TEXT: 1
  Psionics augmented
  ◆ Compilation II ◆
  
  1
  Psionics Augmented
  Compilation II
  Contributing Authors: Andreas Rönnqvist, Jeremy Smith, Chris Bennett, Forrest Heck, Jade Ripley, Jeremy Smith, 
  Michael Shih, Paul S. Gazo, Sasha Hall, Scott Benoit
  Interior Design: Forrest Heck
  Interior Layout: Forrest Heck, Jeremy Smith
  Artwork: Gary Dupuis, J.D. Dianderas, Jesus Garcia Lopez, Joe Shawcross, Matt Morrow, Tithi Luadthong, Troy 
  Graham
  Publisher: Jeremy Smith
  Special thanks to the legions of fans who helped playtest the material in this book.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names 
  (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements 
  that have previously been designated as Open Game Content or are in the public domain are not included in this 
  declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.
  Psionics Augmented: Compilation II is published by Dreamscarred Press under the Open Game License version 
  1.0a Copyright 2000 Wizards of the Coast, Inc. 
  © 2018 Dreamscarred Press
  
  2
  Psionics augmented
  Every now and again I get the question: “When is 
  Dreamscarred Press doing another psionics supplement?” 
  Psionics was our first entry into the world of being a 
  third-party developer and it remains our strongest and 
  most-loved line, so I understand entirely why folks are 
  so eager to see more.
  I have good news: the psionics was coming from inside 
  the house the whole time!
  Aside from our Psionics Augmented: Occult line (which 
  deserved, and got, its own compilation), we’ve been 
  tinkering away with additional psionic content in several 
  supplements over the last year or so. Some of these, 
  like Psionics Augmented: Wilder were dedicated books 
  looking to expand a single class, while other material 
  was released as part of supplements like Lords of the 
  Night, and while we’ve been super excited to offer up all 
  these new powers, feats, archetypes, and prestige classes, 
  it’s definitely true that with them being as broken-up as 
  they are, the new material’s been hard to access. Not any 
  more; welcome to your one-stop shop for the psionic 
  material found in Lords of the Night, Psionics Augmented: 
  Focused Disciplines, Psionics Augmented: Psychic Warrior, 
  Psionics Augmented: Soulknives, Psionics Augmented: 
  Wilder, as well as some of the new feats and concepts 
  introduced with our releases for the highlord class. 
  We look forward to expanding on the powers of the 
  mind even more in the months and years to come. In 
  the meantime, take a dive into the fruits of our labors 
  without having to have eighty tabs open to do it.
  —Jade Ripley, game designer, Dreamscarred Press
  Using This Book
  Psionics Augmented: Compilation II is divided into eight 
  chapters. Each chapter is dedicated to a different type of 
  character options, as follows:
  Chapter 1: Psions—This chapter includes 24 new 
  choices for psionic discipline focuses, themed around 
  different focuses within disciplines.
  Chapter 2: Psychic Warriors—This chapter includes 
  new warrior path options for psychic warriors, as well as 
  three archetypes, the reaver, silhouette, and halo knight.
  Chapter 3: Soulknives—This chapter introduces 
  a plethora of new blade skill options, as well as three 
  archetypes, the augmented blade, brutality blade, and 
  the revised psychic armory. 
  Chapter 4: Wilders—This chapter includes two wilder 
  archetypes, the voidheart and surging muse.
  Foreword & Introduction
  Chapter 5: Feats—This chapter includes many new 
  psionic feats, including specialized soulknife feats, 
  support for various psychic warrior paths, and options 
  for collective-using classes.
  Chapter 6: Prestige Classes—This chapter includes 
  seven psionic prestige classes. It also includes compiled 
  rules for adapting existing prestige classes for use by 
  soulknives, describing alterations to prerequisites and 
  class features.
  Chapter 7: Psionic Powers—This chapter collects a 
  variety of psionic powers for manifesters of all types.
  What’s in this book?
  Psionics Augmented: Compilation II compiles the 
  following releases from Dreamscarred Press:
  • Psionics Augmented: Focused Disciplines
  • Psionics Augmented: Powers
  • Psionics Augmented: Powers II
  • Psionics Augmented: Psychic Warrior
  • Psionics Augmented: Psychic Warrior II
  • Psionics Augmented: Soulknives
  • Psionics Augmented: Soulknives II
  • Psionics Augmented: Soulknives III
  • Psionics Augmented: Wilders
  In addition, it includes psionic powers from Lords of 
  the Night and feats from Psionics Augmented: Highlord. 
  Some of the material in this book has been slightly 
  reworded and reorganized, but most of it functions the 
  same as it did in its original printing. The exceptions to 
  this are several wilder options and the psychic armory 
  soulknife archetype found in Chapter 3: Soulknives. The 
  psychic armory, after continued feedback and testing 
  after its release, proved to gain much more than it gave 
  up, and has been adjusted to not only be more balanced, 
  but also to better deliver on its mixed melee-and-ranged 
  concept. For the wilder options, the Mental Equilibrium 
  feat, as originally printed in Psionics Augmented: Wilders, 
  had no mechanical function. The feat has been removed, 
  and class options that relied on it previously have been 
  adjusted to no longer require it.
  Books Needed
  The material in this book expands on the base classes 
  and rules found in Ultimate Psionics. As such, that 
  book, along with the Pathfinder Roleplaying Game Core 
  Rulebook, is needed to make the most of this release of 
  Psionics Augmented.
  
  3
  Psionics augmented
  Table of Contents
  FOREWORD & INTRODUCTION 
  2
  CHAPTER 1: PSIONS 
  4
  Advanced Disciplines 
  4
  Clairsentience 
  4
  Metacreativity 
  5
  Psychokinesis 
  6
  Psychometabolism 
  6
  Psychoportation 
  7
  Telepathy 
  8
  CHAPTER 2: PSYCHIC WARRIORS 
  9
  Warrior Paths 
  9
  Anomalous Path 
  9
  Hungering Path 
  9
  Outrider Path 
  9
  Psychic Warrior Archetypes 
  10
  Halo Knight 
  10
  Reaver 
  12
  Silhouette 
  14
  CHAPTER 3: SOULKNIVES 
  17
  Blade Skills 
  17
  Soulknife Archetypes 
  22
  Augmented Blade 
  22
  Brutality Blade 
  23
  Psychic Armory 
  25
  High-Psionics Soulknives 
  28
  Soulknife Magic Items 
  29
  Augmented Enhancement List 
  30
  CHAPTER 4: WILDERS 
  32
  Wilder Archetypes 
  32
  Surving Muse 
  32
  Voidheart 
  32
  CHAPTER 5: FEATS AND TRAITS 
  34
  New Traits 
  34
  New Feats 
  34
  CHAPTER 6: PRESTIGE CLASSES 
  42
  Ashen Blade 
  42
  Cross-Discipline Master 
  45
  Marvel 
  46
  Primarch 
  47
  Strategos 
  50
  Surge Adept 
  53
  Volcanic Mind 
  54
  Soulknife Special Rules 
  55
  CHAPTER 7: PSIONIC POWERS 
  57
  Power Lists 
  57
  Cryptic Powers 
  57
  Dread Powers 
  57
  Gifted Blade Powers 
  58
  Psion/Wilder Powers 
  58
  Psychic Warrior Powers 
  59
  Tactician Powers 
  60
  Vitalist Powers 
  60
  Power Descriptions 
  60
  OPEN GAME LICENSE 
  86
  
  4
  Psionics augmented
  The psionic disciplines provide themes for the different 
  varieties of psions—from the shaper who focuses on 
  using ectoplasm to create or modify items and creatures, 
  to the kineticist who prefers the manipulation of the 
  different forms of energy, to the seer who gleans insight 
  from intuition and extrasensory perceptions. Yet even 
  in these disciplines, there are specialized studies that 
  take these roles and distill them further. For example, a 
  shaper may deal primarily in crystal, a kineticist may be 
  enamored with fire, and a telepath could focus on using 
  his abilities for informational gathering while keeping a 
  low profile.
  First used in Ultimate Psionics, these are known 
  as advanced disciplines—alternative options to the 
  primary discipline choices for psions. Advanced 
  disciplines don’t change which psionic powers a psion 
  can use, but instead alter the abilities gained from the 
  discipline. In this book, these new advanced disciplines 
  have a particular focus of the original discipline, giving 
  rise to the term focused disciplines.
  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.
  Clairsentience
  The following are new advanced disciplines for 
  psions of the clairsentience discipline.
  Aura
  The following discipline abilities replace the 
  alter the waves and seeing the connections 
  abilities of the clairsentience discipline.
  Aura Sight (Su): Starting at 8th level, so 
  long as you maintain psionic focus, you can tell the 
  alignment of any creature you can see. If you 
  expend psionic focus as a swift action, you can tell 
  the strength of the alignment aura of all creatures 
  you can see.
  Smiting Ideals (Su): Starting at 14th level, once 
  per day, you may expend psionic focus as a swift 
  action to use the Smite Evil ability as a Paladin of half 
  your class level, except it targets any one creature who 
  has a different alignment than you, and all references 
  to Charisma instead use Intelligence. At 16th level, and 
  Chapter 1: Psions
  again at 18th level and 20th level, you may do so once 
  more each day.
  Falsehood
  The following discipline abilities replace the recovered 
  information and alter the waves abilities of the 
  clairsentience discipline.
  False Notion (Su): Starting at 2nd level, you may 
  expend psionic focus as a swift action to implant a false 
  thought in the mind of an enemy you can see within 30 
  feet. This enemy takes a –1 penalty to their next two 
  d20 rolls. At 6th level and every 4 levels thereafter, this 
  penalty increases by –1, to a maximum of –5 at 18th level. 
  This is a mind-affecting effect.
  Lies and Slander (Su): Starting at 8th level, you may 
  expend psionic focus once per day to cause all enemies 
  within 20 feet to take a –1 penalty to the next d20 roll 
  each of them makes. This penalty increases by –1 at 10th 
  level and every even level thereafter, and you can use it 
  once more per day at each of those levels.
  Reading
  The following discipline abilities replace the alter 
  the waves and seeing the connections abilities of the 
  clairsentience discipline.
  Hindsight (Su): Starting at 8th level, you may expend 
  psionic focus once per day as a free action after you fail 
  
  5
  Psionics augmented
  an attack roll or saving throw and the result is stated. 
  This provides you with a retroactive +2 bonus to the roll, 
  which can change the result of the roll. At 10th level and 
  every two levels thereafter, you can use this ability once 
  more per day and the bonus increases by +1. At 14th 
  level, you may expend two uses of this ability at once to 
  provide its benefits to an ally within 30 feet.
  Who Are You? (Su): Starting at 14th level, you may, 
  once per day, learn what a single creature that you can 
  see’s alignment is, as well as what its lowest and highest 
  ability scores are and what classes it has levels in, if any. 
  You may expend psionic focus as you do this to also learn 
  the three skills it has the most ranks in and how many hit 
  dice it has. If more than three skills are tied for having 
  the most ranks, the GM selects which ones to list.
  Terror
  The following discipline abilities replace the recovered 
  information and seeing the connections abilities of the 
  clairsentience discipline.
  Fright Factor (Su): Starting at 2nd level, so long as 
  you maintain psionic focus, any creature that fails a Will 
  save against a Clairsentience power you manifest also 
  becomes shaken for 2 rounds. You may expend psionic 
  focus as a swift action when you would activate this 
  ability to instead cause that creature to be frightened 
  for an equal number of rounds. At 6th level and every 
  four levels thereafter, this ability lasts for an additional 
  round (3 at 6th level, 4 at 10th level, and so on).
  Terrifying Presence (Su): Starting at 14th level, so 
  long as you maintain psionic focus, any hostile creature 
  that comes within 10 feet of you must make a Will 
  save against a DC of 10 + half your psion level + your 
  Intelligence modifier. On a successful save, they are 
  shaken for 1d4 rounds and become immune to this 
  ability for 24 hours. On a failed save, they are panicked 
  for 1d4 rounds.
  Metacreativity
  The following are new advanced disciplines for psions of 
  the metacreativity discipline.
  Crystal
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  summoner’s call and ectoplasmic projection abilities of 
  the metacreativity discipline.
  Crystal Shot (Su): Starting at 2nd level, you may 
  expend psionic focus as a swift action to make a ranged 
  attack with a range of 30 feet and two range increments. 
  This attack deals 1d8 piercing damage, threatens a 
  critical hit on a natural 20, and deals triple damage on 
  a critical hit. The damage increases by 1d8 at 5th level 
  and every 3 levels thereafter (2d8 at 5th level, 3d8 at 8th 
  level, and so on). You may use your Intelligence modifier 
  instead of your Dexterity modifier to determine your 
  bonus to the attack roll.
  Crystal Edge (Su): Starting at 8th level, so long as you 
  maintain psionic focus, you add the number of damage 
  dice for your crystal shot ability to all attack and damage 
  rolls with manufactured weapons.
  Guiding
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  summoner’s call and maestro of ectoplasm abilities of 
  the metacreativity discipline.
  Guide the Blade (Su): Starting at 2nd level, so long as 
  you maintain psionic focus, all attack rolls made against 
  hostile creatures within 25 feet of you gain a +1 insight 
  bonus. This does not apply while you are flat-footed. 
  At 6th level and every 4 levels thereafter, this bonus 
  increases by +1.
  Direct the Flow (Su): Starting at 14th level, you may 
  expend psionic focus as an immediate action to give a 
  single attack roll made within 30 feet of you a bonus 
  equal to twice the bonus provided by your guide the 
  blade ability.
  Plasmic
  The following discipline abilities replace the ectoplasmic 
  projection and maestro of ectoplasm abilities of the 
  metacreativity discipline.
  Right Tool for the Job (Su): Starting at 8th level, so 
  long as you maintain psionic focus, you may use a move 
  action to manipulate ectoplasm in such a way to create 
  a tool to assist with a skill you have ranks in. This tool 
  provides a circumstance bonus to skill checks with 
  that skill equal to one-fourth your psion level. You may 
  expend psionic focus when you use this tool to increase 
  the bonus to one-half your psion level, but the tool 
  breaks after being used in such a way.
  Persistent Plasma (Su): Starting at 14th level, so long 
  as you maintain psionic focus, you gain a +2 bonus to 
  all skill checks in which you have ranks, even when not 
  using a tool. Using an actual tool causes you to lose this 
  bonus. This bonus increases to +3 at 17th level and to +4 
  at 20th level.
  Steel
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  summoner’s call and maestro of ectoplasm abilities of 
  the metacreativity discipline.
  Iron Ego (Su): Starting at 2nd level, once per day when 
  you would be hit with an attack that doesn’t target your 
  touch or flat-footed AC, you may expend your psionic 
  focus as an immediate action. This gives you a +2 untyped 
  bonus to AC against that attack. If this would cause you to 
  have a high enough AC to have not been hit, you are not 
  hit. This bonus increases by +1 at 7th level, and again at 
  12th level and 17th level. You may use this ability twice 
  per day at 9th level, and three times per day at 16th level.
  Shielded Spirit (Su): Starting at 14th level, so long as 
  you maintain psionic focus, you gain a +5 shield bonus 
  to AC. When you use your iron ego ability, this shield 
  bonus stays in effect until the attack is resolved, instead 
  of immediately after you expend your psionic focus. This 
  shield bonus increases to +6 at 19th level.
  
  6
  Psionics augmented
  Psychokinesis
  The following are new advanced disciplines for psions of 
  the psychokinesis discipline.
  Blaze
  The following discipline abilities replace the telekinetic 
  hurl and energetic recharge abilities of the psychokinesis 
  discipline.
  Stop Drop and Roll (Su): Starting at 2nd level, you 
  gain fire resistance equal to your manifester level. 
  Additionally, when fire damage is dealt to you, you may 
  choose to give up your resistance to fire damage for one 
  round to spread it to your foes. All enemies within 10 
  feet of you take one-fourth as much fire damage as you 
  do, in addition to any they would’ve already taken.
  Pyromniac (Su): Starting at 14th level, you may 
  expend psionic focus when you use a power that deals 
  fire damage to reduce all fire resistance possessed by 
  the target against this one power by an amount equal to 
  your manifester level. If this would reduce the target’s 
  fire resistance to less than zero, all creatures within 
  10 feet of the target take fire damage equal to your 
  manifester level. Creatures without fire resistance gain 
  vulnerability to fire against this one power.
  Boom
  The following discipline abilities replace the telekinetic 
  hurl and kinetic aura abilities of the psychokinesis 
  discipline.
  Sonic Burst (Su): Starting at 2nd level, when you 
  manifest a power that deals sonic damage to a single 
  creature, you may expend your psionic focus to instead 
  cause it to deal +1 damage per die to that creature, and 
  deal damage equal to half your manifester level to all 
  creatures in a 5 foot radius of the targeted creature. This 
  increases to a 10 foot radius at 6th level, a 15 foot radius 
  at 12th level, and a 20 foot radius at 18th level.
  Crash and Clang (Su): Starting at 8th level, whenever 
  you manifest a power that deals sonic damage to a single 
  creature, that creature must make a Fortitude save 
  against the normal DC of that power or be deafened for 
  one hour. A successful Fortitude save reduces this time 
  to one minute. You may expend your psionic focus to 
  affect all creatures within 5 feet of the creature instead. 
  This increases to all creatures within 10 feet at 16th level.
  Chill
  The following discipline abilities replace the kinetic aura 
  and psychokinetic recharge abilities of the psychokinesis 
  discipline.
  Sluggish Cold (Su): Starting at 8th level, so long as 
  you maintain psionic focus, whenever you manifest a 
  power that deals cold damage, all targets of that power 
  have all of their movement speeds reduced by 5 feet, to 
  a minimum of 5 feet. This penalty increases to 10 feet at 
  12th level, 15 feet at 16th level, and 20 feet at 20th level.
  Frostbitten Waste (Su): Starting at 14th level, you 
  can expend your psionic focus as a free action when you 
  manifest a power that deals cold damage. In doing so, all 
  targets of that power must make a Fortitude save against 
  the normal DC of that power of be staggered for 1d6+2 
  rounds. If they succeed at their save, they are instead 
  staggered for 1 round.
  Spark
  The following discipline abilities replace the telekinetic 
  hurl and kinetic aura abilities of the psychokinesis 
  discipline.
  Invigorating Volt (Su): Starting at 2nd level, you 
  may expend your psionic focus as a free action when 
  you manifest a power that deals electricity damage. For 
  every 5 points of damage you deal, before factoring in 
  resistance or immunity, you gain a cumulative +1 insight 
  bonus to one of the following: attack rolls, damage rolls, 
  AC, Fortitude saves, Reflex saves, Will saves, or skill 
  checks. 
  The maximum bonus this ability can provide is equal 
  to your Intelligence modifier. This bonus lasts for one 
  round, and you can only benefit from one instance of 
  this ability at a time. This bonus lasts for one more round 
  at 5th level and every 3 levels thereafter, to a maximum 
  of seven rounds at 20th level (two rounds at 5th level, 
  three rounds at 8th level, and so on). If you benefit 
  from this ability while it’s already active, the duration 
  increases by one round.
  Spark of Inspiration (Su): Starting at 8th level, once 
  per day when you use your invigorating volt ability, 
  you may reduce its duration by two rounds to provide 
  its benefits to all allies within 20 feet of you, including 
  yourself. You may use this ability twice per day at 13th 
  level and three times per day at 18th level.
  Psychometabolism
  The following are new advanced disciplines for psions of 
  the psychometabolism discipline.
  Adrenal
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  metabolic healing and shared effect abilities of the 
  psychometabolism discipline.
  Activated Glands (Su): Starting at 2nd level, when you 
  manifest a psychometabolism power while maintaining 
  psionic focus, you gain a +1 dodge bonus to AC and 
  Reflex saves for a number of rounds equal to the level of 
  the power. This bonus increases by +1 every four psion 
  levels thereafter.
  Got My Own Back (Su): Starting at 8th level, any time 
  you manifest a psychometabolism power with a range 
  of personal, you can expend psionic focus to gain a +4 
  insight bonus to attack and damage rolls made as part of 
  attacks of opportunity for a number of rounds equal to 
  twice the level of the power.
  
  7
  Psionics augmented
  Animalia
  The following discipline abilities replace the shared effect 
  and resilient body abilities of the psychometabolism 
  discipline.
  Bestial Enhancement (Su): Starting at 8th level, 
  when you manifest a psychometabolism power, you can 
  expend 3 additional power points to gain a +2 insight 
  bonus to one physical ability score of your choice for one 
  minute. This counts as an augment for the power and 
  follows the manifestation still follows the rules for the 
  manifester level cap. This bonus increases to +4 if you 
  are manifesting a power that’s 4th level or above, and 
  to +6 if you are manifesting a power that’s 8th level or 
  above.
  Animalistic Retaliation (Su): Starting at 14th level, 
  once per day when a critical hit would be confirmed 
  against you, you may make an attack of opportunity 
  with a +4 morale bonus to attack and damage against the 
  creature which confirmed the critical hit. You can do this 
  once more per day for every level beyond 14th.
  Second Gear
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  metabolic healing and resilient body abilities of the 
  psychometabolism discipline.
  Astounding Swiftness (Su): Starting at 2nd level, you 
  gain a +10 foot competence bonus to all of your movement 
  speeds when psionically focused. This improves by +10 
  feet at 6th level and every 4 levels thereafter.
  Faster Than Thought (Su): Starting at 14th level, once 
  per day, you may expend your psionic focus to manifest 
  two powers, with a manifesting time of one standard 
  action or less, as a full-round action. The total power 
  point cost of these two powers may not exceed your 
  manifester level. You may do this once more per day at 
  16th level, 18th level, and 20th level.
  Storage
  The 
  following 
  discipline 
  abilities 
  replace 
  the 
  metabolic healing and resilient body abilities of the 
  psychometabolism discipline.
  Secret Pocket (Ex): Starting at 2nd level, you begin 
  to access a secret pocket within your very skin. You can 
  store up to one cubic foot of material in your secret 
  pocket, and it does not count against your encumbrance. 
  Magical items within this secret pocket have no effect. At 
  4th level and every two levels thereafter, the volume of 
  your secret pocket increases by one cubic foot. You add 
  your class level to Sleight of Hand checks to hide items 
  within this pocket.
  Expulsion (Su): Starting at 14th level, you can launch 
  items from your secret pocket with ease. As a standard 
  action, you may expend your psionic focus to completely 
  empty your secret pocket. This deals 2d6 bludgeoning, 
  piercing, and slashing damage per cubic foot that was 
  filled to all creatures in a 15 foot cone, and all items 
  stored in your secret pocket are flung to the end of this 
  cone.
  Psychoportation
  The following are new advanced disciplines for psions of 
  the psychoportation discipline.
  Bypass
  The following discipline abilities replace the inconstant 
  position and accelerated activity abilities of the 
  psychoportation discipline.
  Pass Through (Su): Starting at 8th level, at-will, you 
  can expend your psionic focus as a move action to 
  teleport 20 feet in any direction. This teleportation must 
  occur in a straight line, and you need to know how far 
  you’ll be teleporting, but don’t need line of sight or line 
  of effect. If this would cause you to occupy an occupied 
  space, the use fails. At 10th level and every even level 
  thereafter, you may do this once more per day and you 
  can choose to teleport an additional 10 feet at a time.
  Disappearing (Su): Starting at 14th level, once per 
  day while psionically focused, you may gain an insight 
  on a single Stealth check to hide equal to your class level. 
  This is done as part of the action required for the Stealth 
  check. You may do this once more per day at 15th level 
  and every level thereafter.
  Drive
  The following discipline abilities replace the nomad’s step 
  and inconstant position abilities of the psychoportation 
  discipline.
  Push Through (Su): At 2nd level, you may expend 
  your psionic focus as a full-round action to cause a 
  willing ally within 15 feet to teleport to a location within 
  15 feet of them to which you have line of sight. At every 
  psion level thereafter, both of these distances increase 
  by 5 feet.
  Chauffeur’s Voyage (Su): At 8th level, once per day 
  as a full-round action while psionically focused, you 
  can teleport yourself and all willing allies within 10 feet 
  to anywhere within 50 feet to which you have line of 
  sight. Your allies remain in the exact same position with 
  relation to you, and vice-versa. At 10th level and every 
  even psion level thereafter, you can use this ability once 
  more per day.
  Labyrinth
  The following discipline abilities replace the nomad’s step 
  and accelerated activity abilities of the psychoportation 
  discipline.
  Incomprehensible Rhythm (Su): Starting at 2nd level, 
  when you are psionically focused, your movements do 
  not trigger blindsense or tremorsense, and you increase 
  the saving throw DCs of your psion powers by 2 against 
  foes that have attacked you and missed in the last round.
  Here Before (Su): Starting at 14th level, you add 
  twice your psion level to all Survival and Knowledge 
  (geography) checks.
  
  8
  Psionics augmented
  Retrieval
  The following discipline abilities replace the nomad’s step 
  and inconstant position abilities of the psychoportation 
  discipline.
  To My Hand (Su): Starting at 2nd level, you may 
  expend your psionic focus to cause one unattended 
  object within 20 feet that you can hold with one hand to 
  teleport to your hand. You must have at least one hand 
  free and line of effect to the object. The range at which 
  you can do this extends by 5 feet every level thereafter.
  Boomerang Warp (Su): Starting at 8th level, you’ve 
  gained the ability to throw a weapon and bring it back 
  to your hand the instant it hits. Your thrown weapons 
  are always treated as if they had the returning property, 
  except that the weapon you throw returns to your hand 
  immediately after any thrown attack resolves.
  Telepathy
  The following are new advanced disciplines for psions of 
  the telepathy discipline.
  Channel
  The following discipline abilities replace the mental 
  intrusion and last respite abilities of the telepathy 
  discipline.
  Direct Link (Su): Starting at 2nd level, you’re able to 
  link your mind with a single target as a move action. You 
  and that creature can share thoughts with each other so 
  long as you remain within 150 feet of each other. This 
  range increased by 10 feet at every level after 2nd. This 
  is a mind-affecting effect.
  Distant Message (Su): Starting at 14th level, you can 
  send a message to any creature that you’ve used your 
  direct link ability with over the course of the last week. 
  This creature must be on the same plane as you, but the 
  range is unlimited. This is a mind-affecting effect, and 
  takes as much time as it would have to speak the message.
  Closed
  The following discipline abilities replace the telepathy 
  and last respite abilities of the telepathy discipline.
  Out of the Loop (Su): Starting at 8th level, you can 
  keep a creature out of the loop. To do this, you must 
  expend your psionic focus and target a creature you 
  can see within 50 feet. They must succeed on a DC 10 + 
  half your psion level + your Intelligence modifier Will 
  save or become deaf and lose all telepathic abilities for a 
  number of rounds equal to half your class level. This is a 
  mind-affecting effect.
  Strike The Ignorant (Su): Starting at 14th level, 
  you’re able to direct the actions of your allies to perfectly 
  coordinate an attack against those you’ve kept out of 
  the loop. Any creature affected by your out of the loop 
  ability is dealt +2d8 damage by all weapon attacks from 
  allies within a 30 foot radius of you.
  Informant
  The following discipline abilities replace the telepathy 
  and last respite abilities of the telepathy discipline.
  In the Know (Su): Starting at 8th level, you’re always 
  in the know, So long as you’re psionically focused, you 
  add half psion level to all Knowledge and Diplomacy 
  checks.
  I Was Never Here (Su): Starting at 14th level, you 
  can erase any memory of your being there from those 
  who would be suspicious of you. When you fail a Stealth 
  check you may immediately expend your psionic focus 
  as a free action to reroll the check with a bonus equal to 
  half your Psion level, with the DC determined by a Will 
  save instead of by a Perception check.
  Mystique
  The following discipline abilities replace the mental 
  intrusion and telepathy abilities of the telepathy 
  discipline.
  Recall Another’s (Su): Starting at 2nd level, you can 
  grab ahold of other people’s memories. As a standard 
  action while you’re psionically focused, you may make 
  a Sense Motive check. One intelligent creature within 30 
  feet of your choice must then make a Will save. If they 
  succeed, they may not be affected by this ability for the 
  next 24 hours. If they fail, you gain all of their memories 
  from the past 5 hours, plus one hour for every point by 
  which they fail the Will save. This is a mind-affecting 
  effect.
  Implant Memory (Su): Starting at 8th level, you can 
  lie to your foes through their very minds. As a standard 
  action while you’re psionically focused, one intelligence 
  creature within 30 feet of your choice must then make a 
  Will save with a DC of 10 + half your psion level + your 
  Intelligence modifier. If they succeed, they may not be 
  affected by this ability for the next 24 hours. If they fail, 
  you convince them that they experienced something that 
  they didn’t actually experience. They may use your Bluff 
  modifier instead of their own when convincing people of 
  this. This is a mind-affecting effect.
  
