  +12,000 gp
  Rebounding
  +12,000 gp
  Greater energy
  +4 bonus1
  Add to enhancement bonus to determine total market 
  1. 
  price
  
  DreamscarreD Press
  26
  universal items
  Comparable to wondrous magical items, the 
  universal items category holds a wide assortment of 
  different psionic items.  Presented below are a few 
  new universal items for use in your games.
  BOOTS OF GRAVITy BInDInG
  Aura faint psychoportation; ML 5th
  Slot feet; Price 18,000 gp; Weight 1 lb
  DESCRIPTIOn
  Three times per day, the wearer of these black 
  leather boots can affect the ground where they are 
  standing as if they had manifested the gravitational 
  anchor power.  
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, gravitational 
  anchor; Cost 9,000 gp
  GOGGLES OF FAR SIGHT
  Aura faint clairsentience ML 3rd
  Slot eyes; Price 4,000 gp; Weight -
  DESCRIPTIOn
  The lenses of these goggles are made of a curved, 
  translucent crystal.  When placed over the eyes of 
  the wearer, they allow the wielder to ignore the 
  first range increment penalty when making ranged 
  attacks, but the wielder suffers a -1 penalty to his 
  Armor Class.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, pierce the 
  veils; Cost 2,000 gp 
  RInG OF MISSILE PROTECTIOn
  Aura faint psychokinesis ML 5th
  Slot finger; Price 2,000 gp; Weight -
  DESCRIPTIOn
  This copper-colored ring is engraved with a variety 
  of different types of ammunition all around the 
  interior and exterior.  The wearer of this ring gains 
  damage reduction 10/magic against ranged attacks. 
  Once 50 points of damage from ranged attacks has 
  been absorbed, the ring goes inert for 24 hours.
  COnSTRUCTIOn
  Requirements Forge Ring, deflect missiles, Cost 
  1,000 gp
  rePosition
  Introduced in the Advanced Player’s Guide, the 
  Reposition combat maneuver is detailed below.
  Reposition: You can attempt to reposition a foe 
  to a different location as a standard action. You can 
  only reposition an opponent that is no more than 
  one size category larger than you. A reposition 
  attempts to force a foe to move to a different 
  position in relation to your location without 
  doing any harm. If you do not have the Improved 
  Reposition feat or a similar ability, attempting to 
  reposition a foe provokes an attack of opportunity 
  from the target of your maneuver. You cannot use 
  this maneuver to move a foe into a space that is 
  intrinsically dangerous, such as a pit or wall of 
  fire.
  If your attack is successful, you may move your 
  target 5 feet to a new location. For every 5 by 
  which your attack exceeds your opponent’s CMD, 
  you can move the target an additional 5 feet. The 
  target must remain within your reach at all times 
  during this movement, except for the final 5 feet 
  of movement, which can be to a space adjacent to 
  your reach.
  An enemy being moved by a reposition does 
  not provoke an attack of opportunity because of 
  the movement unless you possess the Greater 
  Reposition feat. You cannot move a creature into 
  a square that is occupied by a solid object or 
  obstacle.
  
  Psionics exPanDeD
  27
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  & 
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  Copyright 
  2002, 
  Green 
  Ronin 
  Publishing.
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