  9
  Psionics augmented
  Presented in this chapter are new path options for the 
  psychic warrior class, as well as three new archetypes, 
  the halo knight, reaver, and silhouette.
  New Warrior Paths
  The following path options can be selected by any 
  psychic warrior, just like the paths in Ultimate Psionics. 
  Path powers marked with an asterisk (*) are new powers 
  that can be found in Chapter 7: Psionic Powers.
  Anomalous Path
  You possess an unstable psychic power within you in 
  the form of animus, and you’ve learned to bend it to 
  martial pursuits. Psychic warriors with the pathwalker 
  archetype from Path of War can select the anomalous 
  path as one of their paths, treating it as the path for the 
  Elemental Flux discipline.
  Skills: Knowledge (arcana), Perception, Spellcraft
  Powers: Animus overload,* transfer animus*
  Bonus Class Skill: Knowledge (arcana)
  Trance: Starting at 3rd level, whenever the psychic 
  warrior is psionically focused, he gains a +1 bonus on 
  Tap Animus (Combat)
  You gain the ability to tap a small wellspring of 
  animus within you.
  Prerequisites: You may not possess the animus 
  class feature.
  Benefit: When you enter combat, you gain an 
  animus pool with one point of animus at the start 
  of your first turn, and add one point of animus to 
  your animus pool at the start of each of your turns 
  thereafter. Your animus pool persists for one minute 
  after the last enemy combatant is defeated or the 
  encounter otherwise ends. At the end of any round 
  in which you initiate a maneuver (a strike, boost, or 
  counter; see Path of War and Path of War: Expanded), 
  you add an additional point of animus to you pool. 
  You can use this animus pool to augment maneuvers 
  or power animus-related feats and abilities as 
  normal.
  Special: If you ever gain the animus class feature, 
  this feat is immediately exchanged for the Extra 
  Animus feat.
  Extra Animus (Combat)
  Your reserves of animus are stronger.
  Prerequisites: Must possess an animus pool.
  Benefits: Your initial animus pool at the start of 
  each combat increases by 2 points.
  Special: You can take this feat multiple times. Each 
  additional time you take the feat, your initial animus 
  pool increases by 1 point instead of 2.
  saving throws against powers, psi-like abilities, spells, 
  and spell-like abilities. This bonus increases by +1 at 7th 
  level and every four levels thereafter.
  Maneuver: Starting at 3rd level, as a move action, the 
  psychic warrior can expend his psionic focus to add 1d4 
  points of animus to his animus pool (temporarily creating 
  an animus pool if he does not currently possess one). 
  the psychic warrior has an animus pool from another 
  source (such as a class feature or the Tap Animus feat, 
  see the sidebar to the left), these points are added to that 
  pool. At 7th level and every four psychic warrior levels 
  thereafter, the psychic warrior gains another 1d4 points 
  of animus when activating this ability. This ability can 
  only be used during combat, and the psychic warrior’s 
  animus pool persists for one minute after the last enemy 
  combatant is defeated or the encounter otherwise end. 
  This path counts as an animus pool for the purposes 
  of meeting prerequisites and requirements (excluding 
  Extra Animus; the psychic warrior must possess an 
  actual animus pool to take that feat).
  Hungering Path
  Your psionic power is a hungering scar within your 
  psyche, devouring the mental strength of your foes.
  Skills: Intimidate, Knowledge (planes), Perception
  Powers: Corrosive aura, dissipating touch
  Bonus Class Skill: Knowledge (planes)
  Trance: Starting at 3rd level, whenever the psychic 
  warrior is psionically focused, creatures within 10 feet 
  of him take a –2 penalty on saving throws against the 
  psychic warrior’s abilities. This penalty increases by –1 
  at 7th level and again at 15th level. In addition, the range 
  of this ability increases to 15 feet at 11th level, and 20 
  feet at 19th level.
  Maneuver: Starting at 3rd level, as a swift action 
  made with the a single attack (either unarmed, with a 
  weapon, or with the use of a psionic power), the psychic 
  warrior can expend his psionic focus to add his hunger 
  to a single attack, siphoning energy from his foe to feed 
  the void. If he hits, the target loses 1d6 power points (if 
  they possess any) and 1 point from their phrenic pool 
  (if they possess one), and the psychic warrior gains 1 
  temporary power point. At 7th level and every four 
  levels thereafter, the lost power points increase by 1d6 
  and both the lost phrenic pool points and the temporary 
  power points gained increases by 1. The temporary 
  power points gained from this ability last for one minute 
  or until used, and can be spent as normal.
  Outrider Path
  You are skilled at creating psionic constructs, allowing 
  you to manifest a mount of ectoplasm that carries you 
  into battle.
  Chapter 2: Psychic Warriors
  
  10
  Psionics augmented
  Skills: Acrobatics, Handle Animal, Ride
  Powers: Astral construct, skate
  Bonus Class Skill: Handle Animal
  Trance: Starting at 3rd level, whenever the psychic 
  warrior is psionically focused, he can create an 
  ectoplasmic mount underneath him as a free action. 
  Dismissing the mount is likewise a free action. This mount 
  is the same size as the psychic warrior (even if he is under 
  an effect that change his size), though he (and only he) can 
  still ride it freely. It appears however the psychic warrior 
  wishes, though it is always obviously made of energy and 
  ectoplasm. If the psychic warrior dismounts, the mount 
  dissipates, but can be recreated as a free action.
  The mount is not a true creature, though it is ridden as 
  if it were one. Its movements are directed telepathically 
  by the psychic warrior, and it can take no actions other 
  than movement. It has a number of hit points equal to 
  half the psychic warrior’s maximum hit points, its AC 
  and saving throws are equal to the psychic warrior’s, and 
  it has no natural weapons or other offensive abilities. It 
  does not have ability scores, and is treated as a construct 
  for the purposes of spells, powers, and other effects. 
  At 3rd level, the mount has a base land speed of 40 
  feet. If the psychic warrior has a burrow, climb, fly, or 
  swim speed, the mount also has a speed of that type, 
  equal to its base land speed. At 7th level and every four 
  levels thereafter, its base land speed increases by 10 feet. 
  It uses the psychic warrior’s class level for its ranks in 
  the Climb, Fly, and Swim skills, and the 
  psychic warrior’s Wisdom modifier in 
  place of its Strength or Dexterity modifier 
  for those skills. Any time the psychic warrior 
  is under an effect that his movement (such 
  as the burst or skate powers, or a traceur’s 
  acrobatic movements class feature) or 
  gives him a new movement mode, he may 
  have it also affect the mount.
  If the mount is destroyed, the psychic 
  warrior loses all of his psionic focuses, 
  but can recreate the mount as a free action at 
  full hit points when he becomes psionically 
  focused again. This ability counts as the 
  Mounted Combat feat for the purpose of 
  meeting prerequisites and requirements.
  Maneuver: Starting at 3rd level, as a swift 
  action, the psychic warrior can imbue the 
  mount from his trance with incredible 
  swiftness, granting it a +30-foot bonus to each 
  of its speeds for one round. At 7th level, his 
  mount can ignore difficult terrain for one 
  round after he activates this ability. At 11th 
  level, his mount (and by extension him) 
  can freely move through other creatures’ 
  spaces as if they weren’t there for one 
  round after he activates this ability, though 
  they cannot end their movement in another 
  creature’s space. Unlike most path maneuver abilities, 
  this does not require the psychic warrior to expend his 
  psionic focus.
  New Archetypes
  The following are new archetypes for the psychic 
  warrior class found in Chapter 2 of Ultimate Psionics.
  Halo Knight
  “Dying is harder than it looks; trust me on this one. The 
  light of the soul blazing within me shines so brightly that 
  the darkness of death cannot grasp me.” 
  —Marlon “Gray” Vox, a halo knight
  Some psychic warriors develop their craft with the 
  mixed blessings of an unstable source for their power. 
  This unstable spiritual energy, known as animus to some, 
  is where these warriors learn to hone their craft and 
  through rigorous practice and training, have learned 
  that through focusing this energy to their martial skills 
  that it can be harnessed into an effective fighting style. 
  These halo knights manipulate the ebb and flow of 
  their animus through their psychic reserves and use 
  it to bolster both their manifesting and combat ability 
  through the use of a halo of psychic energy that develops 
  around them. This energy allows them to suspend 
  energies around them in defensive auras, aid allies, and 
  empower their attacks.
  Psionic Animus: At 1st level, a halo knight gains 
  Tap Animus as a bonus feat. Whenever the halo knight 
  manifests a psionic power during combat (excluding 
  psionic powers manifested with his animus 
  manifestation class feature), he adds 1 point of 
  animus to his animus pool per 2 power 
  points spent on the power (minimum 
  1). In addition, he can generate 1 
  point of animus by spending 
  2 power points 
  as a free action.
  If 
  the 
  halo 
  knight later gains 
  another 
  animus 
  pool, 
  his Tap Animus feat is 
  exchange for Extra Animus 
  as normal, but he retains 
  the other abilities granted by 
  this class feature.
  This ability replaces the bonus 
  feat gained at 1st level.
  Psychic Halo (Su): A halo 
  knight’s 
  innate 
  powers 
  of 
  animus bubble and boil out of 
  his psyche to create a semi-
  solid field of energy. While the 
  halo knight has at least 1 point 
  of animus, he is surrounded by 
  a luminous field which grants 
  1 point of Wisdom bonus (if 
  any) per halo knight level 
  as a deflection bonus to 
  his AC. This is a force 
  effect. This barrier also 
  
  11
  Psionics augmented
  generates light as a light spell; the halo knight can 
  suppress or resume this light as a free action (while it’s 
  suppressed, his eyes glimmer with restrained animus, 
  noticeable with a DC 15 Perception check). This ability 
  replaces psionic proficiency.
  Warrior’s Path (Ex): At 1st level, a halo knight gains 
  the anomalous warrior’s path (see page 9), instead of 
  choosing from the normal list. This ability alters warrior’s 
  path, but does not cause the halo knight archetype to be 
  incompatible with archetypes that replace the warrior’s 
  path class feature.
  Anima Skills: Whenever a halo knight gains a psychic 
  warrior bonus feat, he can choose to take an anima skill 
  he qualifies for instead. Unless otherwise noted, an 
  anima skill can only be taken once. Saving throw DCs are 
  Wisdom-based. This ability alters bonus feats, but does 
  not cause the halo knight archetype to be incompatible 
  with other archetypes that alter the bonus feats class 
  feature.
  Anima Flare (Psi): By channeling raw animus through 
  his halo, the halo knight can create a spontaneous 
  psychokinetic effect. As standard action, the halo knight 
  can expend his psionic focus to use one of the powers 
  added to his power list with the Kinetic Halo anima skill 
  as a psi-like ability. This power must be among his powers 
  known. The halo knight spends three points of animus to 
  manifest this psi-like ability, using his class level as his 
  manifester level to determine its effectiveness. A halo 
  knight must have the Kinetic Halo anima skill to select 
  this anima skill.
  Anima Infusion (Su): The halo knight’s ability to 
  manipulate animus allows him to increase the speed 
  with which he may fortify or improve his form with 
  the use of psionic powers. With this anima skill, he may 
  use any psychic warrior power with a range of personal 
  as an immediate action upon spending three points of 
  animus as part of that manifestation. The halo knight 
  must be at least 6th level before selecting this anima skill. 
  Animus Empowerment (Su): Weapons the halo knight 
  wields are empowered by the passive powers of his 
  animus, increasing their enhancement bonus by +1 (up to 
  a maximum of +5; nonmagical weapons are considered 
  to have an enhancement bonus of +0 for the purposes 
  of this ability). His weapons increase their enhancement 
  bonus by a further +1 at 12th level. Thrown weapons 
  retain this increase for the duration of any attacks 
  the halo knight makes with them. Alternatively, the 
  halo knight can wreath his weapons in ghostly energy, 
  dealing 1d6 points of additional damage of his active 
  energy type (or 2d6 at 12th level) instead of increasing 
  his enhancement bonuses. This energy allows him to 
  strike incorporeal foes as if he possessed the ghost touch 
  enhancement on the weapon. He can switch between 
  energy and enhancement as a free action.
  Durable Halo (Su): The halo knight’s animus is so 
  dense that it can turn blows away. While his psychic halo 
  is active and he is psionically focused, the halo knight 
  gains damage reduction/– equal to half his class level.
  Empowered Halation (Su): By channeling animus into 
  his psychic defenses, the halo knight can try to make his 
  body impervious to harm. As an immediate action, the 
  halo knight may spend a point of animus to improve 
  the energy resistance granted to him by his improved 
  psychic halo class feature by an additional 20 points, or 
  gain 20 energy resistance to different energy types (acid, 
  cold, electricity, or fire) if it is not his active energy type. 
  If the halo knight also has the Durable Halo anima skill, 
  he increases his damage reduction from it by 5. This 
  effect lasts until the halo knight’s next turn. The halo 
  knight must be at least 9th level before selecting this 
  anima skill.
  Kinetic Halo: By tapping into the elemental powers 
  of animus, the halo knight expands his power list to 
  include psychokinetic tools not normally available to 
  psychic warriors. He adds the following powers to his 
  psychic warrior power list and may add one of these to 
  his powers known (he must meet the manifester level 
  requirement for selecting the power known): energy ball, 
  energy bolt, energy burst, energy cone, energy current, 
  energy missile, energy push, energy ray, energy retort, 
  energy splash, and energy stun. This anima skill may be 
  selected multiple times, adding a new power known to 
  his list of powers.
  Palisade Wall (Su): By spending 1 point of animus as 
  a free action, the halo knight hardens his psychic halo’s 
  light to form a semi-physical field of hard light. This acts 
  as a tower shield wielded by the halo knight, though he 
  does not physically wield it. It is held by thought and 
  will alone, and the halo knight does not take the normal 
  attack penalties or armor check penalty for using it. The 
  tower shield gains a +1 enhancement bonus at 4th level, 
  and an additional +1 enhancement bonus every four 
  levels thereafter. He can use it to gain cover as normal 
  for a tower shield. The tower shield remains in existence 
  for one minute per use of this ability. 
  Restorative Halo (Su): The halo knight creates a burst 
  of restorative radiance from his psychic halo, revitalizing 
  his allies. As a free action, the halo knight can expend 
  his psionic focus and spend 2 points of animus to grant 
  fast healing 5 to his allies within 60 feet for a number of 
  rounds equal to 3 + his Wisdom modifier (minimum 4 
  rounds). 
  Animus Manifestation (Su): At 4th level, a halo 
  knight gains the ability to augment his psionic abilities 
  with the wild power of his animus. When manifesting 
  a power, a halo knight can spend points of animus in 
  place of power points to pay for the manifestation; this 
  specifically allows the halo knight to mix manifesting 
  with both power points and animus to pay for the same 
  power. If the halo knight is also spending power points to 
  augment the power further, these augments may be paid 
  for with animus as well. Animus spent in this way count 
  as power points to determine how many power points 
  the halo knight may spend per round, and this does not 
  allow him to augment a power beyond his manifester 
  level. This ability replaces path skills.
  
  12
  Psionics augmented
  Improved Psychic Halo (Su): At 9th level, the defenses 
  of a halo knight’s animus field improve, generating more 
  light (as a daylight spell, though he may still suppress it 
  as normal) and more defensive power. The halo knight 
  gains the uncanny dodge ability. In addition, his animus 
  pool and psychic halo manifest at the start of a combat 
  (this activates when initiative is roll, including the 
  surprise round, if any), rather than the start of his first 
  turn in a combat. His halo also grants him resistance 
  20 to his active energy type when manifested. If a halo 
  knight already has uncanny dodge from a different class, 
  he automatically gains improved uncanny dodge instead. 
  This ability replaces secondary path.
  Blazing Halation (Su): At 12th level, a halo knight is 
  capable of causing his psychic halo to blaze with psionic 
  energies. This is stressful to his psionic faculties. Once 
  per day. while his psionic halo is active, he can cause it 
  to blaze with energy as a swift action. The halo blazes 
  for one minute, during which time the halo knight 
  generates 1 additional point of animus at the start of 
  his turn, 1 additional animus is generated during power 
  manifestation, and creatures that hit him with melee 
  attacks take 5d6 points of energy damage (energy type 
  is based on the halo knight’s active energy type). This 
  damage only affects a given creature once per round. 
  In addition, if the halo knight would take damage 
  that reduces him to 0 or fewer hit points while under 
  the effect of blazing halation, he can spend 3 points of 
  animus as an immediate action to ignore the damage. 
  He may use this ability one additional time per day at 
  15th level, and again at 18th level. This ability replaces 
  pathweaving and twisting path.
  Psionic Halation Endurance (Su): At 20th level, a 
  halo knight’s body is so infused with animus that he is 
  fundamentally altered by it. The halo knight constantly 
  gains the benefits of his psychic halo (which he can end 
  or resume as a free action) and his life becomes entirely 
  sustained by the constant flood of animus through his 
  psyche. His type changes to outsider and he gains the 
  native subtype. The halo knight no longer needs to eat, 
  breathe, or sleep; his animus sustains these functions 
  (though he may do so if he wishes, and he still must rest 
  to regain power points). This ability replaces eternal 
  warrior.
  Reaver
  “You can run all you like my friend, but all that will do is 
  ensure that you will die tired.” 
  —Ja’Chaunt, a reaver
  Not all psychic warriors follow the path of common 
  warfare, some opt to train in darker methods of combat—
  that of pattern reaving. These unsavory fellows learn 
  more how to sneak and disguise themselves, and focus 
  their intentions on the destruction of the patterns of 
  select foes instead of on glory in combat. These psychic 
  warriors, known as reavers, are ruthless killers or 
  hardened avengers that use their esoteric talents to 
  assist their covert actions.
  Class Skills: A reaver gains Bluff, Disable Device, 
  Disguise, and Stealth as class skills. He gains 6 + his 
  Intelligence modifier in skill points per level. This alters 
  the psychic warrior’s skills.
  Weapon and Armor Proficiencies: A reaver is 
  proficient with all simple and martial weapons, plus 
  the kama, katana, kusarigama, nunchaku, sai, shuriken, 
  siangham, and wakizashi. He is proficient with light 
  armor, but not with shields. This replaces the psychic 
  warrior’s normal weapon and armor proficiencies.
  Encrypted Mind: When a reaver learns a new psionic 
  power, he may choose his power from the cryptic power 
  list in addition to the psychic warrior power list. This 
  ability alters powers known.
  Killer’s Claim (Su): At 1st level, the reaver may 
  align his psionic essence—his pattern—to a single 
  creature with the intent to rend their pattern asunder 
  as a swift action. The target must be a creature the 
  reaver can perceive (including with special senses, 
  such as blindsense or tremorsense) within close range 
  (25 feet + 5 feet per 2 class levels). A reaver can have 
  a maximum number of creatures Claimed equal to 
  his Wisdom modifier (minimum 1), and may not 
  Claim a creature he has already Claimed until or 
  unless the Claim expires. Claimed creatures using 
  the Withdraw action to leave a square threatened by 
  the reaver provoke attacks of opportunity from him. 
   
  In addition, the reaver automatically knows the position 
  of creatures he has Claimed. Any opponent the reaver 
  cannot see still has total concealment (50% miss chance) 
  against him, and the reaver still suffers the normal miss 
  chance when attacking creatures that have concealment. 
  The reaver is still denied his Dexterity bonus to his AC 
  against attacks from Claimed creatures he cannot see. 
  This ability replaces warrior’s path.
  Reaver Insights: Whenever a reaver gains a psychic 
  warrior bonus feat, he can choose to take a reaver insight 
  he qualifies for instead. Unless otherwise noted, a reaver 
  insight can only be taken once. This ability alters bonus 
  feats, but does not cause the reaver archetype to be 
  incompatible with other archetypes that alter the bonus 
  feats class feature.
  Assume Pattern (Su): A feared ability of the reaver is 
  their ability to temporarily assume the identity of their 
  Killer’s Claim victims after they’ve successfully killed 
  them. Upon successfully rendering his Claimed target 
  dead, the reaver expends his psionic focus and places 
  his hands on the target’s face or body as a full round 
  action to create a thin copy of the target’s pattern and 
  wrap it around his own, disguising himself in the eyes of 
  those around him. Some truly ghoulish reavers harvest 
  their kills and carry preserved faces from victims to 
  have a ‘catalog’ of choices. This functions identically to 
  the psionic power mental semblance (see chapter 7 for 
  details) in that the reaver projects the person that he has 
  copied, projecting this false sensory input to everyone 
  who sees him. Unlike the psionic power, the reaver 
  
  13
  Psionics augmented
  need not worry about the duration of this power, but 
  this ability is taxing nonetheless; while this in effect the 
  reaver cannot regain his psionic focus (if he has multiple 
  psionic foci, he cannot regain the one that he has used 
  to manifest this ability) without breaking the assumed 
  pattern. The reaver must be 6th level or higher to select 
  this insight.
  Bloody Instincts (Su): The reaver’s attacks are 
  exceptionally skilled at causing massive disruption to 
  the tissues of their Killer’s Claim target’s body. While 
  psionically focused, wounds inflicted on his Claimed 
  target bleed excessively, inflicting a number of points 
  of bleed damage per round equal to the bonus damage 
  from the reaver’s killer instinct ability until treated (Heal 
  check DC 15 + reaver’s Wisdom modifier) or magically 
  healed. The reaver must be 6th level or higher to select 
  this insight.
  Cryptic Insight: The reaver may select a cryptic insight 
  he qualifies for, excluding insights that utilize the 
  cryptic’s disrupt pattern ability. He uses his reaver level 
  –2 to qualify for cryptic insights with level requirements 
  and must otherwise meet all prerequisites. Reavers may 
  not select supreme cryptic insights.
  Mass Murdering Instinct: Most reavers are singular 
  hunters for the prey, stalking down and taking down 
  their foes one at a time. Others are more opportunistic, 
  and select multiple targets for their prey and drawing 
  out the kill over time. The reaver may maintain targets 
  he’s selected with his Killer’s Claim for up to 24 hours. 
  He still must select each target individually, but may 
  maintain his Killer’s Claim until he ends their lives or 
  cleanses his pattern of their identity (a full round action 
  that provokes attacks of opportunity). 
  Pattern Dislocate (Su): The reaver’s Killer’s Claim 
  causes the target to become more susceptible to his 
  abilities and powers due to his attunement to their 
  pattern. The target of the reaver’s Killer’s Claim suffers a 
  –4 penalty on saving throws and CMD against his psionic 
  powers, class features, and combat maneuvers. 
  Psionic Senses (Su): While psionically focused and 
  maintaining a Killer’s Claim, the reaver gains the effects 
  of the scent speciality ability. Some reavers can do this 
  by smelling the air, or following lines of psychic power 
  to find their targets, or touch objects that their quarry 
  has come into contact with. When tracking the target, 
  the reaver gains a +1 insight bonus on skill checks meant 
  to follow, locate, or track the target (should they escape) 
  per 2 class levels. Additionally, the reaver’s senses with 
  regards to his target become supernaturally sharp, 
  granting him blindsense with a range of 30 feet to help 
  him locate his quarry or sense danger from other foes. 
  Rogue Talents: The reaver may select a rogue talent 
  he qualifies for, excluding talents that utilize the rogue’s 
  sneak attack. He uses his reaver level –2 to qualify 
  for rogue talents with level requirements and must 
  otherwise meet all prerequisites. Reavers may not select 
  advanced rogue talents.
  Stealth Combat Training (Ex): A reaver’s specialized 
  training grants him bonuses to several skills with which 
  to better defeat his foes. He gains a bonus on Bluff, 
  Disable Device, Disguise, and Stealth checks equal to half 
  his class level (minimum of +1) while he is psionically 
  focused.
  Trapbreaker (Su): Gain the trapfinding ability, as per 
  the rogue class feature using his psychic warrior level. 
  Additionally, the reaver needs no tools to be able to 
  disable traps or locks; he simply must touch the target 
  lock or trap and concentrate on it, causing the patterns 
  within the object to shift and change to unlock as a 
  full round action or with a force of will (expending 
  the reaver’s psionic focus) shatter the lock or trap 
  mechanism (rendering it inoperable or unusable until 
  repaired or replaced) as a move action on a successful 
  Disable Device check. When attempting to use this talent 
  to open locks or disable traps, he may add his Wisdom 
  modifier to the check as an insight bonus.
  Acrobatic Defense (Ex): At 3rd level, a reaver’s 
  acrobatic abilities improve his defenses while he is 
  psionically focused, granting him a +1 dodge bonus to his 
  AC and +1 bonus on Reflex saves. These bonuses increase 
  by +1 at 7th level and every four levels thereafter. The 
  reaver must be unarmored, or wearing light or medium 
  armor to receive this benefit. This ability replaces 
  expanded path.
  Killer’s Instinct (Su): At 4th level, a reaver’s deadly 
  psychic connection to his target’s pattern helps him find 
  the best methods to defeat them. While he is psionically 
  focused, the reaver gains a +2 bonus on damage rolls 
  against his Killer’s Claim targets. This bonus increase 
  by +2 at 7th level and every three levels thereafter. The 
  reaver can expend his psionic focus to make a single 
  attack against his Killer’s Claim target as a standard 
  action, dealing an additional 2d4 points of damage to 
  them per 2 points of bonus damage he would normally 
  gain from this ability. He may also use this ability in 
  conjunction with the Vital Strike feat, if he possesses it. 
  This ability replaces path skills.
  Reaving Euphoria (Ex): At 9th level, a reaver gets a 
  rush of pleasure from rending the pattern of his Killer’s 
  Claim targets. Whenever the reaver reduces his Killer’s 
  Claim target to 0 or fewer hit points (or rendering them 
  dead by other means), he may regain his psionic focus. 
  He may use this ability once per day at 9th level, twice 
  per day at 12th level and three times per day at 15th level. 
  This ability replaces secondary path and twisting path.
  Corrupt Pattern (Su): At 18th level, a reaver is able 
  to cause vicious wounds upon the pattern of his Killer’s 
  Claim target. Once per day as a free action, he can corrupt 
  the pattern of his Killer’s Claim target. If the reaver 
  possesses multiple Killer’s Claims, he may target each of 
  them once per day for this effect. For the next 24 hours 
  (or until they stop being targeted by the reaver’s Killer’s 
  Claim), all damage that creature takes becomes cursed 
  and cannot be healed without the creature first receiving 
  a break enchantment or remove curse spell (using the 
  
  14
  Psionics augmented
  reaver’s class level as its caster level). A creature killed 
  while under the effect of this ability cannot be revived 
  with breath of life, raise dead, or psionic revivify; stronger 
  abilities such as resurrection or true resurrection must 
  be used after a remove curse has been cast. This ability 
  replaces pathweaving.
  Pattern Breaker (Ex): At 20th level, a reaver gains 
  the ability to enter a powerful combat trance intended 
  to destroy the patterns of his foes. Once per day, as a 
  free action while he is psionically focused, the reaver 
  can enter a powerful killing trance. This trance lasts for 
  up to five minutes or until he expends his psionic focus 
  (whichever comes first). When maintaining this trance, 
  the reaver adds his Wisdom modifier as a competence 
  bonus on attack rolls, skill and ability checks, initiative 
  checks, and to his AC. In addition, the reaver may inflict 
  an additional 10d4 points of damage to a Killer’s Claim 
  target once per round on a successful attack (iterative 
  successful attacks do not add this damage bonus, 
  only the first). Finally, the reaver can move up to his 
  speed without provoking attacks of opportunity as an 
  immediate action. This ability replaces eternal warrior.
  Silhouette
  “I’m just the men for the job.”
  —Dinas Flint, second of the Seven Blades
  Though many are content with sparring partners and 
  training dummies, a silhouette has found that there 
  is only one worthy opponent to practice with: himself. 
  By channeling his psionic power to create an idealized 
  version of his own body, he creates a valuable tool, 
  unquestioning servant, and loyal ally to assist him.
  Shadowboxing (Su): A silhouette’s signature ability 
  allows him to materialize his dedication and skill in a 
  physical form, creating a construct of psionic energy that 
  appears as an idealized image of himself. This construct, 
  called his shadow, is always the same size as the 
  silhouette and can share his space freely. While within 
  the silhouette’s space, it can meld into the silhouette’s 
  real shadow. As long as it does not act, it remains hidden 
  from all viewers and does not need to take actions to 
  move with the silhouette (though any combat action will 
  cause it to return to its true form). A shadow cannot stray 
  further than close range (25 feet + 5 feet per 2 silhouette 
  levels) from the silhouette; if it does so, it winks out and 
  reappears within the silhouette’s space.
  A silhouette’s shadow is materialized in his space at 
  full hit points when he regains power points after resting. 
  If a shadow is destroyed, the silhouette can recreate it by 
  spending power points equal to his character level as a 
  full-round action that provokes attacks of opportunity. 
  When he does so, the shadow appears at full hit points 
  within his space and can take its turn normally. He can 
  only have one shadow created at once.
  A silhouette’s shadow has game statistics are based on 
  the silhouette, as noted in the stat block on 15.
  This ability replaces warrior’s path and expanded 
  path. The silhouette’s secondary path ability still gives 
  him a path as normal, but as the silhouette only gains 
  one warrior’s path, the twisting path and pathweaving 
  abilities do not function for him. However, this 
  archetype is still compatible with other archetypes that 
  alter or replace secondary path, twisting path, and/or 
  pathweaving.
  Link (Su): A silhouette is always aware of his shadow’s 
  relative position to him, and can see, hear, and otherwise 
  use his senses through his shadow’s space as if it were 
  his own. This does not allow him to use abilities through 
  his shadow unless otherwise noted; it merely allows 
  him to always know what his shadow is doing. He can 
  telepathically direct his shadow’s actions as a free action. 
  This ability replaces the bonus feat gained at 1st level.
  Shadow Talents (Su): At 2nd level, a silhouette gains 
  a shadow talent he qualifies for. Whenever he would 
  later gain a psychic warrior bonus feat, he can choose 
  to take a shadow talent he qualifies for instead. Unless 
  otherwise noted, a shadow talent can only be taken once. 
  This ability replaces the bonus feat gained at 2nd level. 
  The addition of shadow talents to their list of options 
  does not cause the silhouette archetype to be incompatible 
  with other archetypes that alter the bonus feats class 
  feature (though a character cannot take another archetype 
  that replaces the same bonus feats, as normal).
  Detonation: As a standard action, the silhouette can 
  expend his psionic focus to detonate his shadow, dealing 
  1d6 points of damage per silhouette level to all creatures 
  within 10 feet of it. This damage is not affected by 
  damage reduction, resistances, hardness, or immunity, 
  and can be halved with a successful Reflex save (DC 10 + 
  1/2 the silhouette’s class level + the silhouette’s Wisdom 
  modifier). Neither the silhouette nor his shadow are 
  harmed by this ability, and the shadow reappears in the 
  silhouette’s space at the start of his next turn. A creature 
  can only be damaged once per round by this ability, even 
  if the silhouette detonates multiple shadows on them.
  Far-Reaching Shadow: The silhouette’s shadow can 
  move as far as medium range (100 feet + 10 feet per 
  silhouette level) from the silhouette before it winks out 
  and returns to his space.
  Follow-up Flurry: Once per round, when the silhouette’s 
  shadow hits a creature with the attack granted by its 
  follow-up ability, the shadow can make another attack 
  against that creature at a –5 penalty. This attack is in 
  addition to the normal limit on the shadow’s attacks. The 
  silhouette must have a base attack bonus of at least +6 to 
  select this shadow talent.
  Follow-up Frenzy: Once per round, when the silhouette’s 
  shadow hits a creature with the attack granted by the 
  Follow-up Flurry talent, the shadow can make a third 
  attack against that creature at a –10 penalty. This attack 
  is in addition to the normal limit on the shadow’s attacks. 
  The silhouette must have a base attack bonus of at least 
  +11 and possess the Follow-up Flurry talent to select this 
  shadow talent.
  Free-Range Shadow: The silhouette’s shadow can move 
  as far as long range (400 feet + 40 feet per silhouette 
  
  15
  Psionics augmented
  level) from the silhouette before it winks out and returns 
  to his space. The silhouette must have the Far-Reaching 
  Shadow talent to select this shadow talent.
  Grasping Shadow: The silhouette’s shadow gains 
  Combat Reflexes as a bonus feat (even if it doesn’t meet 
  the prerequisites) and can make attacks of opportunity 
  without counting them against the normal limit on the 
  shadow’s attacks.
  Limit Break: As a standard action, the silhouette can 
  allow his shadow to ignore its limited actions ability 
  until the start of the silhouette’s next turn, allowing it to 
  make attacks or full attacks, attempt combat maneuvers, 
  initiate martial strikes (if it has the Martial Training feat), 
  and make attacks of opportunity. The silhouette must use 
  this ability before his shadow takes any actions during 
  his turn. Unlike other shadow talents, if the silhouette 
  possesses the Split Shadow talent, he must choose one of 
  his shadows to break the limits of with this ability.
  Perfect Double: The silhouette’s shadow appears as 
  a perfect replica of the silhouette, even down to any 
  wounds and damage he might have. It gains a +20 bonus 
  on Disguise checks to appear as the silhouette, and can 
  use the silhouette’s class level as its ranks in the Disguise 
  skill. The silhouette can speak and communicate through 
  his shadow freely.
  Shadow Consumption: When the silhouette is damaged, 
  he can choose to have his shadow take points of damage 
  up to twice his class level and reduce the damage he 
  takes by an equal amount.
  Share Manifestation: The silhouette can treat himself 
  as if he were in his shadow’s space for the purposes of 
  manifesting psychic warrior powers, allowing him to, 
  for example, make touch powers or aim area of effect 
  powers from the shadow’s position. The silhouette must 
  be at least 5th level to select this shadow talent.
  Share Training: The silhouette shares one type of 
  feat he possesss (such as akashic or psionic, but not 
  general feats) with his shadow, in addition to combat 
  and teamwork feats. A silhouette can select this talent 
  multiple times, choosing a different type of feat each 
  time he does so. 
  Split Shadow: The silhouette can create a second 
  shadow. Each of his shadows have their own hit point 
  totals, but share the same pool of actions (for example, 
  they can normally only make one attack between the 
  two of them, and if one used a standard action, the other 
  would only be able to take a move action that turn). 
  Whenever the silhouette materializes his shadow (either 
  by resting or spending power points), he creates both 
  shadows. Whenever he uses a shadow talent that affects 
  his shadow, he can choose to have it affect one or both 
  of them.
  Recall: The silhouette can cause his shadow to wink out 
  and reappear in his space as a standard action, becoming 
  psionically focused in the process. If he possesses the 
  Psionic Meditation feat, he can use this ability as a move 
  action.
  Transposition: The silhouette can expend his psionic 
  focus as a move action to switch positions with his 
  shadow. This is a teleportation effect, and does not 
  provoke attacks of opportunity. If the silhouette 
  possesses the Perfect Double shadow talent, he can use 
  this ability as an immediate action, placing his shadow 
  in the way of an attack or effect that was targeting him.
  Twin Blades: Whenever the silhouette is wielding 
  multiple weapons, his shadow gains one additional 
  shadow weapon that works exactly like the first. When 
  the shadow uses its follow-up ability, it can make an 
  attack with both of its weapons, taking the normal 
  penalties for fighting with two weapons (in addition to 
  the potential iterative penalties).
  Shadow Skills (Su): At 4th level and again at 7th 
  level, the silhouette chooses a skill he has ranks in. His 
  shadow can use his bonus with that skill instead of its 
  own. Whenever the silhouette gains a +2 bonus to a 
  skill from the path skills class feature, he can choose to 
  gain this ability instead, for another skill. This ability 
  replaces path skills at 4th and 7th levels and alters path 
  skills, but does not cause the silhouette archetype to be 
  incompatible with other archetypes that alter or replace 
  the path skills class feature. An archetype that replaces 
  the path skills class feature replaces this class feature as 
  well.
  Martial Power: At 6th level, a silhouette can choose 
  to gain a bonus shadow talent of his choice instead of 
  martial power. If he does so, he never gains the martial 
  power class feature. This ability alters martial power.
  SHADOW 
   
  XP 0 (included with creator)
  N construct
  Init same as creator; Senses darkvision 60 ft., low-light 
  vision, Perception +0
  DEFENSE
  AC same as creator (including bonuses and penalties from 
  items and effects)
  Shadows of Soulknives
  Soulknives with silhouette levels may have special 
  weapons (such as a panoply of blades) that don’t 
  interact cleanly with the shadow weaponry ability. 
  A soulknife/silhouette’s shadow gains a copy of the 
  soulknife’s mind blade or equivalent weapon, and 
  can wield it as if it were the soulknife. This does not 
  allow it to make extra attacks, even if this grants it 
  multiple weapons.
  Silhouettes and Prestige Classes
  A silhouette that takes levels in prestige classes 
  can still progress his core abilities. Any level that 
  advances his psychic warrior manifesting or would 
  advance his path abilities counts as a psychic warrior 
  level for the purposes of determining his shadow’s 
  game statistics and the effects of his shadow talents.
  
  16
  Psionics augmented
  hp 1/2 creator’s
  Fort, Ref, Will same as creator (including bonuses and 
  penalties from items and effects)
  Immune construct traits
  OFFENSE
  Speed same as creator
  Melee or Ranged shadow weaponry
  Special Attacks follow-up
  Space same as creator; Reach same as creator
  STATISTICS
  Str creator’s Wisdom score, Dex creator’s Wisdom score, 
  Con —, Int —, Wis 10, Cha 10
  Base Atk, CMB, CMD see below
  Feats creator’s combat and teamwork feats
  SQ limited actions, shadow bond, shadow weaponry
  SPECIAL ABILITIES
  Follow-up (Ex): Once per round, when its creator misses an 
  attack, the shadow can make an attack against the creature 
  its creator missed as a free action if it is able to do so (even 
  if it isn’t its turn). If the attack that missed took a penalty for 
  being an iterative attack, this attack takes the same penalty. If 
  the shadow’s creator possesses the Split Shadows talent, his 
  shadows can use this ability for each others’ missed attacks as 
  well (though each can still only do so once per round).
  Limited Actions (Ex): Unless its creator has a shadow talent 
  that allows it to, a shadow cannot make attacks of its own 
  except with its follow-up ability. It can still flank creatures, 
  however, and can freely use any abilities it has (such as from 
  feats) that do not require attack rolls.
  Shadow Bond (Ex): Many of a 
  shadow’s game statistics are based 
  on its creator’s abilities. Its base 
  Strength and Dexterity are equal 
  to its creator’s Wisdom score, and 
  its base attack bonus is equal to 
  its creator’s psychic warrior level. 
  Its hit points are equal to 1/2 
  its creator’s normal maximum 
  hit points (it does not have Hit 
  Dice of its own). Its size, space, 
  reach, movement speeds, armor 
  class, and saving throws are all 
  equal to its creator’s. If its creator’s 
  statistics change, the shadow 
  changes to match (the reverse 
  is not also true—the silhouette 
  casts a shadow, not the other way 
  around). The shadow always acts 
  on its creator’s initiative count, 
  and cannot ready actions or delay 
  (though its creator can).
  A shadow possesses and can use 
  any combat and teamwork feats 
  its creator possesses, even if it 
  does not meet their prerequisites. 
  Even though the shadow has no Intelligence score of its own, 
  the silhouette’s control over it is such that it can use any of 
  its skills, feats, and other abilities when directed to do so as if 
  it were sentient. The shadow cannot speak unless its creator 
  possesses the Perfect Double shadow talent.
  The shadow’s creator may have any psionic power, psi-like 
  ability, spell, or spell-like ability affecting him also affect his 
  shadow (and vice-versa), regardless of the distance between 
  them. If an effect would add a bonus to the shadow’s AC or 
  saving throws, the bonus is only added once (rather than 
  being applied twice thanks to the shadow sharing these 
  statistics).
  Shadow Weaponry (Ex): A silhouette shadow wields a 
  weapon formed from psionic energy, similar to a soulknife’s 
  mind blade but much more limited in scope. This weapon 
  is treated as a duplicate of one of the weapons the shadow’s 
  creator is wielding (this may be a natural weapon), including 
  any magical properties and similar effects (though if the 
  weapon is an intelligent item, its intelligence is not copied). 
  A shadow cannot copy a consumable weapon, such as 
  alchemist’s fire or a tanglefoot bag. The silhouette can 
  change the weapon the shadow is wielding as a free action, 
  provided they have a different weapon for the shadow to 
  copy. A shadow can always wield any weapons its silhouette 
  can. A shadow generates its own nonmagical ammunition 
  for ranged weapons, or can consume ammunition on its 
  creator’s person when it makes an attack, and if it uses 
  a non-consumable thrown weapon, creates a new copy 
  after each attack. If a shadow is disarmed or otherwise 
  relinquishes its weapon, the weapon fades (after the attack, 
  in the case of a thrown weapon).
  
  17
  Psionics augmented
  This includes many new options for the soulknife base 
  class, including a variety of new blade skills, three 
  archetypes, and variant rules for soulknives in a high-
  psionics campaign.
  New Blade Skills
  The following are new blade skills for soulknives. Some 
  of these blade skills have prerequisites or require a 
  particular archetype to take them; these will be noted in 
  the individual blade skill’s description.
  Animal Senses: (Feral Heart only) The feral heart’s 
  senses sharpen to animal-like levels. She gains low-
  light vision (if she already possessed this, then she does 
  not gain any visual bonuses), a +2 bonus on Perception 
  checks, and the scent special ability. The soulknife must 
  possess the form claws class feature to select this blade 
  skill.
  Blade Rush: The soulknife rushes forward with a 
  dash of incredible speed. As a swift action, the soulknife 
  may expend her psionic focus and move up to her speed 
  without provoking attacks of opportunity. The soulknife 
  must be at least 6th level in order to select this blade skill.
  Blade Rush Frenzy: The soulknife can expend her 
  psionic focus as a full-round action to move up to her 
  speed without provoking attacks of opportunity and 
  make a single melee attack against each creature she is 
  adjacent to at any point in her movement. Each attack is 
  made at her highest base attack bonus with a –2 penalty 
  on the attack roll. The soulknife must be at least 8th level 
  and possess the Blade Rush blade skill in order to select 
  this blade skill.
  Caltrop Spray: The soulknife is capable of shattering 
  and scattering her mind blade into dozens of tiny pieces 
  to lay down caltrops over an area as a standard action. 
  The soulknife must be wielding her mind blade to use 
  this blade skill, and she destroys it to create this effect 
  (she can re-manifest it as normal). For each die of psychic 
  strike damage she has (minimum of 1), the soulknife 
  lays down a 5-foot area of caltrops within 30 feet of her. 
  Unlike normal caltrops, these psychically-created traps 
  harbor the soulknife’s will within them, and gain a bonus 
  on their attack rolls equal to her Wisdom modifier. In 
  addition, they can tell friend from foe, and never attack 
  or damage the soulknife’s allies. These caltrops count as 
  magic weapons for the purposes of overcoming damage 
  reduction, and exist for a number of rounds equal to the 
  soulknife’s class level.
  Cleave Space: By using the potential psychic power 
  that resides within her mind blade, the soulknife may 
  carve through the veil between planes and slip gently 
  through it to another location nearby. The soulknife 
  must be wielding her mind blade to use to use this blade 
  skill. As a standard action, the soulknife expends her 
  psionic focus and cuts through the world around her, 
  teleporting as if she had manifested the fold space power 
  with a manifester level equal to her soulknife level. Just 
  as with the fold space power, the use of this ability ends 
  her turn. At 16th level, the soulknife can use this ability 
  as a move action. This blade skill meets the prerequisites 
  for and functions with Dimensional Agility and feats 
  that require it as a prerequisite. The soulknife must be at 
  least 10th level and possess the Ghost Step blade skill in 
  order to select this blade skill.
  Devastating Blade: Improving on the principles of the 
  Knife to the Soul blade skill, the soulknife has learned 
  to refine this art into a truly destructive ability. When 
  using the Knife to the Soul blade skill, the soulknife can 
  damage any ability score instead of just mental ability 
  scores, and deals 2 points of ability damage per psychic 
  strike die instead of 1. The soulknife must be at least 16th 
  level and possess the Knife to the Soul blade skill to select 
  this blade skill.
  Dispelling Strike: With this blade skill, the soulknife 
  is capable of channeling her psychic strike damage 
  into caustic, anti-psionic energy. As a standard action, 
  the soulknife can expend her psionic focus and her 
  psychic strike to make an attack with her mind blade (or 
  equivalent weapon). If it hits, it deals weapon damage 
  as normal, and the soulknife affects the target with a 
  targeted dispel psionics power as a psi-like ability, with 
  a manifester level equal to her class level. The soulknife 
  does not apply the expended psychic strike’s damage to 
  her attack. The soulknife must be 8th level to select this 
  blade skill.
  Empowered Fist: The soulknife learns to manifest 
  her mind blade as a field of destructive energy as well as 
  the forms her mind blade normally may take. Selection 
  of this blade skill grants the empowered strikes class 
  feature (see the deadly fist archetype), and the soulknife 
  gains Improved Unarmed Strike as a bonus feat. The 
  soulknife’s  empowered strikes gain the enhancement 
  bonus of the soulknife’s mind blade, and she may select 
  its own enhancements (such as distance or flaming) as 
  if it were a separate weapon from her mind blade. The 
  soulknife may now also take deadly fist specific blade 
  skills. This cannot be taken if you possess the empowered 
  strikes class feature previously. The soulknife must be at 
  least 4th level to select this blade skill. 
  Empowered Natural Weapons: The deadly fist may 
  treat any natural attacks she possesses as unarmed 
  strikes for the purposes of class features that affect 
  unarmed strikes and for the Flurry of Fists blade skill, as 
  well as blade skills that require it as a prerequisite.
  Ghost Step: The soulknife has learned a potent trick 
  that some call the ‘ghost step’; a teleportation-based 
  Chapter 3: Soulknives
  
  18
  Psionics augmented
  Table 3–1: Soulknife Blade Skills
  Blade Skill
  Prerequisites
  Benefit
  Animal Senses
  Feral heart archetype
  Gain low-light vision, scent, and +2 on Perception checks
  Blade Rush
  Soulknife level 6th
  Expend psionic focus to move as a swift action
  Blade Rush Frenzy
  Blade rush, soulknife level 8th
  Expend psionic focus to move and attack in a line as a full-round action
  Caltrop Spray
  —
  Transform mind blade into a field of caltrops
  Cleave Space
  Ghost step, soulknife level 10th
  Expend psionic focus to fold space
  Devastating Blade
  Knife to the soul, soulknife level 
  16th
  Deal more damage and damage any ability score with knife to the soul
  Dispelling Strike
  Soulknife level 8th
  Expend psionic focus and psychic strike to make a dispelling attack
  Empowered Fist
  Soulknife level 4th
  Gain the empowered strikes class feature
  Empowered Natural 
  Weapons
  —
  Treat natural weapons as unarmed strikes for the purposes of class features
  Ghost Step
  Soulknife level 4th
  Expend psionic focus to teleport a short distance
  Launch Multibolt
  Launch mindbolt
  Gain the benefits of Manyshot with your mind bolt
  Improved Deadly Shield
  Deadly shield, soulknife level 
  6th
  Gain both offensive and defensive benefits with your mind shield
  Improved Mind Armaments
  Armored blade archetype, 
  soulknife level 6th
  Shape both mind blade and mind armaments in the same action
  Improved Psychokinetic 
  Discharge
  Empowered strikes, soulknife 
  level 6th
  Make full attacks at range with empowered strikes
  Mindflayer
  Soulknife level 6th
  Transform your mind blade into a dazing whip
  Multi-Blade Manifestation
  Soulknife level 6th, three or 
  more hands
  Split your mind blade into enough light weapons for each hand
  Power Reserve
  —
  Gain more power points
  Psicrystal Affinity
  —
  Gain a psicrystal
  Psionic Grapnel
  Psychic net, soulknife level 6th
  Use your psychic net as a grapnel that can move you or pull targets
  Psionic Training
  —
  Gain a psionic feat
  Psychic Net
  Soulknife level 4th
  Transform your mind blade into a net
  Psychic Platform
  Telekinetic athletics, soulknife 
  level 6th
  Create a platform to stand on or jump off of
  Psychic Strike
  Soulknife level 4th, may not 
  possess psychic strike
  Regain the psychic strike class feature, with a damage die of 1d8
  Psychic Toolkit
  —
  Transform your mind blade into a variety of useful objects
  Psychokinetic Armor
  Soulknife level 4th
  Gain the mind armor class feature
  Psychokinetic Blast
  Soulknife level 4th
  Deal your psychic strike damage in an area
  Psychokinetic Grenade
  Soulknife level 6th
  Throw your mind blade as an explosive weapon
  Stealth Armaments
  Mind armor class feature
  Disguise your mind armor as clothing
  Stunning Blade
  Soulknife level 6th
  Expend psionic focus and psychic strike to stun a target
  Telekinetic Blade
  Soulbolt archetype, soulknife 
  level 4th
  Regain the form mind blade and throw mind blade class features
  Telekinetic Bolt
  Soulknife level 4th
  Gain the mind bolt and launch mind bolt class features
  Telekinetic Edge
  Soulknife level 4th
  Expend psychic strike to ignore damage reduction and hardness
  Telepathic Gift
  Soulknife level 6th
  Gain telepathy and detect telepathic communication
  Vampiric Blade
  —
  Expend psychic strike to gain a small amount of healing
  
  19
  Psionics augmented
  principle that allows the soulknife to slip between 
  nearby places at great speed. As a move action, the 
  soulknife can expend her psionic focus to teleport to 
  any location she can see within close range (25 feet + 5 
  feet per 2 soulknife levels). She can carry no more than 
  50 lbs. of additional gear, and cannot bring creatures 
  other than her psicrystal (if she has one) with her. The 
  use of this ability ends the soulknife’s turn. At 10th level, 
  the this ability can be used to teleport up to medium 
  range (100 feet + 10 feet per soulknife level), and she 
  may teleport as a swift action instead of a move action. 
  This is a teleportation effect. This blade skill meets the 
  prerequisites for and functions with Dimensional Agility 
  and feats that require it as a prerequisite. The soulknife 
  must be at least 4th level in order to select this blade skill.
  Launch Multibolt: The soulknife gains the benefits 
  of the Manyshot feat with her mindbolt. The soulknife 
  must possess the Launch Mindbolt class feature to select 
  this blade skill.
  Improved Deadly Shield: The soulknife retains 
  her enhancement bonus and shield special defensive 
  properties on her mind shield while still gaining 
  weapon-like traits from the Deadly Shield blade skill. 
  The soulknife must be at least 6th level and possess the 
  Deadly Shield blade skill in order to select this blade skill.
  Improved Mind Armaments: (Armored Blade only) 
  The armored blade is capable of shaping her mind blade 
  as well as her mind armor in the same action. She may 
  manifest both as a move action, and starting at 10th level 
  she may manifest both mind blade and mind armor as a 
  swift action. The soulknife must be at least 6th level in 
  order to select this blade skill.
  Improved Psychokinetic Discharge: The deadly 
  fist is capable of launching volleys of discharged 
  psychokinetic energy more efficiently, allowing her 
  empowered strikes class feature to remain empowered 
  to allow for full attack actions to be made at range. The 
  range of these attacks increases to 30 feet and may be 
  used with the deadly fist’s Flurry of Fists blade skill (and 
  subsequent blade skills that improve it). The soulknife 
  must be at least 6th level and possess the empowered 
  strikes class feature in order to select this blade skill.
  Mindflayer: The soulknife with this blade skill may 
  channel her psionic energies into a long, thin mind whip 
  of mental strength that is capable of both flaying body 
  and mind. The whip functions in all respects as whip or 
  scorpion whip (chosen when manifesting a mind blade 
  using this blade skill). While in this form, the soulknife 
  is considered to be proficient with both weapons. 
  Mindflayer is compatible with the Whip Mastery feat 
  (and subsequent feats). The soulknife may expend her 
  psionic focus when making an attack using her psychic 
  strike to cause intense levels of pain with her mind 
  whip. The target must make a Fortitude save (DC 10 + 1/2 
  soulknife level + Wisdom modifier) or become dazed for 
  one round. The soulknife must be 6th level to select this 
  blade skill.
  Multi-Blade Manifestation: A soulknife who possesses 
  this blade skill is capable of splitting his mind blade 
  further than others of his kind due to having more than 
  two limbs capable of wielding a weapon. Limbs capable 
  of wielding mind blades after the first two can be armed 
  with light weapon versions of her mind blade; just as 
  when using shape mind blade to create multiple mind 
  blades, the enhancement bonus is reduced by one for 
  these blades as well. The soulknife must be 6th level to 
  select this blade skill and must possess three or more 
  hands (or their equivalent) to select this blade skill.
  Power Reserve: The soulknife’s innate psychic 
  essence is stronger than others of her kind, growing more 
  powerful as she advances in level. The power point pool 
  granted by the Wild Talent (or Psionic Talent) feat that 
  the soulknife receives at 1st level increases in size by two 
  points per soulknife level (the soulknife does not gain 
  bonus power points for having a high ability score from 
  this ability). If the soulknife possesses a power pool from 
  another source (such as a manifesting class or the gifted 
  blade archetype), this feature adds to that power pool 
  instead. These points may be used to manifest powers (if 
  any are known) and support other abilities that require 
  use of a power point pool. Once selected, the soulknife 
  must rest for 8 hours every day to gain or recover these 
  power points. This blade skill may only be selected once.
  Psicrystal Affinity: The soulknife gains the Psicrystal 
  Affinity feat with this blade skill, and she may use 
  her soulknife level in place of her manifester level to 
  determine the effectiveness of her psicrystal or to meet 
  requirements or prerequisites for abilities, feats, powers, 
  or item usage (but not for prestige classes) related to her 
  psicrystal.
  Psionic Grapnel: The soulknife’s Psychic Net gains 
  new versatility, gaining the ability to reel her opponent 
  in towards her reach: or she can use this connection 
  to her psychic net to vault herself towards her target 
  instead. This functions as as a psi-like ability of the power 
  ectoplasmic grapnel, using the character’s soulknife level 
  as her manifester level. When using this blade skill, 
  the soulknife may substitute her Wisdom score for her 
  Strength score when making CMB checks for this ability. 
  If choosing to launch herself towards her target, she may 
  move along her connection to the target as a free action 
  that does not provoke attacks of opportunity due to how 
  swiftly she moves. The soulknife must be at least 6th 
  level and possess the Psychic Net blade skill in order to 
  select this blade skill.
  Psionic Training: Gain a psionic feat instead of 
  selecting a blade skill. The soulknife must meet all 
  prerequisites of the psionic feat selected. She may not 
  select the feat Extra Blade Skill with this blade skill. This 
  blade skill may be selected multiple times.
  Psychic Net: The soulknife may generate a temporary 
  field of energy in the form of a heavy net of psychic power 
  created from her mind blade. By throwing a mind blade 
  at a target and expending his psionic focus, it rapidly 
  expands into an ectoplasmic construct that envelops the 
  
  20
  Psionics augmented
  target as if the soulknife had manifested the entangling 
  ectoplasm psionic power (in lieu of causing damage 
  from the thrown weapon). Treat this as a psi-like ability 
  that uses the character’s soulknife level as the effective 
  manifester level of the power and the DC to break free 
  of this net with a Strength check is Wisdom-based. The 
  soulknife must be at least 4th level in order to select this 
  blade skill.
  Psychic Platform: The soulknife produces a disk of 
  solid, barely luminous force beneath her feet on which 
  to stand. As an immediate action, the soulknife expends 
  her psionic focus to generate this psychic construct which 
  acts as a 5-foot circle of force that exists for a number of 
  rounds equal to her Wisdom modifier (minimum of 1) 
  or until the soulknife is no longer standing on it. This 
  platform is either stationary and may float in mid-air 
  or in liquid, or it is subject to gravity as normal (the 
  soulknife chooses upon manifesting the platform) and 
  has a hardness of 5 and 10 hit points. This platform can 
  be elastic (allowing for the soulknife to be treated as if 
  she had a running start for checks made to jump), slick (to 
  allow for sliding down surfaces such as hills or staircases), 
  and/or ‘sticky’, where the soulknife may stick to it at an 
  otherwise impossible angles (such as upside down or 
  at 90 degree or more angles) at her will. Many uses of 
  this platform are subject to GM decision (Acrobatics 
  checks for jumping or balancing, for example). Actions 
  related to the use of this platform gain a competence 
  bonus on checks equal to the soulknife’s enhancement 
  bonus on her mind blade. The soulknife must be at 
  least 6th level and possess the 
  Telekinetic Athletics blade 
  skill in order to select 
  this blade skill.
  Psychic 
  Strike: 
  The soulknife gains 
  the psychic strike 
  class 
  feature. 
  When 
  learned, 
  this skill allows the 
  soulknife to add 
  an additional 1d8 
  points of damage to 
  an attack with her mind blade, as 
  per the psychic strike class feature. 
  This may be improved by the 
  Powerful Strikes blade skill. The 
  soulknife must not previously 
  possess the psychic strike class 
  feature to select this blade skill. The 
  soulknife must be 4th level to select 
  this blade skill.
  Psychic Toolkit: By concentrating her mind 
  blade down into tiny slivers of hardened 
  thought, the soulknife can create tools with 
  which to perform a variety of tasks that she 
  otherwise would need to use specialized tools for. 
  With this blade skill, the soulknife may manifest her 
  mind blade into different tools (artisans tools, a blanket, 
  a mess kit, a thief’s toolkit, a 10-foot. pole, the form of a 
  50-foot silk rope with grappling hook, or more with GM 
  discretion) as a move action. These tools add the mind 
  blade’s enhancement bonus as a competence bonus on 
  skill checks when using these tools, and if relevant they 
  possess the standard hardness, hit points, and break DC 
  of items of these types. The soulknife must maintain 
  contact with these tools for them to remain cohesive. 
  Upon reaching 5th level, these tools can be generated as 
  a swift action.
  Psychokinetic Armor: The soulknife may form mind 
  armor as if she possessed the mind armaments class 
  feature (see armored blade soulknife archetype); this 
  only allows her to form mind armor from the mind 
  armaments class feature (weapons must be formed 
  from another ability). She may form the mind armor 
  as a move action and remains until it is dismissed (free 
  action) or until she is knocked unconscious or dead. She 
  uses the mind armaments enhancement bonus from the 
  armored blade archetype to determine the mind armor’s 
  enhancement bonus based on her soulknife level and 
  may select armor special abilities from that archetype. 
  As usual, whenever the soulknife forms multiple items, 
  the enhancement bonus of all items she forms decrease 
  by 1 per item formed after the first. She may also 
  shape the form of her mind armor as if she possessed 
  the shape mind armaments class feature (mind armor 
  only). 
  Unlike 
  the 
  
  21
  Psionics augmented
  mind armaments class feature of the armored blade, 
  psychokinetic armor is not subject to the benefits of 
  the Improved Enhancement blade skill. This functions 
  otherwise in all ways as the mind armaments class feature 
  for the purposes of prerequisites and requirements. The 
  soulknife must be 4th level to select this blade skill.
  Psychokinetic Blast: The soulknife may cause her 
  psychic strike to explode out from her target into a 
  sudden burst of psychokinetic energy. When making an 
  attack, the soulknife expends her psychic strike to deal 
  her psychic strike damage to her target as well as all 
  adjacent creatures to the target (excluding the soulknife). 
  The soulknife must be 4th level to select this blade skill.
  Psychokinetic Grenade: The soulknife may charge 
  her mind blade (or equivalent ability) with explosive 
  psychokinetic energies. As a standard action, the 
  soulknife uses her throw mind blade class feature (or 
  equivalent ability) against a target creature. This attack 
  must be charged by her psychic strike class feature. 
  Upon successfully hitting the target, the attack explodes 
  with psychokinetic power as if it were a splash weapon 
  against targets within a 10-foot-radius zone from the 
  targeted creature. The splash damage is equal to her 
  psychic strike damage plus her mind blade enhancement 
  bonus per psychic strike die. The soulknife may apply 
  the following blade skills to her psychokinetic grenades: 
  Fire Blade, Ice Blade, Lightning Blade, or Thunder Blade. 
  The soulknife must be 6th level to select this blade skill.
  Stealth Armaments: Whenever the soulknife forms 
  mind armor using her mind armaments class feature (or 
  the Psychokinetic Armor blade skill), her mind armor 
  gains the appearance and benefits of a mundane outfit 
  worth 200 gp or less. The soulknife must possess the 
  ability to form mind armor to select this blade skill.
  Stunning Blade: By channeling disruptive psionic 
  energies through her mind blade, the soulknife may 
  stun her foes with her psychic strike. When attacking a 
  foe with her mind blade, she may expend her psychic 
  strike and her psionic focus to stun her target. The target 
  must make a Fortitude save (DC 10 + 1/2 the soulknife’s 
  class level + the soulknife’s Wisdom modifier) or become 
  stunned for 1 round (until just before your next turn). 
  This blade skill also counts as the Stunning Fist feat for 
  the purposes of fulfilling prerequisites or for effects and 
  abilities that modify or use the feat. The soulknife must 
  be 6th level to select this blade skill.
  Telekinetic Athleticism: The psionic energies of the 
  soulknife’s mind permeate her body, greatly enhancing 
  her athletic prowess. She gains the benefits of the 
  Mental Leap and Speed of Thought psionic feats while 
  she maintains her psionic focus, and may expend her 
  psychic strike’s charge to fuel the secondary abilities of 
  these feats instead of using her psionic focus.
  Telekinetic Blade: (Soulbolt only) The soulbolt learns 
  to manifest her mind bolt as a melee weapon in addition 
  to its myriad of uses as a ranged one. Selection of this 
  blade skill grants the form mind blade and throw mind 
  blade class features. The soulknife is always considered 
  proficient with her mind blade. The mind blade gains the 
  enhancement bonus of the soulknife’s mind bolt and may 
  select its own enhancements (such as keen or flaming) 
  as if it were a separate weapon from her mind bolt. The 
  soulbolt must be at least 4th level to select this blade skill.
  Telekinetic Bolt: The soulknife learns to manifest her 
  mind blade as a variety of ranged weapons as well as 
  the forms her mind blade normally may take. Selection 
  of this blade skill grants the form mind bolt and launch 
  mind bolt class features (see soulbolt archetype). The 
  soulknife is always considered proficient with her 
  mind bolt. The mind bolt gains the enhancement bonus 
  of the soulknife’s mind blade and may select its own 
  enhancements (such as distance or flaming) as if it were 
  a separate weapon from her mind blade. The soulknife 
  may now also take soul bolt specific blade skills. This 
  cannot be taken if you possess the form mind bolt class 
  feature previously. The soulknife must be at least 4th 
  level to select this blade skill.
  Telekinetic Edge: The soulknife’s mind blade can be 
  honed to such a sharp edge that it can pass through a 
  foe’s defenses and strike at the softer and more vital 
  bits inside. While psionically focused, the soulknife may 
  expend her psychic strike charge as a free action to ignore 
  a target’s damage reduction or an object’s hardness until 
  her next turn instead of inflicting additional damage. 
  The soulknife must be at least 4th level to select this 
  blade skill.
  Telepathic Gift: The psychic potential within the 
  soulknife opens up telepathic pathways in her mind, 
  allowing her to reach out and connect to the minds of 
  others. She gains telepathy out to a range of 200 feet 
  and can communicate with any creature, regardless of 
  language, so long as they have an Intelligence of 1 or 
  higher. The range of her telepathy increases by 10 feet 
  for every two soulknife levels after. Additionally, as 
  long as she maintains psionic focus, she can detect other 
  creatures within 30 feet using telepathy to communicate, 
  although she cannot determine the content of the 
  communication. The soulknife must be at least 6th level 
  to select this blade skill.
  Vampiric Blade: The soulknife with knowledge of this 
  art has learned that staying power is sometimes more 
  important than a faster kill. Armed with this skill, the 
  psychic strike of the soulknife’s mind blade is capable of 
  being a life-draining conduit to restore the vital energy 
  of the wielder. When the soulknife expends her psychic 
  strike ability on an attack against a living, corporeal 
  creature she may choose to inflict only 1/2 her psychic 
  strike damage and heal an equal amount of hit points. 
  
  22
  Psionics augmented
  New Archetypes
  The following are new archetypes for the souknife class 
  found in 2 of Ultimate Psionics.
  Augmented Blade
  “Why would I waste effort creating a weapon when I have 
  a perfectly good sword right here?” 
  —Sara Kress, an augmented blade
  Most soulknives rely on the idealized weapon-form that 
  is created by their concentrated will and effort. Some 
  soulknives, however, are unable to physically manifest a 
  solid-thought weapon into existence and use this for war 
  because they prefer to rely on physical weapons. These 
  soulknives introduce a psicrystal to their combat method 
  to utilize their arts. By focusing this weapon-manifesting 
  energy into their psicrystal, they can cause it to bind to 
  a weapon and augment its abilities in combat just like 
  more traditional soulknives.
  Weapon and Armor Proficiencies: The augmented 
  blade is proficient with all simple and martial weapons 
  and with all armor (heavy, medium, and light) and with 
  all shields (except tower shields). This replaces the 
  soulknife’s normal weapon and armor proficiencies.
  Augmented Bladeworks: At 1st level, the augmented 
  blade may select a bonus feat from the following list: 
  Point Blank Shot, Power Attack, Two-Weapon Fighting, 
  or Weapon Focus. If the augmented blade chooses feats 
  that select specific weapon types (such as Improved 
  Critical, Weapon Focus, or Weapon Specialization), she 
  may select ‘mind blade’ and gain the benefits of that 
  feat regardless of what type of weapon she is currently 
  augmenting. This ability replaces the bonus feat gained 
  at 1st level.
  Psicrystal Affinity: At 1st level, the augmented blade 
  gains the Psicrystal Affinity blade skill. This replaces the 
  throw mind blade class feature.
  Psicrystal Augment: At 1st level, the augmented blade 
  learns how to attach her psicrystal to a weapon and 
  cause it to bond to the item as a move action (reclaiming 
  the psicrystal is a free action). Some weapons become 
  covered in a thin sheen of crystal, for other augmented 
  blades the entire weapon becomes psychic energy - the 
  result is the same regardless of the cosmetic appearance. 
  Once bonded, this psicrystal augmentation allows for 
  the bonded weapon to be used with blade skills and 
  is treated as a masterwork item when augmented. 
  Weapons created through temporary means (such as the 
  call weaponry power, or the flame blade spell) may not 
  be bonded with the augmented blade’s psicrystal due to 
  their ephemeral nature.
  If the augmented blade is ever separated from her 
  weapon (or an item augmented by her psicrystal), the 
  psicrystal stays with that object(s) as long as the item 
  stays within range of the augmented blade and his 
  telepathic link (one mile) with the psicrystal. At any 
  time, the augmented blade can cause the psicrystal to 
  abandon them item as a free action within that range 
  and command her psicrystal as normal.
  Starting at 3rd level, the bonded weapon gains a 
  cumulative +1 enhancement bonus that increases every 
  odd level thereafter that they may spend on an actual 
  enhancement bonus or on weapon special abilities. An 
  augmented blade’s level determines her maximum 
  enhancement bonus (see Table: The Soulknife as per the 
  enhanced mind blade class feature for melee weapons 
  or see Table: The Soulbolt as per the enhanced soul 
  bolt class feature for ranged weapons). The augmented 
  blade may (and must, when her total enhancement is 
  higher than her maximum bonus) apply any special 
  ability from Table: Weapon Special Abilities instead of 
  an enhancement bonus, as long as she meets the level 
  requirements. This overrides any magical or psionic 
  enhancements that may already be on this weapon, 
  but the weapon retains any material or masterwork 
  bonuses it may have. An augmented blade can choose 
  any combination of weapon special abilities and/
  or enhancement bonus for attack and damage rolls 
  before assigning any special abilities each time that the 
  augmented blade uses this ability. This replaces the Form 
  Mind Blade and Enhanced Mind Blade class features, but 
  counts as Form Mind Blade and Enhanced Mind Blade 
  for prerequisites or requirements.
  Blade Skills: In addition to the blade skills accessible 
  by a normal soulknife, an augmented blade may choose 
  from the following list when he selects a blade skill. This 
  ability does not cause the augmented blade archetype 
  to be incompatible with other archetypes that alter the 
  blade skills class feature.
  Augmented Armor: By placing his psicrystal to his 
  armor, he may enhance his armor as he would enhance a 
  weapon when using his psicrystal. See mind armaments 
  class feature of the armored blade archetype in Ultimate 
  Psionics to see the list of available armor special qualities 
  that can be added to a suit of armor.
  Augmented Item: By attaching his psicrystal to a tool 
  or item when making a Craft or Profession skill check, or 
  when using an item to aid in Acrobatics, Climb, or Swim 
  checks, the augmented blade gains a competence bonus 
  on these checks equal to his mind blade enhancement 
  bonus.
  Augmented Psyche: By attaching his psicrystal to 
  a headband or eye-slot item the augmented blade 
  gains a competence bonus equal to his mind blade’s 
  enhancement bonus on any Appraise, Autohypnosis, 
  Knowledge, Perception, Sense Motive or Spellcraft skill 
  checks.
  Augmented Shield: By placing his psicrystal to his 
  shield, he may enhance his shield as he would enhance a 
  weapon when using his psicrystal. See form mind shield 
  class feature of the shield blade archetype in Ultimate 
  Psionics to see the list of available shield special qualities 
  that can be added to a shield.
  Improved Psicrystal Augment: Magical or psionically 
  enchanted weapons that possess special abilities that are 
  
  23
  Psionics augmented
  not normally on the soulknife’s enhanced mind blade 
  list (such as bane) are temporarily added to that list for 
  use by the augmented blade when using his psicrystal 
  augment class feature, and the enhancement bonus 
  applied to the weapon by that class feature increases 
  by +1. The augmented blade must be at least 4th level to 
  select this blade skill.
  Psicrystal Power Source: As a move action, the 
  augmented blade can attach his psicrystal to a magic 
  item that uses the spell trigger (e.g. wands, staffs) or 
  power trigger (e.g. dorjes, psicrowns) activation methods, 
  allowing him to add his Wisdom Modifier to Use Magic 
  Device checks with that item in place of his Charisma 
  modifier (if higher). When using that item to produce 
  a spell or power effect, in place of expending a charge 
  or power points from that item, he may choose to spend 
  a number of his own power points equal to double the 
  effect’s spell or power level (e.g. using a wand of fireball, 
  a 3rd-level spell, would require 6pp); if he does so, then 
  he may use his class level in place of the effect’s normal 
  caster level or manifester level, and may calculate its 
  saving throw DCs using his Wisdom modifier instead of 
  the minimum modifier needed to cast a spell or power of 
  that level. If manifesting a psionic power from the item, 
  then he may expend additional power points to augment 
  that power as normal. In the case of a spell from a staff 
  which normally requires multiple charges to use, this 
  ability reduces the number of charges required to cast 
  that spell by one - this reduction does not stack with itself.
  Split Crystal: You may split off portions of your crystal 
  to perform multiple augmentations on items. When 
  you split your psicrystal in this fashion, small child-
  crystals are birthed onto a piece of a equipment when 
  using augmentation abilities that fuse to the item, and 
  may be reclaimed by touching the psicrystal to these 
  child-crystals as a free action. When the crystal is split, 
  its overall enhancement bonus is reduced by 1 for each 
  item enhanced. This may be applied to a second weapon 
  if the character wishes to fight with two weapons, or as 
  a prerequisite for other blade skills specifically tailored 
  to the augmented blade’s skill set (such as augmenting a 
  shield or a piece of armor). The augmented blade must 
  be at least 4th level to select this blade skill.
  The augmented blade is unable to use the following 
  blade skills: Alter Blade, Bladestorm, Bladewind, 
  Deceptive Blade, Discipline Blade Shapes, Dual Imbue, 
  Emulate Melee Weapon, Emulate Ranged Weapon, 
  Enhanced Range, Full Enhancement, Improved Armor, 
  Mind Daggers, Mindflayer, Psychic Toolkit, Psychic Net, 
  Psychokinetic Armor, Telekinetic Blade, Telekinetic Bolt, 
  and Twin Strike. Alternately, the augmented blade may 
  select a bonus combat feat in place of a blade skill. 
  This alters the blade skills class feature.
  Fast Augmentation: At 5th level, the augmented 
  blade can augment an item in her possession with her 
  psicrystal as a free action once per round. This replaces 
  the quick draw class feature.
  Weapon Training (Ex): At 6th level, the augmented 
  blade gains weapon training, as the fighter ability, 
  adding an additional weapon group every six levels 
  after 6th (to a maximum of three groups at 18th level) 
  and increasing the bonus on attack and damage rolls for 
  weapon groups chosen by +1. This ability replaces the 
  blade skill normally gained at 6th.
  Fighter Training (Ex): At 7th level, the augmented 
  blade counts her soulknife level –3 as her fighter level 
  for the purpose of qualifying for feats (if she had levels 
  in fighter; these levels stack).
  Brutality Blade
  “Projecting my feelings? Nah mate. This is me projecting 
  my feelings.”
  —Alexander Fisher, a brutality blade
  Soulknives find a variety of ways to train to bring out 
  their signature weapon, the mind blade. Some must 
  calm their minds, some visualize the weapon, and 
  others recall a moment in time where they most wished 
  they had the blade. Brutality blades conjure forth rage 
  and hatred as their triggers for their weapons, and this 
  reflects in their blade skills and the very nature of how 
  they influence their blade - and how it influences them 
  in return.
  Soul of Wrath (Ex): A brutality blade uses his 
  Charisma instead of his Wisdom for any soulknife ability 
  he gains, such as blade skills that rely on Wisdom for 
  determining save DC. He also uses his Charisma instead 
  of his Wisdom for abilities gained from prestige classes 
  that advance his mind blade.
  Manifest Rage Blade (Su): At 1st level, the brutality 
  blade can let his anger and hatred rise to the surface in 
  a wild flood of psychic energies that alter his mind blade, 
  changing it into a rage blade. While the rage blade is 
  manifested, a brutality blade gains phenomenal psionic 
  empowerment to his mind blade, but may harm himself 
  by the reckless use of his power (see psychic enervation, 
  on the next page).
  A brutality blade can choose to manifest his rage 
  blade whenever he forms his mind blade or he may 
  empower his already formed mind blade with this 
  incredible wrath. A rage blade is always a single weapon 
  and is never split like a normal mind blade can be - the 
  brutality blade needs to keep his focus (if the brutality 
  blade has used his form mind blade class feature to form 
  Rage Blades and Crystalline Foci
  When using an item like a crystal hilt with a manifested 
  rage blade, crystalline focus items normally limit the 
  maximum enhancement bonus to attack and damage 
  rolls to +5. Rage blades may surpass this limit and 
  increase this limit by the enhancement bonus of the 
  crystalline focus. For example, a +3 crystal hilt would 
  have a maximum enhancement bonus of +8; up to +5 
  from the enhanced mind blade class feature and then 
  up to an additional +3 from the crystal hilt itself.
  
  24
  Psionics augmented
  two mind blades, he releases one of these to focus his 
  power into the remaining mind blade). Rage blades may 
  not be thrown and cannot be disarmed as the weapon 
  is almost fused with the brutality blade’s body. When 
  he manifests his rage blade, he increases the mind 
  blade’s enhancement bonus by +1 (even if the mind 
  blade normally does not have an enhancement bonus). 
  The enhancement bonus boost gives him the ability 
  to add special weapon properties (such as flaming or 
  keen), or push the enhancement bonus of the weapon 
  beyond its normal maximum from the enhanced mind 
  blade class feature. For example, a 7th level brutality 
  blade (+2) with a normally +1 keen mind blade using 
  this ability on his mind blade would be able to add +2 
  to his enhancement mind blade class feature (increasing 
  the mind blade’s enhancement bonus from +2 to +4), 
  allowing him to increase the enhancement bonus to hit 
  by +1 and adding flaming to make it a +2 keen flaming 
  mind blade. Whenever the rage blade is manifested, 
  the brutality blade may freely reconfigure the blade’s 
  enhancements as if they had used the Improved Fluid 
  Form blade skill (without suffering the penalties of using 
  this blade skill), and when the rage blade is dismissed it 
  returns to its usual form. If the brutality blade has the 
  ability to manifest a mind shield or mind armor, the rage 
  blade’s enhancement bonus increases do not affect their 
  enhancement bonuses, and the formation of multiple 
  items reduces each item’s enhancement bonus by 1.
  At 7th level, a brutality blade increases this 
  enhancement bonus to his mind blade by two instead 
  of one. At 13th level, he increases this enhancement 
  bonus to his mind blade by three. These bonuses to 
  the enhancement bonus of the rage blade equal a total 
  bonus of +10 (not to exceed the +5 enhancement bonus 
  maximum for attack and damage rolls). The brutality 
  blade’s rage blade always is enhanced for the maximum 
  amount possible, for unleashing such rage and hate in 
  this fashion does not lend itself to using self-control.
  The brutality blade can manifest his rage blade for a 
  number of rounds equal to 4 + his Constitution modifier. 
  At each level after 1st, he can maintain his rage blade for 
  2 additional rounds. Temporary increases to Constitution, 
  such as those gained from powers like animal affinity or 
  spells like bear’s endurance, do not increase the total 
  number of rounds that a brutality blade can maintain 
  his rage blade per day. Once a brutality blade dismisses 
  his rage blade, he loses psionic focus and is fatigued 
  for 1d4+1 rounds and may not regain psionic focus 
  during this time. A brutality blade can manifest his rage 
  blade as a free action as part of manifesting his mind 
  blade normally. The total number of rounds per day is 
  renewed after resting for 8 hours, although these hours 
  do not need to be consecutive.
  This replaces the throw mind blade class feature and 
  the bonus feat gained at 1st level.
  Psychic 
  Enervation 
  (Ex): 
  Pushing 
  oneself 
  by 
  manifesting a rage blade is dangerous to one’s mind and 
  body. Immediately following the manifesting of the rage 
  blade, a brutality blade may be overcome by the strain 
  of her effort, causing him to take 2 hit points of damage 
  per brutality blade level. The chance of suffering psychic 
  enervation is 10%. This ability functions identically to the 
  wilder’s psychic enervation class feature and qualifies 
  for prerequisites and requirements using this ability.
  Enhanced Mind Blade:The brutality blade’s mind 
  blade is improved like a standard soulknife’s mind blade, 
  including if the brutality blade creates two mind blades, 
  except the enhancement bonus increases at a reduced 
  rate, rather than every odd level, as indicated on Table: 
  Brutality Blade Progression. 
  This replaces the Enhanced Mind Blade class feature, 
  but counts as Enhanced Mind Blade for prerequisites or 
  requirements.
  Wrath Augments: Starting at at 2nd level, a brutality 
  blade may take a special, rarified form of blade skill they 
  refer to as wrath augments. These abilities function as 
  blade skills, may be selected by brutality blades when he 
  would otherwise select a blade skill. This ability does not 
  cause the brutality blade archetype to be incompatible 
  with other archetypes that alter the blade skills class 
  feature.
  Blade Geyser: While manifesting a rage blade, the 
  brutality blade may expend his psionic focus as a full 
  round action and drive his blade into the ground at his 
  feet, causing the blade to split beneath him and erupt into 
  circle of blades around him. This blade skill functions as 
  Table 3–2: Brutality Blade Progression
  Class Level
  Enhancement Bonus Value
  1st
  —
  2nd
  —
  3rd
  +1
  4th
  +1
  5th
  +1
  6th
  +2
  7th
  +2
  8th
  +3
  9th
  +3
  10th
  +3
  11th
  +4
  12th
  +4
  13th
  +5
  14th
  +5
  15th
  +5
  16th
  +6
  17th
  +6
  18th
  +7
  19th
  +7
  20th
  +7
  
  25
  Psionics augmented
  per the Whirlwind Attack feat.The brutality blade must 
  be at least 4th level to select this blade skill.
  Body of Rage: While manifesting a rage blade, the 
  brutality blade with this wrath augment subsumes his 
  rage blade as a swift action and grows in size as if he had 
  used the expansion psionic power (using his class level 
  as his manifester level to determine its effects). While in 
  this form, his hands radiate raging psychic energy in the 
  form of crude claws or knives. These claws are treated 
  as light weapon forms of his mind blade except that 
  they count as both natural and manufactured weapons. 
  Bloody ectoplasm also forms blades on his body, which 
  count as armor spikes. The rage blade takes a –1 to its 
  overall enhancement bonus while manifested this way, 
  but his both of his rage blades and his armor spikes share 
  the same enhancement bonuses and weapon properties. 
  This infusion of wrathful power is maintained as long as 
  the rage blade is manifested. The brutality blade must be 
  at least 10th level to select this blade skill.
  Destroyer’s Will: While under the benefits of a raging 
  surge, the brutality blade channels his boundless anger 
  to shrug off magics and afflictions alike. The brutality 
  blade may expend his psionic focus to reroll a failed 
  Fortitude or Will saving throw as an immediate action.
  The brutality blade must be at least 4th level to select 
  this blade skill.
  Fountain of Blood: With this wrath augment, the 
  brutality blade’s rage blade inflicts bleeding wounds 
  when he activates his psychic strike or upon making a 
  successful critical hit on a target creature. The target 
  suffers 1d4 points of bleed damage for each psychic 
  strike die the brutality blade possesses. This target 
  creature bleeds each round until the wound is bandaged 
  properly (DC 15 Heal check) or until magical healing 
  (such as a cure spell) has been applied. The target can be 
  subject to multiple bleeding wounds. The brutality blade 
  must be 6th level to select this blade skill.
  Hand of Hatred: The brutality blade’s wrath can be 
  infectious, spreading to his allies and inspiring them to 
  acts of rage. While in a raging surge, the brutality blade 
  may expend his psionic focus as a swift action and share 
  his raging euphoria bonuses with allies within 30 feet of his 
  position while his rage blade is manifested. The brutality 
  blade must possess the raging euphoria wrath augment to 
  select this wrath augment.
  Raging Euphoria: The brutality blade is capable of 
  churning forth great anger and turmoil when his rage 
  blade has manifested. While his rage blade is manifested, 
  the brutality blade’s innate psionic energies empower 
  his physical form with surging forces. This surge of rage 
  and anger provides a +1 morale bonus to his attack and 
  damage rolls. This bonus improves by +1 at 14th level 
  and again at 20th level. These bonuses persist while the 
  rage blade is manifested and end when the rage blade is 
  dismissed. The brutality blade must be 8th level to select 
  this blade skill.
  Rend the Body: While under the benefits of a raging 
  surge, the brutality blade with this wrath augment may 
  unleash furious blows upon his target. When attacking a 
  foe and unleashing his psychic strike ability upon them, 
  he may expend his psionic focus to make a second attack 
  at the same attack bonus upon the target.
  Raging Surge (Su): At 4th level, the brutality blade 
  channels his emotions into a physical boost of energy 
  that strengthens his body. A brutality blade can invoke 
  a raging surge while manifesting his rage blade, and 
  this surge is maintained while the rage blade is 
  manifested. The brutality blade gains a +4 morale bonus 
  to his Strength after invoking a raging surge. At 8th 
  level, the brutality blade also gains a +2 morale bonus 
  to Constitution during a raging surge. At 12th level, the 
  morale bonus to Constitution increases by +2. At 16th 
  level, the morale bonus to Strength increases to +6. At 
  20th level, the morale bonus to Constitution increases to 
  +6. Hit points gained by increasing his Constitution score 
  through a raging surge are lost first.
  Invoking a raging surge when manifesting his rage 
  blade increases the risk of psychic enervation from 10% 
  to 20%. This replaces the blade skills gained at 4th level 
  and 12th level.
  Instantaneous Wrath (Su): At 5th level, the brutality 
  blade may manifest his mind blade as a free action if he 
  manifests it as a rage blade. This replaces the quick draw 
  class feature.
  Wrath Perfected: At 20th level, a brutality blade 
  reaches the pinnacle of his wrath and his connection to 
  his unending rage is so strong that it cannot be quenched. 
  He no longer requires a Will save to maintain his mind 
  blade in a null psionics field so long as his rage blade 
  is manifested and it retains all enhancement bonus 
  and special abilities. Additionally, the brutality blade’s 
  hatred is so perfect with its purity that he no longer 
  suffers a risk of psychic enervation when manifesting 
  his rage blade. This replaces the mind blade mastery 
  class feature.
  Psychic Armory
  “When one fights with the idea of weapons, travel and 
  training are the same.”
  —Gemma of the Far Shores
  Most soulknives work on perfecting one blade, their 
  idealized blade, that forms the core of what they do with 
  their psychic abilities. Some however, either cannot 
  settle on a singular blade or otherwise cannot gain the 
  proper focus to forge the image of an ideal mind blade. 
  These soulknives, known as psychic armories, generate 
  multiple quasi-real mind blades that swarm around 
  them. This swarm form of mind blades however, does 
  lend itself towards being both weapon and shield for 
  psychic armory soulknife and many new options for 
  battle are born from it.
  Form Panoply of Blades: The psychic armory forms a 
  myriad of blades around her body to encircle her loosely, 
  orbiting over and around her in shiftless patterns within 
  her space. These weapons are of all manner of shapes, 
  large and small, and they glimmer in and out existence 
  
  26
  Psionics augmented
  as used or if ignored for too long. They are the psychic 
  armory’s mind blades, and while cosmetically they can 
  look however they are imagined, they all function the 
  same based on their weapon type. A psychic armory’s 
  panoply includes quasi-real light, one-handed, and two-
  handed mind blades that she can use to make melee 
  or thrown attacks. When thrown or used for a melee 
  attack, a piece of the panoply dissipates after the attack, 
  whether it hit or missed. A psychic armory’s panoply can 
  generate as many weapons as she wills; she has no limit 
  on its use beyond her attacks in a round.
  Whether her attacks are melee or ranged, the psychic 
  armory controls her panoply telekinetically. She must 
  use her hands to direct her attacks, as appropriate 
  (a light or one-handed panoply attack requires one 
  hand, and a two-handed panoply attack requires two). 
  Otherwise, she may combine them with other weapons’ 
  attacks normally, so long as she still has the right 
  number of free hands to use. She is treated as wielding 
  her panoply of blades for the purposes of threatening 
  spaces, and can make attacks of opportunity with any 
  applicable weapon in it.
  The psychic armory’s panoply weapons function just 
  like normal mind blades in all ways except how 
  she attacks with them, including damage, 
  damage type, and handedness.
  The range increment of her light 
  mind blades is 20 feet, and the range 
  increment of her one-handed mind 
  blades is 15 feet. She may not throw her 
  two-handed mind blades unless she 
  possesses the Two-Handed Thrower 
  feat (in which case they have a range 
  increment of 10 feet, and may be 
  thrown without penalty). A psychic 
  armory’s panoply of blades 
  has a maximum range of 
  five range increments, 
  as normal for thrown 
  weapons. Ranged panoply 
  attacks 
  do 
  not 
  provoke 
  attacks of opportunity.
  Regardless 
  of 
  the 
  weapon forms a psychic 
  armory has chosen, her 
  panoply of blades does not 
  have a set damage type 
  per weapon type. When 
  shaping her panoply of 
  blades 
  and 
  assigning 
  abilities to it, the psychic 
  armory chooses whether 
  the weapon type (light, one-
  handed, or two-handed) 
  will deal bludgeoning, 
  piercing, 
  or 
  slashing 
  damage. 
  The 
  psychic 
  armory may change the 
  damage type of an existing weapon group (light, one 
  handed or two handed) in her panoply of blades, or may 
  summon a new panoply of blades with different damage 
  types, as a full-round action. Otherwise, the panoply 
  of blades retains the last damage type configuration 
  chosen every time it is summoned. If the psychic armory 
  chooses to reshape the weapons within her panoply, it 
  requires a full-round action, and she may reshape any 
  or all of her weapons. She may also re-assign the type of 
  damage dealt as part of reshaping her panoply of blades 
  if she so chooses. A psychic armory can reassign the 
  special ability or abilities she has added to her panoply 
  of blades from her enhanced armory class feature (see 
  the next page). To do so, she must first spend 8 hours in 
  concentration. These cannot be the normal 8 hours used 
  for rest, even if the psychic armory does not require sleep. 
  After that period, the panoply of blades materializes with 
  the new ability or abilities selected by the psychic armory.
  In all other respects, the panoply of blades functions 
  as a the form mind blade class feature, and subject to 
  anything that would affect a mind blade (except crystal 
  hilts.) When using the psychic strike class feature, the 
  psychic armory charges the panoply as a whole, and then 
  may discharge it once through an attack with any of 
  her panoply mind blades. The panoply of 
  blades may take enhancements as 
  if it were both a melee and a ranged 
  weapon. If the psychic armory has the 
  Focused Offense blade skill, she can use 
  her Wisdom instead of her Dexterity 
  for thrown panoply attacks (while 
  still using her Wisdom instead of 
  Strength for damage). 
  This ability replaces form 
  mind 
  blade, 
  shape 
  mind 
  blade, and throw mind 
  blade, but counts as these 
  class features for requirements 
  and prerequisites.
  Bonus Feat: The psychic 
  armory 
  gains 
  either 
  Point-Blank 
  Shot 
  or 
  Weapon 
  Focus 
  (mind 
  blade) as a bonus feat 
  at 1st level. This ability 
  replaces 
  the 
  normal 
  soulknife 
  bonus 
  feat 
  choices at 1st level.
  Blade Skills: At 2nd 
  level, the psychic armory 
  may select blade skills as 
  would a normal soulknife. 
  The 
  following 
  blade 
  skills are not available 
  to a psychic armory: 
  Alter Blade, Deceptive 
  Blade, Discipline Blade 
  Shapes, Emulate Melee 
  
  27
  Psionics augmented
  Weapon, Emulate Ranged Weapon, Enhanced Range, 
  Focused 
  Offense, 
  Interrupting 
  Throw, 
  Mindflayer, 
  Telekinetic Blade, and Telekinetic Bolt. Fluid Form and 
  Improved Fluid Form adjust the functions of the panoply 
  of blades as it would with a normal mind blade. Shields 
  formed from the psychic armory are in the panoply but 
  operate normally, defending the player (these shields do 
  not occupy the character’s hands). If the Mind Daggers 
  blade skill is selected, these are added to her panoply of 
  blades and she can use them the same way as the rest of 
  her panoply mind blades. Their range increment when 
  thrown is 30 feet.
  Armory Tactics: A psychic armory gains a number of 
  unique blade skills available to her use with her panoply 
  of blades, that may be selected any time the psychic 
  armory would get a blade skill. This ability does not 
  cause the psychic armory archetype to be incompatible 
  with other archetypes that alter the blade skills class 
  feature.
  Hungry Blades: The psychic armory’s panoply of blades 
  threatened area increases. When attacking in melee, her 
  panoply mind blades are treated as reach weapons that 
  can also attack adjacent creatures.
  Increased Range: The psychic armory gains incredible 
  range from his panoply’s attacks. Light weapons increase 
  their range to 100 feet, one-handed weapons increase 
  their range to 60 feet, and two-handed weapons increase 
  their range to 30 feet. If the character possesses the Mind 
  Daggers blade skill, their range increases to 200 feet.
  Panoply Counter: With lightning reaction time, the 
  psychic armory is capable of bringing her panoply of 
  blades into positions to defend her from attacks. As an 
  immediate action, the psychic armory may expend her 
  psionic focus to oppose her opponent’s attack roll against 
  her with panoply of blades. She makes an attack roll at 
  her full base attack bonus to do to this as if she were 
  making an attack with the panoply, and if the result is 
  equal to or higher than the attacker’s result, the attack 
  is negated by the panoply blocking the attack. This can 
  be used on melee or ranged attacks, and/or spells and 
  powers with touch or ranged attacks equally.
  Panoply Drive: The psychic armory directs her panoply 
  into a teeming barrage of cutting shards of psychic 
  fury. She expends her psionic focus and as a standard 
  action, she directs her weapons to become a 60-foot 
  line of cutting blades that inflicts 1d6 points of slashing 
  and piercing damage per psychic armory level, plus the 
  enhancement bonus of the psychic armory’s panoply of 
  blades to all targets along its path. A successful Reflex 
  save (DC 10 + 1/2 the psychic armory’s class level + the 
  psychic armory’s Wisdom modifier) halves this damage. 
  This attack is subject to damage reduction as normal. 
  This uses all of her blades for the round and they return 
  to her panoply the following round. If the psychic 
  armory possessed an energy-based blade skill (such as 
  Fire Blade), the psychic armory may choose to deal 1/2 
  this damage as energy damage of the same type as the 
  energy-based blade skill of her choice.
  Panoply Eruption: As a full round action, a psychic 
  armory expends her psionic focus and spreads out her 
  panoply of blades in a wide radius of bladed shards 
  around herself (10 feet + 5 feet per four psychic armory 
  levels), quivering with aggressive intent, ready to attack. 
  Creatures that walk in this area treat it as difficult terrain, 
  and the psychic armory may make attacks of opportunity 
  as if she threatened every square in the burst. While in 
  effect, she may make a number of additional attacks 
  of opportunity equal to her Wisdom modifier. This 
  uses all of her blades for the round and her panoply is 
  refreshed the following round, ending this effect. If the 
  psychic armory possessed an energy-base blade skill 
  (such as Fire Blade), she may choose to deal half of the 
  damage from attacks of opportunity made with this skill 
  as energy damage of the same type as the energy based 
  blade skill of her choice.
  Psychic Fortress: The psychic armory is capable 
  of driving her panoply of blades into the form of a 
  temporary wall that can be used as cover and grants 
  concealment, or total concealment if the character is 
  completely sheltered behind the barrier using the total 
  defense action. As a standard action, she expends her 
  psionic focus and hardens her blades into a temporary 
  shelter, forming a wall 10 feet long and 5 feet tall, with a 
  hardness of 10 and 30 hit points. This depletes her entire 
  panoply, and she may form her panoply of blades again 
  on her next turn. The hardness and hit points of the 
  wall is improved by the panoply’s enhancement bonus. 
  The wall lasts for a number of rounds equal to 3 + her 
  Wisdom modifier.
  Swirling Panoply: The psychic armory may set her 
  panoply of blades spinning and may expend her psionic 
  focus to cause them to explode out around her or at a 
  designated point within medium range (100 feet + 10 
  feet per psychic armory level) as a standard action. This 
  effect creates a 20-foot-radius explosion of cutting blades 
  that inflicts 1d6 points of slashing and piercing damage 
  per psychic armory level, plus the enhancement bonus 
  of the psychic armory’s panoply of blades to all targets 
  within the blast radius. A successful Reflex save (DC 10 + 
  1/2 the psychic armory’s class level + the psychic armory’s 
  Wisdom modifier) will halve this damage. This attack is 
  subject to damage reduction as normal. This uses all of 
  her blades for the round and they return to her panoply 
  the following round. If the psychic armory possesses an 
  energy-based blade skill (such as Fire Blade), she may 
  choose to have her swirling panoply deal half its damage 
  as energy damage of the same type as the energy based 
  blade skill of her choice.
  Two-Handed Thrower: The psychic armory gains Two-
  Handed Thrower as a bonus feat, even if she doesn’t 
  meet the prerequisites.
  Enhanced Armory: At 3rd level, the psychic armory’s 
  panoply of blades are improved like a standard 
  soulknife’s mind blade. The enhancement bonus is 
  set per weapon type. Example: An 11th level psychic 
  armory with a +5 enhancement bonus could have her 
  
  28
  Psionics augmented
  light weapons be +3 keen flaming mind blades, her one-
  handed weapons could be +2 keen impact mind blades, 
  and her two-handed weapons could be +3 icy burst mind 
  blades. The blade skills Fluid Form and Improved Fluid 
  form may be used to change one or all of types of mind 
  blades in the psychic armory.
  This modifies the Enhanced Mind Blade class feature, 
  but counts as Enhanced Mind Blade for prerequisites or 
  requirements (see blade skills on page 26 for restrictions). 
  Swift Panoply: At 5th level, the psychic armory may 
  conjure her panoply of blades as a swift action. This 
  functions otherwise identically to the quick draw class 
  feature, and counts as quick draw for prerequisites or 
  requirements.
  Mastery of the Armory: At 20th level, the psychic 
  armory has reached the pinnacle of her art and her 
  connection to her library of blades is so strong it cannot 
  be severed. She no longer requires a Will save to maintain 
  her panoply of blades in a null psionics field, although it 
  still loses any enhancement bonus and special abilities. 
  This replaces the mind blade mastery class feature.
  High-Psionics Soulknives
  As noted in Psionics Augmented: Soulknives, some GMs 
  running higher magic and psionics campaigns may find it 
  reasonable to add the manifesting and power progression 
  of the gifted blade archetype to all soulknives by default, 
  to create a more a more “psionic’” soulknife. This gives 
  the soulknife more of a competitive edge in a world where 
  manifesting and/or magic is highly dominant, without 
  compromising the combat focus of the class. The gifted 
  blade archetype adds some additional flexibility both in 
  and out of combat, and lets the soulknife stand as both 
  a combative and psionic equal to classes like the psychic 
  warrior and marksman.
  In games with higher levels of expertise, powerful 
  classes and abilities, or just generally better toys available 
  to characters, we at Dreamscarred Press recommend 
  adding the gifted blade archetype’s manifesting abilities 
  to the soulknife as well.
  When using this variant, levels in prestige classes 
  that advance a soulknife’s gifted blade manifesting also 
  advance their enhanced mind blade ability as if they 
  had gained a level in soulknife. The inverse is also true; 
  levels that advance a soulknife’s mind blade advance 
  the soulknife’s gifted blade manifesting at an equal rate 
  (if the character possesses manifesting from another 
  source, it is not advanced by such prestige classes).
  If a class advances both the soulknife’s manifesting and 
  their mind blade (such as the dark tempest in Ultimate 
  Psionics), then the soulknife’s manifesting and mind 
  blade are advanced independently. If the soulknife 
  possesses levels in another manifesting class, they may 
  still choose to advance that class’ manifesting, and also 
  progress their mind blade abilities (but not their gifted 
  blade manifesting) as normal.
  For example, a soulknife/psychic warrior who took 
  levels in dark tempest would add their dark tempest level 
  to their soulknife level for the purposes of determining 
  the effectiveness of their mind blade. Then, at each level 
  of the prestige class, they would have to choose whether 
  that level added its manifesting progression to their 
  gifted blade manifesting or psychic warrior manifesting.
  Two-Handed Thrower
  You hurl weapons with both hands and with great force, 
  sometimes using a whirling technique to send your 
  weapon flying through the air at tremendous speeds.
  Prerequisites: Str 15.
  Benefit: Whenever you use two hands to throw a 
  one-handed or two-handed weapon, you gain a bonus 
  on damage rolls equal to 1–1/2 times your Strength 
  bonus. Using two hands to throw any weapon requires 
  only a standard action for you. If you also have the Quick 
  Draw feat, you can throw two-handed weapons at your 
  full normal rate of attacks. 
  Normal: You add your Strength bonus on thrown 
  weapon damage, regardless of available hands. Throwing 
  a two-handed weapon is a full-round action.
  
  29
  Psionics augmented
  Soulknife Magic Items
  Presented below are a variety of new psionic items for 
  soulknives. 
  Crystalline Focus Items
  These items are used by the soulknife archetypes in this 
  book to enhance their mind blades.
  CRYSTAL IOUN
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 
  gp (+3); Weight 2 lbs
  DESCRIPTION
  A crystal ioun looks like a common ioun stone made of deep 
  crystal. A soulknife with the psychic armory archetype, 
  or anyone else with the ability to manifest a panoply of 
  blades, channels their panoply of blades through the 
  crystal ioun when summoning it. This does not otherwise 
  alter the action needed to summon a panoply of blades, 
  the summoner must simply have the crystal ioun orbit 
  their person and choose to manifest the panoply of blades 
  through the crystal ioun.
  Crystal iouns have 45 hit points and a hardness of 15. When a 
  panoply of blades is manifested in this fashion, the enhancement 
  bonus and the maximum enhancement bonus of the panoply 
  of blades is increased by the enhancement bonus of the crystal 
  ioun, although any enhancement bonus above +5 is lost.
  Crystal iouns may only be made with a +1, +2, or +3 
  enhancement bonus.
  CONSTRUCTION
  Requirements Craft Crystalline Focus, ability to manifest 
  a panoply of blades; Cost 5,600 gp (+1), 22,400 gp (+2), 
  50,400 gp (+3)
  CRYSTALLINE SETTING
  Aura faint psychokinesis; ML 3rd (+1), 6th (+2), 9th (+3)
  Slot weapon; Price 11,200 gp (+1), 44,800 gp (+2), 100,800 
  gp (+3); Weight 2 lbs
  DESCRIPTION
  A crystalline setting looks like a deep crystal setting that a 
  psicrystal could be slotted into to make it look almost like 
  a piece of jewelry. Whenever an augmented blade channels 
  their power through this item to augment a weapon or 
  item of their choosing, it increases the potency of their 
  augmentation (see crystalline ioun). 
  Crystalline settings may only be made with a +1, +2, or +3 
  enhancement bonus.
  CONSTRUCTION
  Requirements Craft Crystalline Focus, ability to psicrystal 
  augment; Cost 5,600 gp (+1), 22,400 gp (+2), 50,400 gp 
  (+3)
  Universal Items
  The following universal items interact with soulknife 
  class features, and as such are particularly useful to 
  them.
  BLADE BANGLES
  Aura Moderate psychokinesis; ML 8th
  Slot Wrist; Price 16,500 gp; Weight 1 lbs.
  DESCRIPTION
  These psychic bangles are often made of wire frames set with 
  crystals or engraved pieces of metals that are set with crystal 
  pieces between inscribed forms of warriors demonstrating 
  a combat art. While wearing one of these blade bangles on 
  his wrist, a soulknife gains the benefits of a blade skill that is 
  encoded into the crystals of this item. The bangle does not 
  provide prerequisite blade skills (if applicable) and so the 
  soulknife himself must possess these prerequisites before 
  being able to utilize the item properly, or have another 
  blade bangle that possesses a prerequisite blade skill.
  CONSTRUCTION
  Requirements Craft Wondrous Item, ability to manifest a 
  mind blade, and possession of the blade skill to be used in 
  the bangle; Cost 8,250 gp
  GREAVES OF MEHSIM
  Aura Moderate psychometabolism; ML 11th
  Slot Feet; Price 34020 gp; Weight 6 lbs.
  DESCRIPTION
  These greaves benefits only a wearer who has levels in 
  soulknife and has the psychic strike class feature. If such 
  a character wears these boots, he may expend his psychic 
  strike as a swift action to gain the benefits of physical 
  acceleration for a number of rounds equal to the wearer’s 
  number of psychic strike damage dice.
  CONSTRUCTION
  Requirements Craft Wondrous Item, physical acceleration; 
  Cost 17,010 gp
  SKIN OF THE BLADE
  Aura Faint psychometabolism; ML 8th
  Slot —; Price 25500 gp; Weight 2 lbs.
  DESCRIPTION
  This psychoactive skin benefits only a wearer who has levels 
  in soulknife. If such a character wears this skin, he gains the 
  Psychokinetic Armor blade skill and he may apply armor 
  enhancement bonuses to the skin of the blade as if he had 
  the Enhanced Mind Armaments class feature from the 
  Armored Blade soulknife archetype.
  CONSTRUCTION
  Requirements Craft Wondrous Item, inertial armor; Cost 
  12,750 gp
  
  30
  Psionics augmented
  Augmented Enhancement List
  Soulknives are an adaptive lot, and below is a list of mind blade enhancements that use an updated whitelist of 
  magical and psionic enhancements that can be chosen with the soulknife’s mind blade enhancement class feature.
  Limited-Use Enhancements: Whenever a soulknife uses his Enhanced Mind Blade class feature (or equivalent 
  ability) to enchant his mind blade (or equivalent ability) with an enhancement with a limited number of uses, such 
  as is the case with the lucky enchantment, any uses the soulknife uses counts towards the daily limit and is not 
  refreshed whenever the soulknife reform’s the mind blade (or equivalent ability). The same should apply to other 
  enchantments acquired such as from the Personalized Trick trait, that may have limited uses such as per encounter, 
  etc. A soulknife with the Fluid Form bladeskill may still expend its psychic strike as a swift action to refresh these 
  limited use enhancements on the mind blade (or equivalent ability) within the limits of the blade skill.
  Table 3–3: Weapon Special Abilities
  Weapon Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Weapon Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Agile
  1
  5
  Anarchic
  2
  7
  Allying
  1
  5
  Axiomatic
  2
  7
  Benevolent
  1
  5
  Collision
  2
  7
  Conductive
  1
  5
  Corrosive burst
  2
  7
  Corrosive
  1
  5
  Cyclonic3
  2
  7
  Countering
  1
  5
  Defiant
  2
  7
  Courageous
  1
  5
  Flaming burst
  2
  7
  Cruel
  1
  5
  Glorious
  2
  7
  Cunning
  1
  5
  Holy
  2
  7
  Defending
  1
  5
  Icy burst
  2
  7
  Distance
  1
  5
  Invigorating
  2
  7
  Dueling
  1
  5
  Linked striking
  2
  7
  Flaming
  1
  5
  Mindcrusher
  2
  7
  Frost
  1
  5
  Phase Locking
  2
  7
  Furious
  1
  5
  Psychokinetic burst
  2
  7
  Ghost touch
  1
  5
  Shocking burst
  2
  7
  Guardian
  1
  5
  Suppression
  2
  7
  Huntsman
  1
  5
  Unholy
  2
  7
  Keen1
  1
  5
  Wounding
  2
  7
  Lucky
  1
  5
  Wrenching3
  2
  7
  Menacing
  1
  5
  Bodyfeeder
  3
  9
  Merciful
  1
  5
  Dislocator
  3
  9
  Mighty cleaving
  1
  5
  Mindfeeder
  3
  9
  Planar
  1
  5
  Nullifying
  3
  9
  Psychokinetic
  1
  5
  Repositioning
  3
  9
  Seaborne
  1
  5
  Speed
  3
  9
  Seeking3
  1
  5
  Soulbreaker
  3
  9
  Shock
  1
  5
  Brilliant energy
  4
  12
  Sundering
  1
  5
  Great dislocator
  4
  12
  Thundering
  1
  5
  Greater energy3
  4
  12
  Vicious
  1
  5
  Coup de grace
  5
  15
  Advancing
  2
  7
  Vorpal
  5
  15
  1 A keen mind blade gains its benefits no matter the assigned damage type.
  2 Ranged mind blades only.
  
  31
  Psionics augmented
  Table 3–4: Mind Armament Special Abilities
  Armor Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Armor Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Benevolent
  1
  5
  Ghost Touch
  3
  9
  Deathless
  1
  5
  Invulnerability
  3
  9
  Fortification, Light
  1
  5
  Fortification, 
  Moderate
  3
  9
  Mirrored
  1
  5
  Spell Resistance (15)
  3
  9
  Staunching
  1
  5
  Energy Resistance, 
  Improved
  4
  12
  Rallying
  2
  7
  Spell Resistance (17)
  4
  12
  Spell Resistance (13)
  2
  7
  Fortification, Heavy
  5
  15
  Delving
  3
  9
  Spell Resistance (19)
  5
  15
  Energy Resistance
  3
  9
  Energy Resistance, 
  Greater
  5
  15
  Table 3–5: Mind Shield Special Abilities
  Shield Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Shield Special 
  Ability
  Enhancement 
  Bonus Value
  Required Level
  Arrow Catching
  1
  5
  Energy Resistance
  3
  9
  Bashing
  1
  5
  Ghost Touch
  3
  9
  Blinding
  1
  5
  Fortification, 
  Moderate
  3
  9
  Clangorous
  1
  5
  Spell Resistance (15)
  3
  9
  Fortification, Light
  1
  5
  Energy Resistance, 
  Improved
  4
  12
  Mirrored
  1
  5
  Spell Resistance (17)
  4
  12
  Ramming
  1
  5
  Fortification, Heavy
  5
  15
  Arrow Deflection
  2
  7
  Spell Resistance (19)
  5
  15
  Rallying
  2
  7
  Energy Resistance, 
  Greater
  5
  15
  Spell Resistance (13)
  2
  7
  
  32
  Psionics augmented
  The question inevitably arises, “what is a wilder?” Or, 
  perhaps more accurately, “why is a wilder not a psion?” 
  Easy answers present themselves: wilders learn fewer 
  powers, wilders utilize surging emotions and are tougher, 
  faster, and harder to attack natively. The reasons behind 
  these answers, however, reveal the wilder’s identity as a 
  distinct psionic class.
  Those who become wilders are people in touch with 
  their emotions. Dispassionate or calculating individuals 
  do not become wilders, which is not to imply that only 
  people who can’t control their emotions become wilders; 
  wilders understand their emotions and respect the 
  influence they have on their lives, but a wilder is still 
  perfectly capable of exercising restraint. A wilder’s 
  powerful emotions aid in manifesting powers, but so 
  does their understanding, acceptance, and trust in those 
  emotions.
  Instinct is a good way to describe how wilders 
  approach psionics. One might have been the apprentice 
  of a psion who embraced a natural talent and intuition 
  over formalized learning, while another wilder may 
  have had no formal education whatsoever. However 
  they come into their power, wilders tend to trust their 
  instincts, their gut reactions, and their first impressions. 
  These instinctual responses keep wilders one step ahead 
  of harm and fuel their powerful wild surges by letting 
  the wilder find shortcuts and exploits in manifestation 
  that more cautious manifesters might ignore for safety’s 
  sake. Wilders ride the high they get from manifesting 
  into a euphoria that helps them accomplish their goals. 
  A wilder’s passion somewhat splits their focus and they 
  learn far fewer powers compared to their closest cousins, 
  the psions. However, wilders have a somewhat greater 
  tendency to learn new and unusual powers (such as 
  through the Expanded Knowledge feat) when following 
  their passions to new and interesting places. Wilders favor 
  powers they can augment, because their wild surges let 
  them bring those powers to heights that no other manifester 
  can match. Wilders nearly universally become adventurers; 
  their power and passion make striking additions to a group, 
  and adventuring can sate a wilder’s thirst for adrenaline, 
  excitement, and other needs. More ‘settled’ wilders happen 
  either because they feel as though they cannot continue 
  adventuring, or because something they care for deeply is 
  located wherever they have settled. The result is that it is 
  rare and unexpected to see an old wilder, though when they 
  do happen they are often terrifying veterans of mystical 
  and psionic combat and not to be trifled with. 
  New Archetypes
  The following are new archetypes for the wilder class 
  found in Chapter 2 of Ultimate Psionics.
  Surging Muse
  “Leader? No, no, we’re all valued members of the Brookbane 
  Seven. I prefer to be thought of as a facilitator.” 
  —Lady Akane Hayashi, a surging muse
  Surging muses are those wilders who find vibrancy 
  in sharing their passion with others. Leaders, artists, 
  composers, and visionaries, surging muses focus their 
  power outward into their allies.
  Enhanced Surging Aura (Su): The area of the 
  surging muse’s surging aura increases by 5 feet, plus an 
  additional 5 feet for every 4 class levels. Whenever the 
  surging muse invokes her wild surge, other allies within 
  her surging aura gain an insight bonus to damage rolls 
  equal to her wild surge’s intensity until the end of their 
  next turn.
  If the surging muse doesn’t have the Surging Aura feat, 
  she instead gains a surging aura with a 10-foot radius. 
  Whenever she invokes her wild surge, she may choose an 
  ally (other than herself) within her aura; that ally gains an 
  insight bonus to damage equal to the surging muse’s wild 
  surge intensity until the end of their next turn.
  Force Enhancement (Su): The surging muse can 
  channel her wild emotions and fierce friendship into 
  her allies’ weapons. She may expend her psionic focus 
  as a standard action to grant bonus force damage equal 
  to her Charisma modifier to melee or ranged attacks 
  made by allies (other than her) within her surging aura. 
  Affected allies do not need to remain within the surging 
  muse’s surging aura to retain this bonus damage, which 
  lasts for 1 round. This ability replaces surge blast.
  Passion’s Dance (Su): The surging muse shares her 
  passions with others, coordinating them in a dance that 
  leads them away from enemy assaults. Starting at 2nd 
  level, allies (other than her) within the surging muse’s 
  surging aura gain a +1 dodge bonus to their Armor Class. 
  This bonus increases by 1 every 4 levels thereafter (+2 at 
  6th level, +3 at 10th level, etc).
  Voidheart
  “You don’t want my attention. People fall into it and can’t 
  get back out.”
  —Myra, a voidheart
  Not all wilders utilize powerful emotions when invoking 
  their psionic powers. Those known as voidhearts are 
  wilders afflicted with a curious hole in their souls, a 
  connection to a place, or perhaps concept, they refer 
  to as the void, or sometimes as the nothing within. 
  Chapter 4: Wilders
  
  33
  Psionics augmented
  Voidhearts feel its consuming pull tugging 
  at them constantly, demanding to be filled 
  with sensation, experience, emotion, 
  and life. Many succumb, becoming 
  little more than predators or parasites; 
  others restrain themselves, finding a 
  way to feed the nothing without letting 
  it define them. 
  Hollow Surge (Su): Unlike other 
  wilders who infuse their powers with 
  wild emotion, voidhearts can call upon 
  the nothingness within. The voidheart 
  may choose to invoke her hollow surge 
  whenever she manifests a power; if 
  she does, treat the manifester level of 
  that power as 1 lower (to a minimum 
  of 1) when calculating level-dependant 
  effects and for the purposes of 
  dispelling attempts. She does not suffer 
  any penalties outside of those related to the 
  manifestation itself (for example, level-dependent 
  class abilities are not reduced in power). When this 
  occurs, all hostile creatures within close range (25 feet 
  plus 5 feet per 2 class levels) treat their caster and 
  manifester levels as 1 lower when calculating level-
  dependant effects and for the purposes of dispelling 
  attempts. If this penalty would reduce an ability, power, 
  or spell’s duration below 1 round, it reduces that 
  duration to 1 round instead (instantaneous durations 
  are unaffected). They do not suffer any penalties outside 
  of those related to caster and manifester levels (for 
  example, level-dependent class abilities are not reduced 
  in power). The penalties inflicted by hollow surge last 
  until the beginning of the voidheart’s next turn.
  At 3rd level, the penalties inflicted by this ability 
  worsen to –2. At 7th level they worsen to –3, then to –4 
  at 11th level, –5 at 15th level, and –6 at 19th level. The 
  voidheart may not intentionally lower these penalties; 
  the growing nothingness within always draws power 
  into itself at its maximum intensity.
  A voidheart can benefit from items, effects, and 
  abilities that would normally increase the bonus of a 
  wilder’s wild surge class feature. Any such effect, when 
  applied to the voidheart, instead increases the penalties 
  of her hollow surge by an equal amount. For the purposes 
  of prerequisites and requirements, hollow surge counts 
  as wild surge with a bonus equal to the penalty inflicted.
  This ability replaces wild surge and psychic enervation. 
  Psychic Enervation: Voidhearts do not suffer from 
  psychic enervation.
  Voidsoul (Su): Voidhearts suffer from an expanding 
  hole in their soul, their essence, which both strengthens 
  and weakens them. The voidheart is immune to energy 
  drain and enjoys a +2 bonus on saving throws vs. mind-
  affecting abilities. This ability replaces surge bond. 
  Umbral Roar (Su): The voidheart may expend her 
  psionic focus as a standard action and select a creature 
  within medium (100 feet plus 10 feet per class level) 
  range. 
  That 
  creature must succeed 
  at a Fortitude save (DC 10 + 1/2 
  the voidheart’s class level + her Charisma modifier) or be 
  wreathed in bands of darkness shot through with violet 
  lines which seem to suck air into themselves. The victim 
  becomes incapable of benefiting from healing of any 
  variety for a number of rounds equal to the voidheart’s 
  Charisma modifier. This ability replaces surge blast.
  Surging Euphoria (Ex): The voidheart gains the 
  benefits of the surging euphoria ability when she 
  invokes her hollow surge; she benefits from the energy 
  she has stolen from others. This ability modifies surging 
  euphoria.
  Greater Voidsoul (Su): At 5th level, the voidheart 
  becomes immune to fear effects.
  At 9th level, her bonus to saving throws vs. mind-
  affecting abilities increases to +4.
  At 13th level, the voidheart becomes immune to 
  negative energy damage.
  At 17th level, her bonus to saving throws vs. mind-
  affecting abilities increases to +6.
  This ability replaces improved surge bond.
  Invoke the Void (Su): At 20th level, the voidheart can 
  channel pure elemental nothing through her wounded 
  soul, blasting her enemies with raw nihilistic thought. 
  Once per day, she may increase the penalty levied by 
  her hollow surge to –10. Hostile creatures affected by 
  this worsened hollow surge must succeed at a Will save 
  (DC 10 + 1/2 the voidheart’s class level + her Charisma 
  modifier) or gain 1d4 negative levels and lose 3d6 power 
  points.
  The voidheart becomes swathed in darkness, as if the 
  subject of a deeper darkness spell cast by a sorcerer of 
  her class level, when she enhances her hollow surge 
  with this ability. This ability replaces perfect surge.
  
  34
  Psionics augmented
  There’s more to psionic characters than just classes and 
  powers—feats and traits allow a manifester to customize 
  their abilities further. 
  New Traits
  Unlike psionic feats, psionic traits can be taken by any 
  character, regardless of whether or not they have the 
  psionic subtype. If a trait grants a talent or psi-like ability, 
  a non-psionic character will gain that subtype when they 
  take the trait.
  Contest of Blades (Combat): When clinching blades 
  with an enemy, your countenance is unnerving to some. 
  You gain a +1 trait bonus on initiative checks. Once per 
  day, in the surprise round of combat you may perform an 
  intimidate check to demoralize vs a flat-footed opponent 
  as a free action.
  Mind Blade Dancer (Psionic): Your graceful combat 
  style enlivens your mind blade to illumination. Perform 
  (dance) becomes a class skill if it is not already. You gain 
  the crystal light talent and can manifest this power with 
  a manifester level of 1. If you have manifester levels 
  from a psionic class, you may instead use the manifester 
  level from that class. Your mind blade or equivalent 
  ability (i.e. mind bolt, etc) is considered a crystal object 
  for the purpose of this talent.
  Mischievous Blade (Combat): Your mind blade 
  shares your devious streak. You gain a +2 trait bonus on 
  combat maneuver checks while performing a dirty trick 
  with your mind blade or equivalent melee-ranged ability 
  (i.e. mindclaws, etc).
  Natural Blade (Psionic): You’ve learned to continue 
  some of your soulknife training even when exploring 
  different trades. You add +2 trait bonus to your soulknife 
  level to determine the strength of your mind blade 
  enhancement and access to blade skills as if your 
  soulknife level were two higher (this does not improve 
  blade skill effectiveness, only your ability to meet 
  prerequisites). Your effective mind blade level cannot 
  exceed your character level. The character must have 
  the enhanced mind blade class feature (or its equivalent) 
  to actually receive the magical enhancement bonus to 
  the mind blade.
  Personalized Trick (Psionic): You’ve got an innate 
  knack for mimicking a weapon enhancement not 
  normally found in mind blades. Choose a magical 
  weapon (or armor/shield) property that is not listed as 
  available with the mind blade enhancement class feature. 
  You may select that property when choosing abilities 
  for Enhanced Mind Blade (or its equivalent). Weapon 
  properties such as bane that have a variable property to 
  them must specify that variable when selecting this trait; 
  this choice is permanent. 
  Trickshot Soul (Combat): You are particularly gifted 
  with using your mind blade at range. +1 trait bonus to 
  ranged attack rolls using throw mind blade or equivalent 
  ability (i.e. mind bolt, etc). You gain the trick shot talent 
  and can manifest this power with a manifester level of 
  1. If you have manifester levels from a psionic class, you 
  may instead use the manifester level from that class. 
  New feats
  Unlike other feats, psionic feats can only be taken by 
  characters with the psionic subtype (generally gained by 
  having 1 or more power points, or taking a psionic trait).
  Surge Feats: Some feats presented in this section are 
  surge feats; surge feats require (or permit) invoking 
  a character’s wild surge to activate an ability or gain 
  a bonus. Invoking a wild surge to activate a surge feat 
  requires the wilder to check for psychic enervation as 
  normal.
  Adrenal Overchannel (Combat, Psionic)
  You are able to channel your very life force into a psychic 
  edge with which to defeat your opponents.
  Prerequisites: Overchannel, base attack bonus +4.
  Benefit: You can use the Overchannel feat to gain a +1 
  insight bonus on attack rolls and a +2 insight bonus on 
  damage rolls for one round instead of gaining a bonus 
  to your manifester level. At 8th level, these bonuses 
  increase to +2 on attack rolls and +4 on damage rolls (and 
  the damage taken increases to 3d8), and at 15th level, 
  they improve to +3 on attack rolls and +6 on damage 
  rolls (and the damage taken increases to 5d8). You must 
  choose to use this feat before making an attack roll, and 
  its effects last until your next turn.
  Advanced Anomalous Path (Psionic)
  You have developed finer control over of your psionic 
  animus.
  Prerequisites: Wis 13; Animus Potency or Extra 
  Animus; any metapsionic feat, warrior’s path class 
  feature, manifester level 10th, base attack bonus +6.
  Benefit: The anomalous trance benefit now applies 
  to your touch Armor Class against powers, psi-like 
  abilities, spells, and spell-like abilities. Additionally, 
  when using the anomalous path maneuver, the animus 
  provided from this ability increases from 1d4 to 1d6 at 
  3rd level, and from 2d4 to 2d6 at 7th level. This feat is a 
  supernatural ability.
  Advanced Gladiator Path (Psionic)
  You’ve developed keen tactical instincts and are able to 
  leverage these with both mental and physical power.
  Prerequisites: Wis 13; Combat Expertise, Ready 
  Response; warrior’s path class feature, manifester level 
  10th, base attack bonus +6.
  Chapter 5: Feats and Traits
  
  35
  Psionics augmented
  Table 5–1: Feats
  Feat
  Type
  Prerequisites
  Benefit
  Adrenal Overchannel
  Combat, Psionic
  Overchannel, base attack bonus +4
  Use Overchannel to gain attack and 
  damage bonus
  Advanced Anomalous Path
  Psionic
  Wis 13; Animus Potency or Extra Animus; any 
  metapsionic feat, warrior’s path class feature, 
  manifester level 10th, base attack bonus +6.
  Increased defense from trance, increased 
  animus gain from maneuver use
  Advanced Gladiator Path
  Psionic
  Wis 13; Combat Expertise, Ready Response; 
  warrior’s path class feature, manifester level 
  10th, base attack bonus +6.
  Move after failed CMB checks and add 
  combat maneuvers to an attack
  Advanced Hungering Path
  Psionic
  Con 13; Psionic Body or Toughness, Warrior’s 
  Focus; warrior’s path class feature, manifester 
  level 10th, base attack bonus +6.
  Sicken foes that fall within your aura and 
  reap life when you steal power
  Advanced Outrider Path
  Psionic
  Wis 13; Mounted Archery or Ride-By Attack; 
  Warrior's Focus, Outrider path class feature, 
  manifester level 10th, base attack bonus +6.
  The power of your psionic mount’s 
  movement damages nearby foes
  Animus Potency
  Psionic
  Must possess an animus pool, Spellcraft 5 
  ranks
  Spend animus to increase the save DC of 
  manifested powers
  Biokinetic Adept
  Psionic
  Psionic Meditation, Con 13
  Gain temporary hit points when psionically 
  focused
  Biokinetic Rhythms
  Psionic
  Biokinetic Adept, Psionic Meditation, Con 15
  Expend psionic focus to gain fast healing
  Biokinetic Shielding
  Psionic
  Biokinetic Adept, Psionic Meditation, Con 13
  Psionic focus grants natural armor
  Biokinetic Surge
  Psionic
  Biokinetic Adept, Con 13, wild surge class 
  feature
  Invoke wild surge to heal ability damage
  Biokinetic Feedback
  Psionic
  Con 13, psychic enervation class feature
  Lose hit points instead of power points 
  from psychic enervation
  Blade of Terror
  Psionic
  Ability to generate a mind blade, one blade 
  skill and one terror known
  Deliver terrors through your mind blade
  Brutal Surge
  Psionic
  Ability to manifest a rage blade, ability to 
  manifest 1st-level powers from the gifted 
  blade list
  Treat rage blade enhancement bonus as 
  wild surge
  Cleaving Power
  Metapsionic
  —
  Your power jumps from a downed target to 
  another one
  Collective Focus
  Psionic
  Collective class feature
  Store a psionic focus in your collective that 
  can only be used for collective-based effects
  Communal Overchannel
  Psionic
  Overchannel, collective class feature
  Offload Overchannel damage to collective
  Countersurge
  Psionic, Surge
  Improved Initiative, wild surge class feature, 
  manifester level 6th
  Wild surge as an immediate action to 
  counter an effect
  Critical Imbuement
  Psionic
  Psychic strike +1d8
  Recharge psychic strike on a critical hit
  Dancing Shadow Style
  Psionic, Style
  Cloak Dance, ability to generate a mind blade, 
  psychic strike +1d8, Acrobatics 2 ranks, Stealth 
  7 ranks
  Recharge psychic strike when you perform 
  a Cloak Dance
  Dancing Shadow Waltz
  Psionic
  Cloak Dance, Dancing Shadow Style, ability 
  to generate a mind blade, psychic strike +1d8, 
  Acrobatics 5 ranks, Stealth 7 ranks
  Move while performing a Cloak Dance as a 
  full-round action
  Dancing Shadow 
  Retribution
  Psionic
  Cloak Dance, Dancing Shadow Style, Dancing 
  Style Waltz, ability to generate a mind blade, 
  psychic strike +1d8, Acrobatics 9 ranks, Stealth 
  9 ranks
  Recharge psychic strike and gain the ability 
  to counter-attack when performing a 
  Cloak Dance as a full-round action
  Deadly Imbuement
  Psionic
  Psychic strike +1d8
  Recharge psychic strike when downing a foe
  
  36
  Psionics augmented
  Table 5–1: Feats
  Feat
  Type
  Prerequisites
  Benefit
  Enduring Mind
  General
  Wis 13
  Reduce ability damage to mental scores
  Armored Mind
  Psionic
  Enduring Mind
  Increase Enduring Mind’s reduction.
  Extra Animus
  Combat
  Must possess an animus pool
  Your starting animus increases by 2
  Imbuement of the 
  Phantom Weapon
  Psionic
  Ability to generate a mind blade, psychic strike 
  +1d8
  Charge non-mind blade weapons with 
  psychic strike
  Improved Psychic Strike
  Psionic
  Base attack bonus +6, psychic strike +1d8
  Expend psionic focus to apply psychic 
  strike to all attacks for 1 round
  Improved Gift
  Psionic
  Wild surge class feature
  Add wild surge intensity to some skill checks
  Looming Presence
  Psionic
  Unwilling Participant, collective class feature
  Members of your collective are penalized
  Metapionic Animus
  Psionic
  Knowledge (psionics) 5 ranks, must possess an 
  animus pool
  Spend animus to pay metapsionic costs
  Metapsionic Knife
  Psionic
  Psionic Meditation, ability to generate a mind 
  blade, ability to manifest 1st-level powers
  Deliver powers through mind blade
  Mind Sniper
  General
  Ability to generate a mind blade or mind bolt, 
  knowledge of one blade skill, style technique 
  class feature
  Stack marksman and soulknife levels to 
  favored weapon bonuses; mind blade is a 
  favored weapon
  Opportunistic Conscription
  Psionic
  Unwilling Participant
  Use Unwilling Participant on creatures who 
  fail saves against collective members
  Pattern Blade
  General
  Ability to generate a mind blade, throw mind 
  blade or launch soul bolt, knowledge of one 
  blade skill and one cryptic insight
  Throw mind blade and add disrupt pattern 
  to its damage
  Piercing Surge
  Psionic
  Wild surge class feature
  Increase your ability to overcome power 
  resistance by your wild surge intensity
  Psi-Animus Assault
  Combat, Psionic
  Psionic Fist, Psionic Shot, or Psionic Weapon; 
  must possess an animus pool
  Spend animus to deal additional damage 
  with the prerequisite feats
  Psionic Celerity
  Psionic
  Psionic Meditation, Speed of Thought
  Expend psionic focus to move as a swift 
  action
  Ranged Martial Power
  Combat, Psionic
  Martial power class feature
  Use martial power with ranged attacks
  Sadism
  Psionic
  Collective class feature, character level 5th
  Gain temporary hit points from damage to 
  your collective members
  Surge Blade
  Psionic, Surge
  Mind blade class feature, wild surge class 
  feature
  Invoke wild surge to increase mind blade 
  damage
  Swift Imbuement
  Psionic
  Ability to generate a mind blade, psychic strike 
  +1d8
  Charge psychic strike as a swift action
  Tap Animus
  Combat
  May not possess an animus pool
  Gain a small pool of animus
  Vent Agony
  Psionic
  Overchannel or wild surge class feature
  Vent psionic backlash into an opponent
  Pain Bonding
  Psionic
  Vent Agony, Autohypnosis 9 ranks
  Form a unique collective that absorbs your 
  enervation
  Warrior’s Focus
  Combat, Psionic
  Warrior’s path class feature
  Gain an additional psionic focus that can 
  only be used for warrior’s path
  Wild Mind
  Psionic
  Surging euphoria class feature
  Surging euphoria defends you from mind-
  affecting abilities
  Telepathic Feedback
  Psionic
  Wild Mind or Wis 15
  Gain information from those who assault 
  your mind
  
  37
  Psionics augmented
  Benefit: The gladiator path trance ability allows you to 
  tactically reposition yourself whenever you fail a combat 
  maneuver attempt against an enemy or an enemy fails 
  a combat maneuver attempt against you, allowing you 
  to move up to 5 feet as a free action without provoking 
  attacks of opportunity (even if it isn’t your turn). You 
  may use the maneuver of this warrior’s path as part of 
  an attack action you have made as a free action once per 
  round. You must expend your psionic focus and you may 
  immediately make a combat maneuver attempt (such as 
  a disarm or grapple) as part of that attack action. This 
  feat is a supernatural ability.
  Advanced Hungering Path (Psionic)
  You ever-hungry psionic scar holds greater demands for 
  greater power.
  Prerequisites: Con 13; Psionic Body or Toughness; 
  Warrior’s Focus; warrior’s path class feature, manifester 
  level 10th, base attack bonus +6.
  Benefit: The hunger path’s trance causes those who 
  fail a saving throw against your powers or class abilities 
  to become sickened for two rounds from the power of 
  your aura. When using the maneuver, the ranged touch 
  attack not only draws in psychic power, but it also 
  life energies. In addition to the power point drain, the 
  attack inflicts 1d6 points of damage at 3rd level, and this 
  damage improves by 1d6 points of damage at 7th level 
  and every four levels thereafter. You gain 5 temporary 
  hit points for 10 points of damage inflicted by this attack. 
  These temporary hit points last for one minute or until 
  they are taken away by damage; further applications 
  of this ability do not stack up additional temporary hit 
  points. This feat is a supernatural ability.
  Advanced Outrider Path (Psionic)
  Your ectoplasmic mount strikes at foes you pass.
  Prerequisites: Wis 13; Mounted Archery or Ride-
  By Attack; Warrior’s Focus, Outrider path class feature, 
  manifester level 10th, base attack bonus +6.
  Benefit: Whenever you are riding the mount from 
  your outrider trance and its movement takes you within 
  5 feet of an opponent during your turn, you may deal 
  force damage equal to your Wisdom modifier to that 
  opponent. A given opponent can only take this damage 
  once per round. This feat is a supernatural ability.
  Animus Potency (Psionic)
  You are capable of channeling animus into your psionic 
  powers when you manifest them.
  Prerequisites: Spellcraft 5 ranks, must possess an 
  animus pool.
  Benefit: When you manifest a power that allows a 
  saving throw, you can spend up 2 points of animus to 
  increase its save DC by 1. At manifester level 8th and 
  every four levels thereafter, you can spend an additional 
  2 points of animus to add an additional +1 to the save DC.
  Armored Mind (Psionic)
  Your mental resilience is psionically enhanced.
  Prerequisites: Enduring Mind.
  Benefit: The benefits of your Enduring Mind feat 
  increase by 2 while you are psionically focused. You may 
  expend your psionic focus as an immediate action to 
  negate all mental ability damage from a single source 
  (other than you) for 1 round.
  Biokinetic Adept (Psionic)
  You utilize biokinetic techniques when you gain your 
  focus.
  Prerequisites: Psionic Meditation, Con 13.
  Benefit: You may gain temporary hit points equal 
  to 1/2 your manifester level whenever you gain your 
  psionic focus. These temporary hit points last for up to 
  one minute per character level. You may gain temporary 
  hit points from this feat up to four times per day, and 
  they do not stack with themselves.
  Biokinetic Feedback (Psionic)
  You convert your psychic enervation into physical 
  feedback.
  Prerequisites: Con 13, psychic enervation class feature.
  Benefit: If you would lose power points as the result 
  of psychic enervation, you may instead lose an equal 
  number of hit points. Additionally, if you possess the 
  Overchannel feat, you may use it in conjunction with 
  your wild surge. The effects stack. Combining your wild 
  surge with Overchannel in this manner increases your 
  chance for psychic enervation by 20%. 
  Biokinetic Rhythms (Psionic)
  You know how to heal your body with biokinetic 
  techniques.
  Prerequisites: Biokinetic Adept, Psionic Meditation, 
  Con 15.
  Benefit: You may expend your psionic focus as 
  a standard action to gain fast healing equal to your 
  Constitution modifier for 5 rounds. Using this feat drains 
  your body’s natural biorhythms; after activating this feat 
  you must wait 10 minutes before activating it again.
  Biokinetic Shielding (Psionic)
  While focused, you enhance your form with biokinetic 
  techniques.
  Prerequisites: Biokinetic Adept, Psionic Meditation, 
  Con 13.
  Benefit: You gain a natural armor bonus to your AC 
  equal to your Constitution modifier while psionically 
  focused.
  Biokinetic Surge (Psionic, Surge)
  You can burn away long-term damage to your body.
  Prerequisites: Biokinetic Adept, Con 13, wild surge 
  class feature.
  Benefit: You may invoke your wild surge as a swift 
  action to heal an amount of ability damage to your 
  Strength, Dexterity, or Constitution equal to your wild 
  surge’s intensity. The first time per day that you use this 
  feat, you do not need to check for psychic enervation. 
  You check for psychic enervation as normal for each use 
  thereafter.
  
  38
  Psionics augmented
  Blade of Terror (General)
  You have learned to blend the fearsome arts of the dread 
  with your mind blade.
  Prerequisites: Ability to generate a mind blade, 
  knowledge of one blade skill and one terror
  Benefit: You may use your mind blade to deliver your 
  terrors as if you had used your devastating touch, and 
  you may add half your soulknife level (rounded down) 
  to your dread level to determine saving throws for your 
  terrors. Additionally, anytime you successfully use a fear 
  effect (either through a terror or a manifested power) 
  you may regain your psychic strike as a free action once 
  per round.
  Brutal Surge (Psionic)
  You are able to manifest powers using your anger to a 
  greater degree.
  Prerequisites: Ability to manifest a rage blade, ability 
  to manifest 1st level powers from the gifted blade list.
  Benefit: You may treat the enhancement bonus 
  increase from your rage blade as the wild surge class 
  feature (see wilder base class for details) on powers 
  that you manifest. You spend one round of your rage 
  blade usage and initiate a wild surge and risk psychic 
  enervation as per the wilder class (using the brutality 
  blade’s enervation penalty). 
  Cleaving Power (Metapsionic)
  You know how to enhance your powers with a foe’s pain, 
  blowing through them into another target.
  Benefit: To use this feat, you must expend your psionic 
  focus. If any creatures are reduced to 0 or fewer hit points 
  (or 0 or fewer points in one of its ability scores) by the 
  affected power, choose one additional creature within 
  30 feet of your victim; that creature suffers the effects 
  of the affected power (including but not limited to any 
  augmentations or additional metapsionic feats). The 
  second creature must be a legal target for the power, and 
  is still entitled to power resistance and/or a saving throw, 
  as the power allows. Using this feat increases the power 
  point cost of the power by 4. The power’s total cost cannot 
  exceed your manifester level. Only powers with one or 
  more specific targets may be modified by this feat.
  Collective Focus (Psionic)
  You can store a psionic focus within your collective’s 
  minds for your use.
  Prerequisites: Collective class feature.
  Benefit: You can psionically focus your collective 
  itself, in the same manner in which you gain psionic 
  focus normally. At any time when you need to expend 
  your psionic focus on an ability that would affect a 
  member of your collective (including you), you can 
  expend this psionic focus instead. At any time when you 
  need to maintain psionic focus for an ability that affects 
  a member of your collective (including you), you can 
  use your collective’s psionic focus instead. Psionically 
  focusing your collective works just like focusing your 
  own mind. 
  Special: You cannot benefit from this feat at the same 
  time as Psicrystal Containment or Deep Focus. If you 
  have more than one of these, you may only have a single 
  additional psionic focus at any given time.
  Communal Overchannel (Psionic)
  You burn the life force of others to strengthen your 
  powers.
  Prerequisites: Overchannel, collective class feature.
  Benefit: When you use the Overchannel feat, you 
  can instead have a member of your collective take the 
  damage. They are allowed a Will save to resist this 
  effect (DC 10 + 1/2 manifester level + your manifesting 
  ability modifier), in which case you take the damage as 
  normal.
  Countersurge (Psionic, Surge)
  You can invoke your surge to disrupt powers and spells.
  Prerequisites: Improved Initiative, wild surge class 
  feature, manifester level 6th.
  Benefit: You may invoke your wild surge as an 
  immediate action in response to a power being 
  manifested, or a spell being cast, within 100 feet of you. 
  If you do, the source of the power or spell must succeed 
  at a Will save (DC 10 + 1/2 your manifester level + your 
  Charisma modifier) or that power or spell has its caster 
  or manifester level (and, as a result, all effects dependent 
  on caster or manifester level, such as damage and 
  range) reduced by an amount equal to your wild surge’s 
  intensity. If this would reduce the power or spell’s level 
  below the minimum needed to cast it, that power or spell 
  is still cast, though a spell or power with its caster level 
  reduced to 0 or lower is negated and has no effect. Using 
  this feat increases your chance of psychic enervation by 
  20%. You must declare that you are using this feat after 
  the power is manifested or the spell is cast, but before its 
  results are determined.
  Critical Imbuement (Psionic)
  You are able to recharge your psychic strike through 
  truly potent attacks invigorating your confidence.
  Prerequisites: Psychic Strike +1d8
  Benefit: One per round when you make a successful 
  critical hit you may recharge your psychic strike as a 
  free action (even if it is not your turn).
  Dancing Shadow Retribution (Psionic)
  You have mastered the cloak dancer’s evasive combat 
  style, blending in lightning fast strikes to your defensive 
  dance.
  Prerequisites: Cloak Dance, Dancing Shadow Style, 
  Dancing Style Waltz, ability to generate a mind blade, 
  psychic strike +1d8, Acrobatics 9 ranks, Stealth 9 ranks.
  Benefit: When performing a cloak dance as a full 
  round action, you gain total concealment and you may 
  recharge your psychic strike while moving up to your 
  base speed. When foes make attacks against you, these 
  attacks provoke attacks of opportunity from you while 
  you’re under concealment from your cloak dance.
  
  39
  Psionics augmented
  Dancing Shadow Style (Psionic, Style)
  You’ve learned to turn your evasive combat style into a 
  potent meditative technique.
  Prerequisites: Cloak Dance, ability to generate a mind 
  blade, psychic strike +1d8, Acrobatics 2 ranks, Stealth 7 
  ranks
  Benefit: When performing a cloak dance (see the 
  Cloak Dance feat), you may charge your psychic strike.
  Dancing Shadow Waltz (Psionic)
  Your evasive combat style allows you to move through 
  danger without worry.
  Prerequisites: Cloak Dance, Dancing Shadow Style, 
  ability to generate a mind blade, psychic strike +1d8, 
  Acrobatics 5 ranks, Stealth 7 ranks.
  Benefit: When performing a cloak dance as a full 
  round action you may move up to your base speed while 
  gaining concealment.
  Deadly Imbuement (Psionic)
  You are able to siphon off residual psychic impressions 
  to recharge your psychic strike from fallen foes.
  Prerequisites: Psychic Strike +1d8.
  Benefit: Whenever you reduce a foe to 0 hit points 
  or less, you may recharge your psychic strike as a free 
  action once per round. Foes slain in such a manner must 
  possess an Intelligence score of 3 or more for you to be 
  able to recharge your psychic strike.
  Enduring Mind
  You are trained to resist mental damage.
  Prerequisites: Wis 13.
  Benefit: Whenever you would suffer ability damage 
  to a mental ability score, reduce that damage by 2 (to 
  a minimum of 0). Ability damage you deal to yourself 
  (such as from one of your feats or powers) is not reduced 
  in this fashion.
  Extra Animus (Combat)
  Your reserves of animus are stronger.
  Prerequisites: Must possess an animus pool.
  Benefits: Your initial animus pool at the start of each 
  combat increases by 2 points.
  Special: You can take this feat multiple times. Each 
  additional time you take the feat, your initial animus 
  pool increases by 1 point instead of 2.
  Imbuement of the Phantom Weapon (Psionic)
  You have learned how to suspend a destructive psychic 
  field on weapons other than your mind blade.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8.
  Benefit: You may charge your psychic strike on a 
  weapon other than your mind blade as if it were your 
  mind blade and release it on a foe in the same manner. 
  You may only maintain a number of charged weapons 
  equal to the number of psychic strike dice you possess. 
  If the charged weapon ever leaves your possession 
  (either by being thrown or by being taken or lost), then 
  the weapon loses its charge the following round. The 
  weapon loses its held charge when you sleep or if you’re 
  knocked unconscious or killed.
  Improved Psychic Strike (Psionic)
  You have mastered a way to prolong the charge on your 
  psychic strikes to devastate a foe for multiple attacks.
  Prerequisites: Base attack bonus +6, Psychic Strike +2d8.
  Benefit: You may expend your psionic focus when 
  you use your psychic strike to apply your psychic strike 
  damage to all mind blade attacks you make until the 
  start of your next turn.
  Inspired Gift (Psionic)
  You apply your surging emotions to skill checks.
  Prerequisites: Wild surge class feature.
  Benefit: When you take this feat, select a number 
  of skills equal to your Charisma modifier. You gain an 
  insight bonus equal to your wild surge’s intensity on 
  checks made with those skills.
  Special: You may select this feat multiple times.
  Looming Presence (Psionic)
  Your mental presence pressures those under your 
  dominion.
  Prerequisites: Unwilling Participant, collective class 
  feature.
  Benefit: Members of your collective take a –2 penalty 
  to their attack rolls and AC against you.
  Metapsionic Animus (Psionic)
  You are capable of great talent with your animus reserves, 
  being able to influence and modify your powers with it.
  Prerequisites: Knowledge (psionics) 5 ranks, must 
  possess an animus pool.
  Benefit: When you manifest a power and apply a 
  metapsionic feat, you may spend points of animus equal 
  to twice that metapsionic feat’s normal cost adjustment 
  instead of the power points it would normally cost. This 
  still counts as spending the power points for the purposes 
  of the maximum power points spent on the power.
  Metapsionic Knife (Psionic)
  You have learned to blend your ability to manifest 
  powers with your mind blade, using it as a conduit for 
  some of your powers.
  Prerequisites: Psionic Meditation, ability to generate 
  a mind blade, ability to manifest 1st-level powers.
  Benefit: You may use your mind blade to deliver touch 
  or ranged touch powers. As a standard action, you may 
  manifest a power with the range of touch or close and 
  make a single attack, expending your psionic focus. If 
  this attack is successful, then the attack deals damage 
  from the mind blade and the effects of the power 
  manifested with this ability. 
  Mind Sniper
  You have mastered ways to use your psychically-
  generated weapons in a deadly and precise manner.
  Prerequisites: Ability to generate a mind blade or 
  mind bolt, knowledge of one blade skill, style technique 
  class feature.
  
  40
  Psionics augmented
  Benefit: Your mind blade or mind bolt always counts 
  as a favored weapon for your favored weapon class 
  feature, and your levels in soulknife count as marksman 
  levels when determining your favored weapon bonuses. 
  Opportunistic Conscription (Psionic)
  You can quickly exploit any weakness in the mental state 
  of your enemies.
  Prerequisites: Unwilling Participant.
  Benefit: When a creature within the range of your 
  Unwilling Participant feat fails a save against an effect 
  created by another member of your collective, you 
  can use the Unwilling Participant feat on them as an 
  immediate action.
  Pain Bonding (Psionic)
  You can form a collective with willing creatures; those 
  creatures can withstand your enervation for you.
  Prerequisites: Vent Agony, Autohypnosis 9 ranks.
  Benefit: You may form a collective with which to 
  share the pain of your psionic backlash. As a standard 
  action, you may join any number of willing targets to 
  your collective (up to your limit, see below). You must 
  have line of sight to each target, each target must have a 
  Wisdom score of at least 1, and all targets must be within 
  Medium range (100 feet plus 10 feet per manifester 
  level). Your collective may contain up to a number of 
  creatures equal to your Charisma modifier. You are 
  always considered a member of your own collective, and 
  do not count against this limit.
  You can choose to remove a member as a free action 
  on your turn, and any member can voluntarily leave the 
  collective as a free action on their turn. Any member 
  whose Wisdom drops to zero or who moves out of 
  range of the collective is automatically removed. If a 
  member enters a null psionics field, the connection to 
  the collective is suppressed until that member leaves the 
  field. A member who leaves the collective for any reason 
  immediately loses any and all benefits they may have 
  gained from being a member. You are aware of the status 
  of this collective and can, roughly, sense the presence of 
  each member, although beyond telling if such a creature 
  is still a member, this has no mechanical benefit.
  Whenever you would suffer psychic enervation, a 
  willing member of your collective may choose to suffer 
  its effects instead of you. When you use the Overchannel 
  feat, you may divide the damage amongst willing 
  members of your collective in increments as small as 1 
  die (that is, if your Overchannel feat would deal you 3d8 
  points of damage and there are 2 willing members of 
  your collective, you and those members each suffer 1d8 
  points of damage). This feat counts as having a collective 
  as a class feature for the purpose of prerequisites.
  Pattern Blade
  You have learn to use your patterned logic and apply it to 
  your techniques with your mind blade.
  Prerequisites: Ability to generate a mind blade, throw 
  mind blade or launch soul bolt, knowledge of one blade 
  skill and one cryptic insight.
  Benefit: As a standard action, you may throw your 
  mind blade or launch a soul bolt at your full base attack 
  bonus. If the attack is successful you may add your 
  disrupt pattern class feature to the attack’s damage, 
  along with insights that may modify this effect as well as 
  with abilities like Psionic Shot or Psychic Strike.
  Piercing Surge (Psionic)
  Your surges cleave through resistance.
  Prerequisites: Wild surge class feature.
  Benefit: You benefit from an insight bonus equal to 
  your wild surge’s intensity on checks made to overcome 
  power resistance. Additionally, when invoking your wild 
  surge you ignore an amount of energy resistance equal 
  to twice your wild surge’s intensity.
  Psi-Animus Assault (Combat, Psionic)
  You are capable of channeling the churning energies of 
  your animus into your attacks through your psychically 
  enhanced combat methods.
  Prerequisites: Psionic Fist, Psionic Shot, or Psionic 
  Weapon; must possess an animus pool.
  Benefit: When expending your psionic focus to use 
  one of the prerequisite feats (or their greater versions), 
  you may spend one point of animus to deal an additional 
  1d6 points of damage. At character level 4th and every 
  four levels thereafter, you can spend up to one additional 
  point of animus to deal an additional 1d6 points of 
  damage.
  Psychic Celerity (Psionic)
  Your psionically-enhanced movement evolves further.
  Prerequisites: Psionic Meditation, Speed of Thought.
  Benefit: You may expend your psionic focus to move 
  up to your speed as a swift action.
  Ranged Martial Power (Combat, Psionic)
  You’ve learned how to use your martial path talents at 
  range.
  Prerequisites: Martial power class feature.
  Benefit: You can use your martial power class feature 
  when making ranged attacks.
  Sadism (Psionic)
  The pain of your collective reinvigorates you.
  Prerequisites: Collective class feature, character level 
  5th.
  Benefit: Whenever another member of your collective 
  takes damage, you may expend your psionic focus as 
  an immediate action in order to gain temporary hit 
  points equal to half the damage dealt. These temporary 
  hit points fade at a rate of 1 per round, and stack with 
  temporary hit points gained from this feat. You may only 
  gain temporary hit points in this way to a limit of up to 
  half of your normal maximum hit points.
  Surge Blade (Psionic, Surge)
  You can enhance your mind blade with your wild surge.
  Prerequisites: Mind blade class feature, wild surge 
  class feature.
  Benefit: You may invoke your wild surge as a swift 
  action to increase your mind blade’s damage by one 
  
  41
  Psionics augmented
  die step, as well as gain an insight bonus equal to your 
  wild surge’s intensity on attack and damage rolls made 
  with your mind blade. These benefits persist until the 
  beginning of your next turn.
  Swift Imbuement (Psionic)
  You have learned how to efficiently charge your mind 
  blade’s psychic strike to make it more available in 
  combat.
  Prerequisites: Ability to generate a mind blade, 
  psychic strike +1d8.
  Benefit: You may charge your psychic strike as a swift 
  action.
  Normal: You charge your psychic strike as a move 
  action.
  Tap Animus (Combat)
  You gain the ability to tap a small wellspring of animus 
  within you.
  Prerequisites: You may not possess the animus class 
  feature.
  Benefit: When you enter combat, you gain an animus 
  pool with one point of animus at the start of your first 
  turn, and add one point of animus to your animus 
  pool at the start of each of your turns thereafter. Your 
  animus pool persists for one minute after the last enemy 
  combatant is defeated or the encounter otherwise ends. 
  At the end of any round in which you initiate a maneuver 
  (see Path of War and Path of War: Expanded), you add an 
  additional point of animus to you pool. You can use this 
  animus pool to augment maneuvers or power animus-
  related feats and abilities as normal.
  Special: If you ever gain the animus class feature, this 
  feat is immediately exchanged for the Extra Animus feat.
  Telepathic Feedback (Psionic)
  You overload the connections people make with your 
  minds.
  Prerequisites: Wild Mind or Wis 15.
  Benefit: You may activate this feat whenever you 
  are targeted by a hostile mind-affecting ability, power, 
  or spell, or when you are subjected to unwanted 
  telepathic contact (you are automatically aware 
  of when you have been targeted or contacted 
  in this manner, though without further 
  information you might not be able to 
  identify the source). The source of 
  the ability or contact must succeed 
  at a Will save (DC 10 + 1/2 your 
  character level + your Wisdom 
  or Charisma modifier) or suffer 
  damage equal to your character level. 
  You may only activate this feat 
  once per provoking ability or 
  contact.
  Vent Agony (Psionic)
  You share your psychic pain with others.
  Prerequisites: Overchannel or wild surge.
  Benefit: Whenever you suffer psychic enervation 
  or use your Overchannel feat, you may select a hostile 
  creature within 30 feet That creature must succeed at a 
  Will save (DC 10 + 1/2 your manifester level + your key 
  ability modifier) or suffer the effects of your psychic 
  enervation and/or the damage from your Overchannel 
  feat (you still suffer those effects yourself). This is a pain 
  effect.
  Warrior’s Focus (Combat, Psionic)
  You have mastered a subdivision within your psyche 
  that thinks only of battle.
  Prerequisites: Must possess the warrior’s path class 
  feature.
  Benefit: You gain an additional psionic focus, a 
  special type dedicated to combat and the warrior’s path; 
  this focus is gained and used exactly like the character’s 
  normal psionic focus, but may only be used to maintain 
  or use your warrior’s path class feature.
  Wild Mind (Psionic)
  It’s hard to get a grip on your mind.
  Prerequisites: Surging euphoria class feature.
  Benefit: While benefitting from your surging euphoria, 
  you also gain a bonus equal to your wild surge’s intensity 
  on saving throws against mind-affecting abilities, 
  powers, and spells. You may expend your psionic focus 
  as an immediate action to double the bonus granted by 
  this feat for 1 round.
  
  42
  Psionics augmented
  Chapter 6: Prestige Classes
  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 dream of.
  The prestige classes and rules presented in this 
  chapter include the following:
  Ashen Blade: These soulknives focus on stealth and 
  cunning, supplementing their mind blades with powers.
  Cross-Discipline Master: These wilders mix psionics 
  from multiple disciplines for great effect.
  Marvel: Possessing a telekinetic power to enhance 
  their bodies, marvels are giants on the battlefield—
  regardless of their size.
  Primarch: The contemplative primarchs merge 
  elemental power with their mind blades, channeling the 
  might of the world through their sword.
  Strategos: Masters of logistics, strategos arm their 
  allies through psionic power.
  Surge Adept: These wilders delve into their emotional 
  side, empowering their psionics with inner will and 
  surging energies.
  Volcanic Mind: Like their namesake, volcanic minds 
  are explosive and dangerous, channeling their wild 
  surge into dangerous eruptions of power.
  Soulknives and Prestige Classes: This section 
  includes new special rules for soulknives entering 
  prestige classes, allowing normally-manifesting-based 
  classes to be adapted to mind blade users.
  Ashen Blade
  “Anatomy is an unreliable target, even 
  before one takes fleshcrafting or grafts 
  into account. Why bet my life on 
  knowing where the kidney of an 
  opponent is when I can instead 
  assail the constant and ever-
  vulnerable mind?”
  —Dezzik of the Ghost Caste, 
  an ashen blade
  Warriors of a psionic order of 
  murderers 
  and 
  cutthroats, 
  the 
  Order of Ashes is known and 
  feared for its art of the silent, 
  sudden kill. They’ve learned to 
  strike once and strike fast and 
  hard for the utmost in lethality. 
  To this end, they have learned 
  how to harness their psychic 
  strike and hone it to a razor’s edge 
  for use with their mind blades, 
  augmenting its killing power 
  through their deep meditations 
  and awakening of great psychic potential. While greatly 
  feared where they’re active, legend says you can find 
  these killers by the stain of ashes on their palms—this is 
  a false rumor started by the ashen blades themselves as 
  a way to throw their foolish pursuers off their trail.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become an ashen blade, a character must 
  fulfill all the following criteria.
  Skills: Knowledge (Psionics) 2 ranks, Sleight of Hand 2 
  ranks, Stealth 5 ranks.
  Feats: Combat Expertise, Improved Feint.
  Blade Skills: Must possess the Mind Daggers blade 
  skill.
  Special: Must possess the psychic strike class feature 
  or the covert training class feature. 
  CLASS SKILLS
  The ashen blade’s class skills (and the key ability 
  modifiers) are Acrobatics (Cha), Bluff (Cha), Climb 
  (Str), Craft (Int), Disable Device (Dex), Intimidate (Cha), 
  Knowledge (local) (Int), Spellcraft (Int), Stealth (Dex), 
  Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the 
  class features of the 
  ashen blade.
  Weapon and Armor 
  Proficiency: 
  Ashen 
  blades gain no additional 
  weapon 
  or 
  armor 
  proficiencies.
  Manifesting: An ashen 
  blade 
  gains 
  manifesting 
  ability if he did not already have 
  it. His power points per day, 
  powers known, and maximum 
  power level known are given 
  on Table: The Ashen Blade. He 
  chooses his powers from the 
  Gifted Blade power list. To 
  learn or manifest a power, he 
  must have a Wisdom score of 
  at least 10 + the power’s level, 
  the save DCs for his powers 
  are Wisdom-based, and he 
  uses his Wisdom score to 
  determine bonus power points. 
  His manifester level for these 
  powers is equal to his class 
  
  43
  Psionics augmented
  level plus his soulknife level (not to exceed his character 
  level).
  Alternatively, if the ashen blade was capable of 
  manifesting psionic powers as a gifted blade soulknife 
  before becoming a ashen blade, he may choose to forgo 
  this training, instead opting to progress his existing 
  manifesting class at each level of this prestige class. At 
  each level, he gains power points, access to new powers, 
  and an improved manifester level as if he had gained a 
  level as a gifted blade.
  Once the ashen blade has chosen his manifesting path, 
  it can never be changed—not even with effects such as 
  psychic reformation.
  Augmented Strike (Su): At 1st level, the ashen blade 
  is capable of augmenting his attacks with psychic power 
  to make them far more deadly. His level determines 
  what abilities are available to him, and he must spend 
  a number of power points as a swift action to generate 
  these augmentation effects (if applicable, not all abilities 
  are subject to augmentation) which last for one round 
  or until used on his next attack. If the attack misses, the 
  charge is maintained until his next successful attack 
  (melee or ranged) or until his next turn when they 
  expire. He may not perform another augmentation until 
  the previously manifested augmentation has been used 
  or dismissed. A ashen blade may not spend more power 
  points on augmenting his attacks than his class level. A 
  ashen blade may utilize his augmented strike ability a 
  number of times per day equal to 5 + Wisdom modifier 
  (minimum of 1) per day. At first level he may apply a 
  single augment, at 4th level he may apply a second 
  augment, and at 7th level he may apply a third augment. 
  See the following for a list of ashen blade augments.
  Assassin’s Blade: At 1st level, the mind blade of the 
  ashen blade becomes dull and partially translucent, as if 
  made of smoke and ashes, to better disguise the weapon 
  and it’s sudden and speedy attacks. The ashen blade’s 
  mind blade continues to grow in power as he walks the 
  path of psionic assassination - each level of this prestige 
  class counts as a level of the soulknife base class when 
  calculating the mind blade enhancement class feature 
  and for determining the effects and prerequisites of 
  blade skills. When making a feint attempt to attack a foe 
  with his mind blade, the ashen blade adds a +4 bonus 
  to the attempt. Additionally, the ashen blade may select 
  a single weapon type as if he had gained the Emulate 
  Melee Weapon blade skill as a form for his mind blade. 
  This must be a light or one-handed melee weapon as 
  anything larger may be too easily noticed. He may select 
  another weapon shape at 4th level, another at 7th level, 
  and a final one at 10th level. 
  If the ashen blade is capable of manifesting a panoply 
  of blades, in lieu of the previous abilities, the ashen blade 
  receives the following abilities from this class feature. 
  He receives the Distill Panoply armory tactic at 1st level 
  and may use this blade skill even if his panoply is not 
  manifested to create a singular dagger (see fast knives 
  below). When using a weapon he is wielding through 
  the use of the Distill Panoply armory tactic and making a 
  feint attempt, he receives a +4 bonus to the attempt.
  Fast Knives (Su): At 1st level, the ashen blade is 
  always capable of bringing a mind dagger to his hand 
  at the speed of instinct and can release them just as fast. 
  The ashen blade may manifest a single mind dagger to 
  attack and then immediately release it after damage 
  has been rolled as part of a standard attack action (the 
  ashen blade may make a free Sleight of Hand or Stealth 
  check as part of this attack to hide the manifestation 
  of the mind blade and its dismissal). At 1st level, this 
  allows the ashen blade to make a feint attempt against 
  his target when using a mind dagger as a swift action. At 
  6th level, the ashen blade is so skilled that he can make 
  the attempt as a free action once per round as part of 
  that attack. If this feint attempt is successful, the ashen 
  blade inflicts an additional 1d6 points of damage as if he 
  possessed the sneak attack class feature. If the character 
  Table 6–1: Ashen Blade
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Power 
  Points
  Powers 
  Known
  Max Power Level 
  Known
  1st
  +0
  +0
  +1
  +0
  Augmented strike (basic), 
  assassin’s blade, fast knives (swift 
  action feint)
  1
  1
  1st
  2nd
  +1
  +1
  +1
  +1
  Psychic strike +1d8, cunning
  3
  2
  1st
  3rd
  +2
  +1
  +2
  +1
  Blade skill
  6
  3
  1st
  4th
  +3
  +1
  +2
  +1
  Augmented strike (adept)
  10
  4
  2nd
  5th
  +3
  +2
  +3
  +2
  Psychic strike +2d8
  15
  4
  2nd
  6th
  +4
  +2
  +3
  +2
  Fast knives (free action feint)
  23
  5
  3rd
  7th
  +5
  +2
  +4
  +2
  Augmented strike (master)
  31
  5
  3rd
  8th
  +6
  +3
  +4
  +3
  Psychic strike +3d8
  43
  6
  4th
  9th
  +6
  +3
  +5
  +3
  Blade skill
  55
  6
  4th
  10th
  +7
  +3
  +5
  +3
  Master of ashes
  71
  7
  4th
  
  44
  Psionics augmented
  possessed sneak attack dice from a previous class, these 
  are added to this attack.
  Psychic Strike (Su): Starting at 2nd level, the ashen 
  blade may charge his mind blade with destructive 
  psychic energies as a move action. This effect inflicts 
  an additional 1d8 points of damage and is released into 
  an opponent as a free action as part of an attack. This 
  bonus increases to 2d8 points of damage at 5th level, and 
  to 3d8 points of damage at 8th level. If the ashen blade 
  possessed the psychic strike ability from a previous class, 
  these class features stack to determine the total number 
  of psychic strike damage dice. This functions otherwise 
  exactly as the soulknife class feature of the same name 
  (see the soulknife class, Ultimate Psionics pg 64, for 
  further details on this ability).
  Cunning (Ex): At 2nd level, the ashen blade gains a 
  +1 bonus on Bluff and Stealth skill checks made while 
  maintaining psionic focus. The ashen blade may expend 
  his psionic focus to double this bonus for a single Bluff 
  or Stealth check. If the character possessed the cunning 
  class feature from the cutthroat soulknife archetype, 
  his levels in cutthroat stack with his ashen blade levels 
  to determine its effectiveness; if not then this bonuses 
  increases by +1 at 5th level and again at 9th level. 
  Blade Skill: At 3rd level, the ashen blade may select a 
  new blade skill. He may select an additional new blade 
  skill at 9th level.
  Master of Ashes: At 10th level, the ashen blade’s skill 
  at killing has reached mastery, and his mind blade is the 
  perfect tool for his art. He no longer has a limit to how 
  many times per day he can use his augmented strike 
  ability and any time he kills a creature with at least 1 Hit 
  Die and an Intelligence of 3 or higher, he may recharge 
  his psychic strike or regain his psionic focus (the ashen 
  blade may choose which).
  Ashen Blade Augments
  An ashen blade has access to the following effects for her 
  augmented strike. 
  Increased Psychic Strike: The attack inflicts an 
  additional 1d8 points of psychic strike damage. For 
  every 2 power points spent, this damage increases by 
  1d8 points. The attack must be one to which sneak attack 
  damage applies.
  Focus-Destroying Blow: A creature hit by the ashen 
  blade’s attack must make a Will saving throw (DC 12 + 
  Wisdom modifier) or lose its psionic focus in addition to 
  taking the damage from the attack. For every 2 power 
  points spent, the DC increases by 1.
  Stunning Strike: A creature hit by the ashen blade’s 
  attack must make a Fortitude saving throw (DC 10 + 
  Wisdom modifier) or be stunned for 1 round in addition 
  to taking the damage from the attack. For every 2 power 
  points spent, the DC increases by 1.
  Bypass Concealment: The ashen blade’s next attack 
  ignores the miss chance provided by concealment or 
  total concealment. The ashen blade must still attack the 
  correct square when attacking an invisible creature.
  Mental Assault: The ashen blade’s next attack deals 
  2 points of either Intelligence or Wisdom damage in 
  addition to its normal damage. The ashen blade chooses 
  which type of ability damage to deal when activating 
  the power. For every 2 power points spent, the ability 
  damage increases by 1.
  Ghost Breaker: The ashen blade’s 
  next attack can strike incorporeal 
  creatures, as if her weapon had 
  the ghost touch special ability. This 
  augmentation 
  persists 
  until 
  the 
  ashen blade’s next turn.
  Psychic Vampire: The ashen 
  blade’s next attack drains 
  a number of power points 
  from the target equal to half 
  the damage dealt. Drained 
  power points are available 
  for the ashen blade to use 
  in the following round, but 
  expire at the end of his next 
  turn.
  Life Quencher: A creature 
  struck by the ashen blade’s 
  next 
  attack 
  gains 
  1d4 
  negative levels for 1 round; 
  a successful Fortitude save 
  (DC 17 + Wisdom modifier) 
  reduces this to 1 negative 
  level bestowed. For every 
  4 power points spent, the 
  duration of the negative levels is 
  increased by 1 round.
  Synaptic Disruptor: A creature 
  struck by the ashen blade’s next 
  attack cannot cast spells, manifest 
  powers, or use spell-like or psi-
  like abilities for 1 round unless it 
  succeeds on a Will save (DC 17 + 
  Wisdom modifier). For every 
  2 power points spent, the DC 
  increases by 1. 
  Table 6–2: Ashen Blade Augments
  Level
  Ability
  Basic
  Increased Psychic Strike
  Basic
  Focus-Destroying Blow
  Basic
  Stunning Strike
  Basic
  Bypass concealment
  Adept
  Mental Assault
  Adept
  Ghost Breaker
  Adept
  Psychic Vampire
  Master
  Life Quencher
  Master
  Synaptic Disruptor
  
  45
  Psionics augmented
  Cross-Discipline Master
  “There’s a saying about hammers and nails. There are 
  those who prefer to address it by buying a bigger hammer, 
  but me? I always preferred a tool set.”
  —Adyel the Wanderer, a cross-discipline master
  Wilders rely on their passions to carry them through 
  adversity and enact their will upon the world. Some—
  perhaps even many—wilders develop new and exotic 
  powers as part of this paradigm, but cross-discipline 
  masters are a cut above such dabblers. True experts 
  in many disciplines, cross-discipline masters delight in 
  learning new and exotic powers and use them with a 
  smooth ease that can only be described as art.
  The 
  overwhelming 
  majority 
  of 
  cross-discipline 
  masters are wilders, though other surging characters 
  are eligible for membership. Most continue along that 
  path after exploring their discipline mastery.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become a cross-discipline master, a 
  character must meet the following requirements:
  Skills: Knowledge (psionics) 5 ranks, Spellcraft 5 ranks
  Psionics: Manifester level 5th
  Special: Wild surge class feature, able to manifest 
  powers from three or more disciplines, one of which 
  must be 3rd level or higher. 
  CLASS SKILLS
  The cross-discipline master’s class skills (and the key 
  ability for each skill) are Knowledge (psionics) (Int), and 
  Spellcraft (Int).
  Skill Ranks per Level: 4 + Int modifier
  CLASS FEATURES
  The following are class features of the cross-discipline 
  master.
  Weapon and Armor Proficiency: Cross-discipline 
  masters gain no proficiency with any weapon or armor.
  Powers Known: At every level except 1st, the cross-
  discipline master gains additional power points per 
  day and access to new powers as if she had also gained 
  a level in any one manifesting class she belonged to 
  previously. She does not, however, gain any other 
  benefit that class would have gained (such as bonus 
  feats or class features). This essentially means that she 
  adds those levels of cross-discipline master to the level 
  of whatever other manifesting class the character has, 
  then determines power points per day, powers known, 
  and manifester level accordingly. If the cross-discipline 
  master had more than one manifesting class before 
  she became a cross-discipline master, she must decide 
  to which class she adds each level of cross-discipline 
  master for purpose of determining power points per day, 
  powers known, and manifester level.
  Unlike other psionic prestige classes that advance 
  manifesting, the cross-discipline master does not 
  advance her wild surge. Do not add levels of cross-
  discipline master to levels of wilder to determine wild 
  surge’s intensity or the effects of psychic enervation.
  Cross-Discipline Learning (Su): The cross-discipline 
  master learns how to utilize many disciplines at once. 
  At 1st level, and each level thereafter, she selects a 
  discipline. She learns a power from that discipline 
  (even if it’s not on her class list; if the power appears on 
  multiple class lists, use the highest-level version) and 
  increases her manifester level when manifesting powers 
  of that discipline by 1. The cross-discipline master must 
  select a new discipline for this ability at each level.
  Adaptive Surge (Su): At 3rd level, the cross-discipline 
  master learns to use her passions to adapt to changing 
  circumstances. Up to three times per day, she may invoke 
  her wild surge as a swift action and learn a new power 
  from a discipline she has selected for cross-discipline 
  learning. She retains knowledge of this power for a 
  number of minutes equal to her wild surge’s intensity, 
  after which it dissipates from her mind.
  Cross-Discipline Efficiency (Su): At 5th level, the cross-
  discipline master becomes more efficient at using powers 
  from many disciplines; she reduces the base power point 
  cost of her powers by 1, to a minimum of 1 pp.
  Cross-Discipline Mastery (Su): At 6th level, the cross-
  discipline master reaches the pinnacle of her learning 
  in utilizing powers of many disciplines. She chooses a 
  metapsionic feat (she doesn’t have to know this feat). 
  Whenever she manifests a power from a discipline from 
  which she hasn’t already manifested a power during this 
  encounter, she may apply the chosen metapsionic feat 
  Table 6–3: Cross-Discipline Master
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Manifesting
  1st
  +0
  +0
  +0
  +1
  Cross-discipline learning
  —
  2nd
  +1
  +0
  +0
  +1
  Cross-discipline learning
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +2
  Adaptive surge, cross-discipline learning
  +1 level of existing class
  4th
  +3
  +1
  +1
  +2
  Cross-discipline learning
  +1 level of existing class
  5th
  +3
  +1
  +1
  +3
  Cross-discipline efficiency, cross-discipline 
  learning
  +1 level of existing class
  6th
  +4
  +2
  +2
  +3
  Cross-discipline mastery, cross-discipline 
  learning
  +1 level of existing class
  
  46
  Psionics augmented
  to it without expending her psionic focus. She still pays 
  any increased pp costs, and the power still needs to be 
  compatible with the chosen feat.
  Marvel
  “I tried dramatic battlecries for a while, but, honestly? It’s 
  hard to beat the clean schoolyard joy of ‘Look what I can 
  do!’” 
  —Misty Lovegood, a marvel
  Some soulknives create their idealized weapon or set 
  of weapons with their minds, others create fantastic 
  armories of floating weapons that they can use at their 
  whims. And then there are those soulknives with a 
  propensity for the generation of personal power who 
  undertake a great feat of psychic evolution to make their 
  own bodies into the ideal weapon. These few psychics 
  become known as marvels. Fortified with telekinetic 
  power, these marvels are capable of feats of impossible 
  power and durability, as well as achieving telekinetic 
  flight.
  Hit Die: d12
  REQUIREMENTS
  To qualify to become a marvel, a character must fulfill 
  all the following criteria.
  Skills: Acrobatics 4 ranks, Autohypnosis 5 ranks, 
  Knowledge (Psionics) 5 ranks.
  Feat: Psionic Body and one of the following: Psionic 
  Fist, Psionic Shot, or Psionic Weapon.
  Blade Skills: Telekinetic Athleticism.
  Special: Must possess the enhanced mind blade class 
  feature.
  CLASS SKILLS
  The marvel’s class skills (and the key ability modifiers) 
  are Acrobatics (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), 
  Knowledge (psionics) (Int), Profession (Wis), Spellcraft 
  (Int), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are class features of the marvel.
  Weapon and Armor Proficiency: Marvels gain no 
  additional weapon or armor proficiencies.
  Manifesting: At 2nd level and every level thereafter, a 
  marvel gains additional power points per day and access 
  to new powers as if she had also gained a level of gifted 
  blade manifesting. She does not, however, gain any 
  other benefit a character of that class would have gained 
  (blade skills, psychic strike, and so on). This essentially 
  means that she adds the level of marvel to her gifted 
  blade level, and then determines power points per day, 
  powers known, and manifester level accordingly. 
  Alternately, if the marvel had powers from being 
  a psychic warrior, she may advance that power 
  progression in place of gifted blade manifesting. If she 
  possessed no manifesting at all before entering this class, 
  this class feature does not grant the ability to manifest 
  psionic powers.
  Marvel: At 1st level, a marvel’s psionic abilities grow 
  together and evolve, the blend of psychic mastery and 
  power manifestation improving their physical abilities. 
  Each level of the marvel class counts as a soulknife 
  level for the purposes of determining the effectiveness 
  of her blade skills (as well as qualifying for higher level 
  blade skills) and of her mind blade enhancement class 
  feature. In addition, if the marvel possesses levels in the 
  psychic warrior class, her marvel levels stack with her 
  psychic warrior levels for the purposes of determining 
  the effectiveness of her her path’s trance and maneuver 
  abilities.
  Gift of Power (Su): At 1st level, a marvel’s psionic 
  energies fortify her form with telekinetic power. A 
  marvel adds 1 point of her Wisdom modifier (minimum 
  0) per marvel level as an insight bonus to her Strength 
  score while psionically focused. She may also add her 
  full Wisdom modifier (minimum 0) plus her marvel level 
  to her Strength score when making Strength checks to 
  break objects and for determining her carrying capacity. 
  In addition, she gains the rock throwing special ability. 
  Unlike a normal rock-throwing creature, a marvel is 
  Table 6–4: Marvel
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Manifesting
  1st
  +1
  +1
  +0
  +0
  Marvel, gift of power
  —
  2nd
  +2
  +1
  +1
  +1
  Telekinetic armor
  +1 level of existing class
  3rd
  +3
  +2
  +1
  +1
  Psychic strike +1d8
  +1 level of existing class
  4th
  +4
  +2
  +1
  +1
  Gift of flight
  +1 level of existing class
  5th
  +5
  +3
  +2
  +2
  Gift of durability
  +1 level of existing class
  6th
  +6
  +3
  +2
  +2
  Blade skill
  +1 level of existing class
  7th
  +7
  +4
  +2
  +2
  Gift of potency
  +1 level of existing class
  8th
  +8
  +4
  +3
  +3
  Marvelous flight
  +1 level of existing class
  9th
  +9
  +5
  +3
  +3
  Psychic Strike +2d8
  +1 level of existing class
  10th
  +10
  +5
  +3
  +3
  True marvel
  +1 level of existing class
  
  47
  Psionics augmented
  not limited by her size when throwing an object using 
  this ability; she merely needs to be able to lift it over 
  her head (see Strength and Carrying Capacity in the 
  Pathfinder Core Rulebook) to throw it, regardless of the 
  object’s size. A marvel only gains these benefits while 
  psionically focused.
  Telekinetic Amor (Su): At 2nd level, the telekinetic 
  energies of the marvel create a thin field of energies 
  within her very skin. For every two marvel levels that 
  she possesses, she increases her natural armor bonus to 
  her Armor Class by +1 while she maintains psionic focus. 
  Psychic Strike (Su): Starting at 3rd level, the marvel 
  may charge her mind blade with destructive psychic 
  energies as a move action. This effect inflicts an 
  additional 1d8 points of damage and is released into an 
  opponent as a free action as part of an attack. This bonus 
  increases to 2d8 points of damage at 9th level. If the 
  marvel possessed the psychic strike ability from another 
  class, these class features stack to determine the total 
  number of psychic strike damage dice. This functions 
  otherwise exactly as the soulknife class feature 
  of the same name (see the soulknife class from 
  Ultimate Psionics, for further details on this 
  ability).
  Gift of Flight (Su): At 4th level, 
  the marvel is capable of achieving 
  a modicum of three dimensional 
  mobility. While psionically focused, 
  the marvel gains the ability to fly 
  at a speed of 60 feet with good 
  maneuverability. She can begin 
  flying as a swift action, and 
  can remain in flight for a 
  number of minutes equal 
  to her marvel level plus 
  her Wisdom modifier 
  (minimum 1 minute). 
  These minutes need 
  not be consecutive, 
  but must be used 
  in 
  one-minute 
  increments.
  Gift of Durability 
  (Su): At 5th level, a marvel’s 
  psionic 
  energies 
  create 
  a 
  buffering field of protective 
  telekinetic force around her. 
  While 
  psionically 
  focused, 
  the 
  marvel 
  gains 
  damage 
  reduction 5/adamantine. 
  Blade Skill: At 6th level, the 
  marvel may select a new blade 
  skill. 
  Gift of Potency (Su): At 7th 
  level, 
  the 
  telekinetic 
  field 
  of the marvel is capable of 
  ripping apart and penetrating 
  the defenses of enemies. While 
  psionically focused, the marvel’s attacks automatically 
  overcome damage reduction.
  Marvelous Flight (Su): At 8th level, the marvel’s 
  ability to fly has improved with great practice. While 
  psionically focused, the marvel gains the ability to fly at 
  a speed of 60 feet with good maneuverability.
  True Marvel (Ex): At 10th level, the marvel has 
  finished her transformation into a true psychokinetic 
  wonder, a fusion of psionic power and biological form. 
  Her type changes to outsider and she gains the native 
  subtype. In addition, her damage reduction improves to 
  10/–, she gains immunity to disease and bleed damage, 
  and she is no longer required to maintain psionic focus 
  to use her marvel class features that require it. While 
  sleeping or resting, the marvel regains hit points and 
  heals ability damage at twice the normal rate.
  Primarch
  “I practice the art of destruction. Is it any surprise that I 
  choose to learn from its master, Nature Itself?” 
  —Brother Selzan, a primarch
  The path of the primarch is 
  one of self reflection and 
  contemplation. As they delve 
  deeper into the mysteries 
  of their mind and focus on 
  the powers they’ve trained and 
  developed, the Primarch achieves 
  mastery over the composition of his 
  powers in both elements of its creation 
  as well as the skills he masters through 
  constant 
  battles. 
  By 
  compartmentalizing 
  portions of his martial skill and remembering 
  successes and failures within these shelved 
  memories, the primarch is able to draw upon 
  these experiences and forge his personal 
  weapon into the best possible weapon it 
  could ever be.
  Hit Die: d10
  REQUIREMENTS
  To qualify to become a primarch, a 
  character must fulfill all the following 
  criteria.
  Skills: Acrobatics 4 ranks, Intimidate 
  5 ranks, Knowledge (psionics) 5 ranks.
  Feats: Weapon Focus (mind blade or 
  equivalent) and Swift Imbuement.
  Blade Skills: One of the following - 
  Fire Blade, Ice Blade, Lightning Blade, 
  Thunder Blade, or Telekinetic Edge. 
  Special: Ability to generate a mind 
  blade (or its equivalent), throw mind 
  blade (or its equivalent), mind blade 
  enhancement +3.
  
  48
  Psionics augmented
  CLASS SKILLS
  The primarch’s class skills (and the key ability modifiers) 
  are Acrobatics (Cha), Climb (Str), Craft (Int), Intimidate 
  (Cha), Knowledge (psionics) (Int), Profession (Wis), Sense 
  Motive (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier per level
  CLASS FEATURES
  The following are class features of the primarch 
  prestige class.
  Weapon and Armor Proficiency: Primarchs gain no 
  additional weapon or armor proficiencies.
  Primacy of the Blade: At 1st level, the primarch’s 
  focus on his mind blade continues into his mastery of 
  blade skills. Each level of primarch counts as a soulknife 
  level for the purposes of the enhanced mind blade class 
  feature as well as increasing his effective soulknife level 
  for the purposes of blade skills and their effects and 
  prerequisites. If the character possesses manifesting 
  from being a gifted blade, then each level of primarch 
  advances his manifesting as a gifted blade.
  Psychic Epiphany (Su): Beginning at 1st level, the 
  primarch makes a discovery about the inner power 
  within his mind and therefore buried within his mind 
  blade. At the core of his mind, he discovers the power 
  source within his soul and may derive a potent psychic 
  epiphany from it. This deep understanding grants his 
  attunement to his element and what abilities he derives 
  from his epiphany. His epiphany is based on his choice 
  of blade skill for entry to this class (Ice Blade leads to 
  the Ice epiphany and awakening, Fire Blade to Flame 
  epiphany and awakening, Lightning or Thunder Blade to 
  Storm epiphany and awakening, and Telekinetic Edge to 
  Metal epiphany and awakening), this is the path that the 
  primarch will follow and it may not be changed. These 
  bonuses are in addition to any that would be received 
  from the mind blade enhancement class feature.
  Ice: A primarch who finds that his psychic power 
  comes from a freezing place within his mind generates 
  a blade that resembles ice or a freezing, frost coated 
  weapon. This chilling numbness grants the weapon the 
  frost weapon enhancement. 
  Storm: From the tumultuous depths of the primarch’s 
  spirit does he find a storm of unending lightning. When 
  generating a mind blade, it appears as a blade of solid 
  storm clouds that ripple with electricity or maybe even 
  softly glowing lightning. This stormy blade gains the 
  shocking weapon enhancement.
  Flame: Passion burns deeply within the primarch’s 
  heart, and from his core an inferno looms with the desire 
  to consume his foes. When forming his mind blade, it may 
  appear as so much barely coherent lava or a jet of flame. 
  This fiery weapon gains the flaming weapon enhancement.
  Metal: The determination and discipline of the 
  primarch reveals a truth about his iron-hard spirit, 
  and his mind blade shares his determination. His mind 
  blade may appear as a wondrous adamantine blade, a 
  mercurial mithral blade of impossible craftsmanship, 
  or more mundane in appearance yet impossibly sharp 
  and durable. The primarch’s mind blade is as hard as 
  adamantine, gaining the unique properties of that metal. 
  Reformative Blade Skills (Ex): Starting at 1st level, 
  the primarch gains the ability to change his tactics mid-
  battle, his mind altering his blade skills to better suit the 
  combat before him. This ability allows him to reconfigure 
  his blade skills once per encounter as an immediate 
  action. The primarch may then select any one blade skill 
  whose requirements he meets and trade out a blade skill 
  he currently possesses to use this new one. The effect of 
  the blade skill selected lasts for 1 minute. The primarch 
  may reform blade skills a number of times per day equal 
  to 3 + his Wisdom modifier (minimum of 3). 
  At 4th level, he may trade out two blade skills through 
  this method, and at 7th he may trade out three blade 
  skills. At 10th level, the primarch has a variable blade 
  skill that he may select at the beginning of any encounter 
  to fill with any blade skill he may qualify for.
  Blade Skill: At 2nd level, the primarch may select a 
  new blade skill. He may select an additional new blade 
  skill at 6th level.
  Psychic Strike (Su): Starting at 3rd level, the 
  primarch may charge his mind blade with destructive 
  psychic energies as a move action. This effect inflicts 
  Table 6–5: Primarch
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  1st
  +1
  +1
  +0
  +0
  Primacy of the blade, psychic epiphany, reformative blade skills (1)
  2nd
  +2
  +1
  +1
  +1
  Blade skill
  3rd
  +3
  +2
  +1
  +1
  Psychic strike +1d8
  4th
  +4
  +2
  +1
  +1
  Psychic awakening (1), reformative blade skills (2)
  5th
  +5
  +3
  +2
  +2
  Psychic defense
  6th
  +6
  +3
  +2
  +2
  Blade skill
  7th
  +7
  +4
  +2
  +2
  Psychic awakening (2), reformative blade skills (3)
  8th
  +8
  +4
  +3
  +3
  Psychic strike +2d8
  9th
  +9
  +5
  +3
  +3
  Improved psychic defense
  10th
  +10
  +5
  +3
  +3
  Singularity of war, reformative blade skills (variable skill)
  
  49
  Psionics augmented
  an additional 1d8 points of damage and is released into 
  an opponent as a free action as part of an attack. This 
  bonus increases to 2d8 points of damage at 8th level. If 
  the primarch possessed the psychic strike ability from 
  a previous class, these class features stack to determine 
  the total number of psychic strike damage dice. This 
  functions otherwise exactly as the soulknife class feature 
  of the same name (see the soulknife class, Ultimate 
  Psionics pg 64, for further details on this ability).
  Psychic Awakening (Su): At 4th level, the primarch’s 
  mind blade begins to evolve in form, as his mind 
  awakens new pathways to release the potency hidden in 
  his blade. He may access this first awakening when his 
  mind blade has been manifested. Saving throw DCs are 
  10 + primarch level + Wisdom modifier.
  Ice: The freezing cold derived from his epiphany 
  grants the primarch the ability attack with intense 
  freezing cold. The intense cold of the weapon increases 
  its cold damage from the frost property from 1d6 to 
  2d6 additional cold damage. As a full round action, the 
  primarch may expend his psionic focus to launch his 
  mind blade as if he manifested the energy stun power as 
  a psi-like ability (cold damage only).
  Storm: The storm within the primarch’s mind blade 
  increases its intensity, sparking and crackling with 
  lightning and rumbling with restrained thunder 
  whenever manifested. The lightning within the blade 
  increases the electrical damage from the shocking 
  property from 1d6 to 2d6 additional electrical damage. As 
  a full round action, the primarch may expend his psionic 
  focus to launch his mind blade as if he manifested the 
  energy bolt power as a psi-like ability (electrical damage 
  only) with a Reflex save for half damage.
  Flame: The fiery core within the primarch’s mind 
  infuses his mind blade with a single-minded goal of 
  consuming all it contacts and leaving nothing but ashes 
  in its wake. The heat from the blade is so incredible that 
  the flaming property of the weapon increases its damage 
  from 1d6 to 2d6 additional fire damage. As a full round 
  action, the primarch may expend his psionic focus and 
  throw his mind blade at a target or target location to 
  manifest energy ball as a psi-like ability (fire damage 
  only) with a Reflex save for half damage.
  Metal: The inflexible potency of the primarch’s mental 
  core allows for his mind blade to be harnessed and 
  honed to razor-fine edge with supernal durability. This 
  allows his mind blade to bypass any damage reduction 
  or hardness as if it were not even there. He may expend 
  his psionic focus to gain the benefits of the Improved 
  Sunder feat and inflict an additional 1d6 points of 
  damage to objects (should he already possess this feat, 
  he inflicts an additional 1d6 points of damage to objects). 
  At 7th level, he gains access to a new tier of power 
  as his mind blade advances towards its perfect state. 
  He accesses his second awakening as well as his first 
  awakening when his mind blade has been manifested. 
  Ice: The freezing potency of the mind blade increases, 
  allowing the primarch to generate ice from his weapon 
  and affect it as if he was using the modify matter psionic 
  power, allowing him to create whole finished objects 
  with the ice created. As a full round action, he expends 
  his psionic focus and may create up to 10 cubic feet of ice 
  per round (for a number of rounds equal to his Wisdom 
  modifier) and use modify matter on it to shape it into 
  fantastic forms and useful items. Treat the hardness 
  and hit points of this ice as stone with the primarch’s 
  enhancement bonus to his mind blade increasing its 
  hardness and hit points.
  Storm: The turbulent winds within the primarch’s 
  spirit are controlled by his enduring will, allowing him 
  to generate winds to serve his bidding. As a standard 
  action, he may expend his psionic focus to manifest the 
  telekinetic force psionic power as a psi-like ability, using 
  spinning currents of wind to lift or manipulate the object 
  instead of pure force of will alone.
  Flame: The fiery intensity of the primarch’s passions 
  burn ever hotter, burning foes that draw too near to him. 
  As a standard action, he may expend his psionic focus 
  and manifest the energy retort psionic power on himself 
  as a psi-like ability (fire damage only).
  Metal: The mind blade of the primarch actively hunts 
  his foes and their vital spots, allows him to expend his 
  psionic focus and resolve his attacks with his mind blade 
  as touch attacks for one round. 
  Psychic Defense (Ex): At 5th level, the primarch 
  becomes partially resistant to his psychic epiphany’s 
  element. While maintaining psionic focus, the primarch 
  gains energy resistance of 10 for his corresponding 
  element (ice grants cold resistance, storm grants 
  electrical resistance, and flame grants fire resistance). 
  Metal primarchs gain DR 5/adamantine.
  At 9th level, the primarch’s energy resistance increases 
  to 20, and the Metal primarch’s natural armor bonus 
  increases by 2.
  Singularity of War: At 10th level, the primarch has 
  perfected his mind blade, growing its potency through 
  the nurturing of its hidden source within his mind. He 
  may now access the following technique based on upon 
  the primarch’s psychic epiphany. Saving throw DCs are 
  20 + Wisdom modifier.
  Ice: The bitter cold within his mind blade allows the 
  primarch to freeze a foe solid with a single icy blow. As 
  a full round action, the primarch may expend both his 
  psychic strike and psionic focus to manifest the spell 
  polar ray as a psi-like ability. The primarch uses his 
  character level as his caster level.
  Storm: The storm within the mind of the primarch may 
  be released in a pressurized torrent of furious wind. As a 
  full round action, the primary expends both his psychic 
  strike and his psionic focus to unleash the effects of a 
  whirlwind spell as a psi-like ability. The primarch uses 
  his character level as his caster level.
  Flame: The primarch focuses the fury of his mental 
  inferno forms it into a conflagration of destruction. 
  As a full round action, the primarch expends both his 
  psychic strike and psionic focus, and he manifests the 
  spell firestorm as a psi-like ability. The primarch uses his 
  character level as his caster level.
  
  50
  Psionics augmented
  Metal: The primarch’s mind blade allows him to 
  make a flurry of attacks in the span of a heartbeat. The 
  primarch expends his psychic strike and his psionic 
  focus, and he gains the benefits of the Whirlwind Attack 
  feat, making attacks at full base attack bonus at any 
  target that he threatens within his melee range or attack 
  targets at full base attack bonus at any target within the 
  first range increment on a ranged attack. These attacks 
  always cause bleeding wounds as if the primarch’s 
  weapon possesses the wounding weapon enhancement.
  Strategos
  “Logistics wins wars.” 
  —“Chessboard” Rue Rivers, a strategos 
  Some wielders of psychic power seek to extend and 
  stretch the depths of their psionic power to assist their 
  abilities in many different ways. Some small select few, 
  those who are quite gifted in the telepathic arts, find that 
  they are able to forge bonds with their allies to share 
  their implements of war and assist their allies. This bond 
  may be used as a delivery medium for their psionic skills 
  as well as a potent weapon. Strategos, as they are called, 
  learn to use their telepathic mastery as both offense and 
  defense in pursuit of greater psionic knowledge and 
  personal glory or power.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become a strategos, a character must fulfill 
  all the following criteria.
  Skills: Knowledge (psionics) 4 ranks, Spellcraft 6 ranks.
  Feats: Metapsionic Knife.
  Blade Skills: Telepathic Gift.
  Manifesting: Manifester level 5th, ability to manifest 
  two or more powers from the telepathy discipline.
  Special: Must be possess the form mind blade class 
  feature (or its equivalent) and the enhanced mind blade 
  class feature. If the character possesses the telepathy 
  ability from another source, then the Telepathic Gift 
  blade skill is unnecessary for entry.
  CLASS SKILLS
  The strategos’s class skills (and the key ability modifiers) 
  are Acrobatics (Cha), Bluff (Cha), Craft (Int), Diplomacy 
  (Cha), Intimidate (Cha), Knowledge (psionics) (Int), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are class features of the stratego prestige 
  class.
  Weapon and Armor Proficiency: Strategos gains no 
  additional weapon or armor proficiencies.
  Manifesting: At each indicated level, the character 
  gains additional power points per day and access to 
  new powers as if he had also gained a level in any one 
  manifesting class he belonged to previously. He does not, 
  however, gain any other benefit a character of either 
  class would have gained (bonus metapsionic, or item 
  creation feats, and so on). This essentially means that he 
  adds the level of strategos to the level of whatever other 
  manifesting class the character has, and then determines 
  power points per day, powers known, and manifester 
  level accordingly. If a character had more than one 
  manifesting class before he became a strategos, he must 
  decide to which class he adds each level of strategos for 
  purpose of determining power points per day, powers 
  known, and manifester level.
  Telepathic Blade: At 1st level, the strategos’ mind 
  blade continues to advance, his mental powers growing 
  at each level to empower his mental arsenal. Each 
  level of the strategos class counts as a soulknife level 
  for the purposes of determining the effectiveness of 
  his blade skills (as well as qualifying for higher level 
  blade skills) and of his mind blade enhancement class 
  feature. Additionally, when using the Metapsionic Knife 
  feat, he may expend his psychic strike charge in place of 
  his psionic focus when delivering psionic power effects 
  through his mind blade. If the strategos manifests his 
  powers as a gifted blade when advancing manifesting in 
  this class, then he advances his manifesting at each level 
  instead of as listed on the table and may select powers 
  from the tactician list (from 1st through 4th levels, and 
  he gains access to tactician 0th level talents) when 
  choosing powers.
  Collective (Su): A strategos learns to use psionic 
  power to connect willing minds through an internal 
  network that strengthens their psychic bonds. As a 
  standard action, a strategos can join any number of 
  willing targets into his collective (up to his limit, see 
  below). The strategos must have line of sight to each 
  target, each target must have a Wisdom score of at least 1, 
  and all targets must be within medium range (100 feet + 
  10 feet per strategos level). The collective can contain up 
  to his Wisdom modifier or his strategos level, whichever 
  is higher. The strategos is always considered a member 
  Exotic Soulknives with Bladed Collectives
  For soulknives with more exotic forms of mind blades 
  (augmented blades, deadly fists, feral hearts, psychic 
  armories, and rage blades), mind blades that are delivered 
  from the collective function as followed. Augmented 
  blades lend small fractions of their psicrystals that 
  form either ghostly versions of the weapon used by 
  the soulknife or lend their psicrystal in tiny fragments 
  to their allies to enhance their own weapons as if the 
  augmented blade had used their weapon augmentation 
  on it. Deadly fists and feral hearts simply lend their 
  natural weapons to their allies or create phantom 
  claws or fists to attack enemies. Psychic armories direct 
  weapons from their panoply to be used by their allies 
  or manifest weapons around their allies to attack. Rage 
  blades cannot share their wrath augments or their rage 
  blades at all—they can only share their normal mind 
  blades due to the possible psychic pollution that could 
  come from sharing their rage.
  
  51
  Psionics augmented
  of his own collective, and does not count against this 
  limit. If the strategos has levels in a class that grants a 
  collective, then he does not gain a new collective class 
  feature and may simply advance a previously gained 
  one as if he were advancing that class. 
  The strategos can choose to remove a member as a 
  free action on his turn, and any member can voluntarily 
  leave the collective as a free action on their turn. Any 
  member whose Wisdom drops to zero or who moves 
  out of range of the collective is automatically removed. 
  If a member enters a null psionics field, the connection 
  to the collective is suppressed until the member leaves 
  the field. A member who leaves the collective for any 
  reason immediately loses any and all benefits they may 
  have gained from being a member. A strategos is aware 
  of the status of his collective and can, roughly, sense the 
  presence of each member, although beyond telling if 
  such a creature is still a member, he would instead need 
  to rely on his telepathic gift blade skill to determine 
  more information.
  A strategos can manifest certain powers through his 
  collective. If a strategos power specifies one or more 
  willing targets (or is harmless) and has a range greater 
  than personal, he can manifest this power on a member 
  of his collective regardless of the range of the actual 
  power. All other non-range restrictions still apply. He 
  may manifest any power with the Network Descriptor 
  this way, regardless of their actual ranges or targets. If he 
  is capable of manifesting powers or casting spells from a 
  different class (as is the case for a multiclass manifester), 
  any compatible spell or power with a range greater than 
  touch can also be used through the collective.
  If a member of the collective dies, the member is 
  removed from the collective and the strategos must 
  make a Fortitude save (DC 15) or lose 1 power point for 
  every Hit Die of the fallen member and be sickened for 
  an equal number of rounds.
  Telepathic Defense (Su): At 2nd level, the strategos’ 
  skill within his specialty grows to assist him in combat 
  by reading the surface thoughts and intentions of his 
  foes that lie within the range of his telepathy. He gains 
  an insight bonus to his Armor Class equal to his primary 
  manifesting attribute modifier to a maximum of his 
  class level against foes within range of his telepathy. 
  A strategos must be capable of reading the surface 
  thoughts of a creature to gain this bonus to Armor 
  Class, thus he does not gain telepathic defense against 
  mindless creatures such as oozes, most constructs, and 
  some forms of undead or against foes who are immune 
  to mind-affecting abilities. The strategos does not gain 
  this bonus if he is wearing medium or heavy armor. He 
  retains this bonus to his Armor Class even when caught 
  flat-footed against creatures with 1 or more Intelligence.
  Bladed Collective (Su): At 2nd level, the strategos 
  is capable of manifesting his mind blade through his 
  collective - striking from unexpected angles or lending 
  his mind blade to his collective. As a standard action the 
  strategos may manifest a mind blade in the square of an 
  ally in his collective and attack as if he were standing in 
  that position. This mind blade dissipates after the attack. 
  This attack may be combined with other abilities that 
  augment attacks, such as psychic strike damage, feats, 
  martial maneuvers or other such abilities. 
  Alternately, as a free action (once per round per ally), 
  he may lend a copy of his mind blade to an ally within 
  his collective. Any mind blade granted to ally through 
  the collective is sized appropriately for the ally. Every 
  copy of his mind blade reduces the overall enhancement 
  bonus granted from his enhanced mind blade class 
  feature by 1 (minimum of 0, treating all mind blades 
  as masterwork weapons). Enhancement bonuses break 
  down and reconfigure as the strategos grants the use 
  of a mind blade to an ally. These mind blades persist as 
  long as the strategos maintains them or as long as the 
  ally chooses to wield it - either may be dismissed as a 
  free action. Blade skills that alter or shift the shape 
  or function of the basic mind blade (such as Emulate 
  Weapon) do not affect copies of the strategos’ mind blade 
  wielded by allies. These skills can be lent through Share 
  Blade Skill, however. 
  Table 6–6: Strategos
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Manifesting
  1st
  +0
  +0
  +0
  +1
  Telepathic blade, collective
  —
  2nd
  +1
  +1
  +1
  +1
  Telepathic defense, bladed 
  collective
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +2
  Collective skill
  +1 level of existing class
  4th
  +3
  +1
  +1
  +2
  Uncanny dodge
  +1 level of existing class
  5th
  +3
  +2
  +2
  +3
  Collective skill
  +1 level of existing class
  6th
  +4
  +2
  +2
  +3
  Telepathy focus
  +1 level of existing class
  7th
  +5
  +2
  +2
  +4
  Collective skill
  +1 level of existing class
  8th
  +6
  +3
  +3
  +4
  Improved uncanny dodge
  +1 level of existing class
  9th
  +6
  +3
  +3
  +5
  Collective skill
  +1 level of existing class
  10th
  +7
  +3
  +3
  +5
  Collective eruption
  +1 level of existing class
  
  52
  Psionics augmented
  Collective Skill: At 3rd level, the strategos gains a 
  unique form of blade skill that allows for a strategos to 
  use unique abilities involving his mind blade and his 
  blade skills through the members of his collective. 
  Collective 
  Armaments: 
  The 
  strategos 
  with 
  this 
  collective ability is capable of granting mind blades to 
  his allies, but if he possesses the ability to generate mind 
  armor or a mind shield he may also lend these through 
  his bladed collective as well.
  Collective Protection: A strategos with this skill and 
  the Ghost Step blade skill may use this collective skill to 
  swap places an ally by expending his psionic focus as a 
  move action, moving the ally to the strategos’ space and 
  the strategos to the ally’s previous space. The strategos 
  must possess the Ghost Step blade skill to select this 
  ability.
  Collective Psychic Strike: A strategos with this 
  technique may charge his collective with a use of his 
  psychic strike ability. The strategos may charge 
  his collective as he would normally charge his 
  mind blade, and any ally within his collective 
  may use this psychic strike charge as a 
  free action as a part of an attack. Use of 
  this ability does not prevent a strategos 
  from charging his own mind blade(s). 
  If a member of the collective also 
  possesses the psychic strike class 
  feature, that ally may also recharge 
  the collective’s psychic strike - a 
  collective can only hold one psychic 
  strike charge however.
  Collective Reading (Defensive): By 
  using his senses and the subtle 
  mind reading of his foes, the 
  strategos is capable of directing 
  the defenses of his allies within 
  his collective to better protect 
  them against their foes. Allies 
  in the strategos’s collective gain 
  a +2 insight bonus to Armor Class 
  and Reflex saving throws against 
  creatures whose surface thoughts can 
  be read (see the Telepathic Defense class 
  feature). This bonus increases to +3 when 
  the strategos reaches 6th level and to +4 
  when they reach 9th level.
  Collective Reading (Offensive): By utilizing 
  the senses of his allies on a subconscious level 
  and processing the flow of battle, the strategos 
  is able to better direct his allies in combat 
  against their foes. Allies in the strategos’s 
  collective gain a +2 insight bonus to attack 
  and damage rolls against creatures whose 
  surface thoughts can be read (see the 
  Telepathic Defense class feature). This 
  bonus increases to +3 when the strategos 
  reaches 6th level and to +4 when they 
  reach 9th level.
  Collective Threat: The strategos can make attacks of 
  opportunity through his blade collective whenever an 
  ally within his collective does. This attack is made as if 
  the strategos were also in the same space as his ally and 
  he makes this attack of opportunity as normal after the 
  ally’s attack of opportunity is resolved. Attacks made 
  count against his normal limit of attacks of opportunity. 
  If the ally does not make an attack of opportunity, the 
  strategos may still make an attack of opportunity if he 
  chooses to. This is a passive blade skill and may not 
  be shared through the collective unless the ally also 
  possesses the ability to form a mind blade.
  Improved Bladed Collective: The strategos’ ability to 
  grant every member of his collective his mind blade 
  improves. He is may now grant his mind blade to an 
  ally without reducing his mind blade’s enhancement 
  bonus. Mind blades gifted to allies have reduce their 
  enhancement bonus reduced by 1, but do not reduce the 
  bonuses of any other mind blades.
  Improved Share Blade Skill: 
  Instead of only granting 
  access to a single blade 
  skill he possesses to his 
  collective, all of his blade 
  skills 
  are 
  automatically 
  available for the collective 
  to 
  use 
  (with 
  the 
  same 
  restrictions that the Share 
  Blade Skill ability possesses). 
  Allies may choose which blade 
  skill they wish to use once per 
  round on their turn as a free 
  action. They may change this 
  each round, and allies may pick 
  different blade skills to use. The 
  strategos must possess the Share 
  Blade skill collective skill to select 
  this ability.
  Share 
  Blade 
  Skill: 
  The 
  strategos chooses and grants a 
  single blade skill he possesses 
  for use to the collective as 
  a move action. This blade 
  skill remains available to the 
  collective until the strategos 
  either ends the collective or 
  replaces it with another blade 
  skill. If that blade skill requires a 
  mind blade, one must be granted 
  to the collective for the ally to 
  use with bladed collective. If 
  it requires the psychic strike 
  class 
  feature, 
  then 
  they 
  must either possess it or 
  the strategos must grant 
  it through the collective 
  psychic strike collective skill. 
  If the blade skill requires the 
  
  53
  Psionics augmented
  use of psionic focus, the ally must possess the ability to 
  maintain psionic focus or else the blade skill may not be 
  used by that ally.
  He may select another collective skill at 5th level, 7th 
  level, and at 9th level.
  Uncanny Dodge (Ex): At 4th level, the strategos gains 
  the uncanny dodge class feature. If he already possesses 
  uncanny dodge from a different class, he automatically 
  gains improved uncanny dodge instead. 
  At 8th level, the strategos’ uncanny dodge ability 
  improves to improved uncanny dodge. Should he already 
  possess this class feature, the levels from the classes that 
  grant uncanny dodge stack to determine the minimum 
  rogue level required to flank the character.
  Telepathy Focus (Ex): At 6th level, the strategos’ focus 
  on telepathic powers grants him a +2 bonus to saving 
  throw DC’s on telepathy powers that he manifests, and 
  a +2 insight bonus to saving throws to resist powers of 
  that discipline.
  Collective Eruption (Su): At 10th level, the strategos 
  may cause his mind blade to vanish and appear multiple 
  places at once, attacking through his collective from his 
  allies space. The strategos dismisses his mind blade as a 
  full round action and expends his psionic focus. He then 
  makes one attack (melee or ranged) using his mind blade 
  per ally that is in his collective using his full base attack 
  bonus. Each attack must originate from a different ally’s 
  position as part of this ability, but the strategos may 
  alternate between melee attacks or ranged attacks as 
  needed to attack foes at range or adjacent to allies.
  Surge Adept
  “I do not ‘fly off the handle’. I carefully, and with the benefit 
  of years of practice, throw the entire gods-damned pot.” 
  —Dymian Stormheart, a surge adept
  All wilders enhance their powers with raw emotional 
  energy, but not all focus their continued training on this; 
  some, perhaps even many, wilders choose to improve 
  their finesse when manifesting powers, or explore other 
  avenues of psionic expression.
  Surge adepts are not those wilders. They choose to 
  delve deep into their emotional side, unleashing their 
  inner selves in their powers and infusing their psionic 
  prowess with their passion, drive, and unshakeable 
  confidence. Surge adepts explode into stunning displays 
  of raw might, infuse their allies with their passion, and 
  reduce or even negate backlash from their surge. Their 
  power comes with a risk, it’s true, but most surge adepts 
  would argue that it’s better to live on the edge than play 
  it safe.
  Hit Die: d8  
  REQUIREMENTS
  To qualify to become a surge adept, a character must 
  meet the following requirements:
  Skills: Autohypnosis 10 ranks, Knowledge (psionics) 4 
  ranks.
  Feats: 1 or more surge feats.
  Psionics: Able to manifest 5th level or higher powers.
  Special: Wild surge +3.
  CLASS SKILLS
  The surge adept’s class skills (and the key ability for each 
  skill) are Autohypnosis (Wis), Knowledge (psionics) (Int), 
  and Spellcraft (Int)
  Skill Ranks per Level: 4 + Int modifier
  CLASS FEATURES
  All the following are class features of the surge adept 
  prestige class.
  Weapon and Armor Proficiency: Surge adepts gain 
  no proficiency with any weapon or armor.
  Powers Known: At every level except 1st, the surge 
  adept gains additional power points per day and access 
  to new powers as if she had also gained a level in any one 
  manifesting class she belonged to previously. She does 
  not, however, gain any other benefit that class would 
  have gained (such as bonus feats or class features). This 
  essentially means that she adds the level of surge adept 
  to the level of whatever other manifesting class the 
  character has, then determines power points per day, 
  powers known, and manifester level accordingly. If the 
  surge adept had more than one manifesting class before 
  she became a surge adept, she must decide to which 
  class she adds each level of surge adept for purpose of 
  determining power points per day, powers known, and 
  manifester level.
  Surge Disciple (Su): The surge adept’s experiments 
  with her wild surges and meditations to understand 
  the emotions within give her unparalleled power over 
  her wild surge. Levels in surge adept stack with levels 
  Table 6–7: Surge Adept
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Manifesting
  1st
  +0
  +0
  +0
  +1
  Surge disciple
  —
  2nd
  +1
  +0
  +0
  +1
  Bonus feat
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +2
  Share surge
  +1 level of existing class
  4th
  +3
  +1
  +1
  +2
  Bonus feat
  +1 level of existing class
  5th
  +3
  +1
  +1
  +3
  Master surge
  +1 level of existing class
  
  54
  Psionics augmented
  in classes that grant wild surge when determining the 
  effects of wild surge (this does not stack with the bonuses 
  granted by the surge adept’s additional powers known). 
  Additionally, the surge adept decreases her chance for 
  psychic enervation by 5%, to a minimum of 1%.
  Bonus Feat (Ex): At 2nd level, and again at 4th level, 
  the surge adept gains a bonus metapsionic or surge feat. 
  She must meet the prerequisites for this feat.
  Share Surge (Su): At 3rd level, the surge adept may 
  invoke her wild surge as an immediate action whenever 
  a willing ally within 30 ft. manifests a power. That power 
  gains all the benefits of the surge adept’s wild surge. The 
  surge adept, not her ally, checks for psychic enervation.
  Master Surge (Su): At 5th level, the surge adept can 
  invoke a mighty wild surge above and beyond her normal 
  limits. Once per day, when invoking her wild surge while 
  manifesting a power, she may declare that surge to be a 
  master surge; in addition to the normal effects of wild 
  surge, a master surge ignores power resistance, ignores 
  energy resistance equal to the surge adept’s manifester 
  level, and does not check for psychic enervation.
  Volcanic Mind
  “There’s a difference between losing your temper and 
  throwing it.”
  —Kyria Glasstaff, a volcanic mind
  Some wilders try to avoid or mitigate the negative effects 
  of their wild surges. Volcanic minds embrace them; these 
  volatile psionicists hold their emotional energy, building 
  psychic pressure that is released in eruptions that wash 
  over their enemies. Some liken volcanic minds to playing 
  with fire; others recognize that there is a difference 
  between being burned on accident and accepting that 
  there is no gain without pain.
  Alignment: Any non-lawful.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become a volcanic mind, a character must 
  meet the following requirements:
  Skills: Knowledge (psionics) 5 ranks, Spellcraft 5 ranks.
  Feats: Cleaving Power, Vent Agony.
  Psionics: Manifester level 5th.
  Special: Wild surge class feature, psychic enervation 
  class feature.
  CLASS SKILLS
  The volcanic mind’s class skills (and the key ability for 
  each skill) are Knowledge (psionics) (Int), and Spellcraft 
  (Int)
  Skill Ranks per Level: 4 + Int modifier
  CLASS FEATURES
  The following are class features of the volcanic mind 
  prestige class.
  Weapon and Armor Proficiency: Volcanic minds 
  gain no proficiency with any weapon or armor.
  Powers Known: At every level except 1st, the volcanic 
  mind gains additional power points per day and access 
  to new powers as if she had also gained a level in any one 
  manifesting class she belonged to previously. She does 
  not, however, gain any other benefit that class would 
  have gained (such as bonus feats or class features). This 
  essentially means that she adds the level of volcanic 
  mind to the level of whatever other manifesting class 
  the character has, then determines power points per 
  day, powers known, and manifester level accordingly. If 
  the volcanic mind had more than one manifesting class 
  before she became a volcanic mind, she must decide 
  to which class she adds each level of volcanic mind for 
  purpose of determining power points per day, powers 
  known, and manifester level.
  Pressurized Mind (Su): Volcanic minds build up 
  intense psychic pressure that they release through their 
  wild surges. Levels in volcanic mind stack with levels 
  in classes that grant wild surge when determining the 
  effects of wild surge (this does not stack with the bonuses 
  granted by the volcanic mind’s additional powers known). 
  Additionally, their chance for psychic enervation when 
  invoking their wild surge increases by 5% every round 
  they do not suffer psychic enervation, to a maximum 
  of an 80% chance to suffer psychic enervation. If the 
  volcanic mind would suffer a condition (such as dazed 
  or sickened) as a result of psychic enervation, she may 
  instead choose to suffer 1d6 points of Wisdom damage 
  (this choice may affect her Vent Agony feat).
  Eruption (Su): Volcanic minds push the pain of 
  psychic enervation out from their minds and into 
  their enemies. When the volcanic mind suffers psychic 
  enervation, hostile creatures within 30 ft. must succeed 
  at a Will save (DC 10 + ½ the volcanic mind’s manifester 
  Table 6–8: Volcanic Mind
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Manifesting
  1st
  +0
  +0
  +0
  +1
  Pressurized mind, eruption
  —
  2nd
  +1
  +0
  +0
  +1
  Cleave mastery
  +1 level of existing class
  3rd
  +2
  +1
  +1
  +2
  Aftershocks
  +1 level of existing class
  4th
  +3
  +1
  +1
  +2
  Improved vent agony
  +1 level of existing class
  5th
  +3
  +1
  +1
  +3
  Cataclysmic eruption
  +1 level of existing class
  
  55
  Psionics augmented
  Variant Progressions for Soulknifes
  The nature of prestige classes and how they interact 
  with the soulknife is limited in many respects. Most 
  soulknives do not have any manifesting ability and 
  there are definitely prestige classes that could benefit 
  soulknives more specifically than they currently do. This 
  section details how some prestige classes can be used 
  by soulknives. A soulknife who qualifies for and enters 
  these versions of the listed prestige classes cannot use 
  the original rules for the classes.
  Adaptive Warrior
  The adaptive warrior is a great class that showcases how 
  psionic potential can be used in combat situations to 
  allow for a soulknife to truly excel by reading an enemy 
  and changing tactics to suit them. Depending on how the 
  single class soulknife meets the prerequisites for this 
  class, use the following modifications.
  Manifesting: In place of manifesting, the adaptive 
  warrior soulknife may choose one of the following paths 
  based on how they qualified for the class.
  Non-Manifesting Soulknife: Advance the mind blade 
  by one level at each level of the prestige class for the 
  purposes of determining the mind blade enhancement 
  class feature, and levels in this prestige class count 
  as soulknife levels to determine the effects and 
  prerequisites for blade skills. If this option is chosen, then 
  the adaptive warrior class will not advance manifesting 
  for any other class for this character - the class is locked 
  into supporting his mind blade. This option allows for 
  the soulknife to take advantage of a host of new class 
  features that aid him in ways comparable to blade skills, 
  but also doesn’t reduce him in power so drastically as a 
  result.
  Gifted Blade: Advance the soulknife’s mind blade 
  by one level for the purposes of the mind blade 
  enhancement class feature as well as their gifted blade 
  manifesting on the eight levels that increase manifesting. 
  This does not increase his abilities with blade skills. This 
  keeps the character roughly on pace with his abilities 
  as normal without drastically reducing his power set. 
  If this option is chosen, then the adaptive warrior class 
  will not advance manifesting for any other class for this 
  character - the class is locked into supporting his mind 
  blade and gifted blade powers.
  War Soul Soulknife: Advance the soulknife’s mind 
  blade by one level for the purposes of the mind blade 
  enhancement class feature as well as their martial 
  initiating on the eight levels that increase manifesting. 
  This does not increase his abilities with blade skills. This 
  option shores up the martial options of the class with 
  maneuvers and stances to best fit the nature of this 
  class as a more combat focused option. If this option is 
  chosen, then the adaptive warrior class will not advance 
  manifesting at all for this character - the class is locked 
  into supporting his mind blade and his martial maneuver 
  progression.
  level + her Charisma modifier) or be overwhelmed by 
  this torrent, becoming sickened and suffering damage 
  equal to the volcanic mind’s manifester level as a result. 
  The penalties last for a number of rounds equal to the 
  volcanic mind’s manifester level. This is a pain effect.
  Cleave Mastery (Su): At 2nd level, the volcanic mind’s 
  passionate fury lends itself to her powers; she may apply 
  the effects of her Cleaving Power feat to powers she 
  manifests without increasing their pp cost (she still has 
  to expend her psionic focus).
  Aftershocks (Su): At 3rd level, the victims of the 
  volcanic mind’s eruption ability are deafened in addition 
  to the other penalties of eruption. Furthermore, the 
  volcanic mind may target a creature suffering the effects 
  of her eruption ability with her powers, regardless of the 
  distance between herself and that creature, provided 
  they are both on the same plane. Cover and concealment 
  still apply when appropriate, and powers that normally 
  require successful attack rolls (such as energy ray) still 
  require such rolls.
  Soulknife Special Rules
  In addition to the prestige classes presented earlier, this 
  book includes special rules for soulknives who wish to 
  enter prestige classes and progress their mind blades in 
  unique ways.
  High Psionics and Prestige Classes
  Some soulknife class features and blade skills depend 
  wholly on their class level influencing their competitive 
  edge, and with prestige classes you may significantly 
  weaken otherwise necessary abilities to your success with 
  the class. To that end, classes that advance a soulknife’s 
  mind blade also count as soulknife levels to determine 
  the effectiveness of blade skills and other soulknife class 
  level specific effects. This options assumes that all of 
  your soulknives are gifted blade soulknives who have 
  retained their psychic strike class feature.
  Using this option, gifted blades that enter into prestige 
  classes that advance manifesting for their gifted blade 
  powers also advance their mind blade enhancement 
  bonus as well, as the two abilities are intimately tied 
  together with this option. The inverse is true on classes 
  that specifically advance mind blade enhancement 
  bonuses, the character’s gifted blade manifesting is 
  advanced (and only gifted blade manifesting - if the 
  character possesses other manifesting classes, these are 
  not advanced by this optional rule). If the class specifically 
  advances manifesting and specifically advances the 
  mind blade, then the gifted blade’s manifesting and 
  mind blade are advanced independently so as to not 
  receive double the normal advancement rate (or if they 
  possessed manifesting from another class, they could 
  choose to advance that manifesting class’s powers 
  instead; example being a soulknife/psychic warrior 
  who advances their mind blade and psychic warrior 
  manifesting, but does not advance their gifted blade 
  manifesting).
  
  56
  Psionics augmented
  Elocator
  The elocator is the type of class that soulknives would love 
  to have, if they could meet the manifesting requirements 
  of this class. The emphasis on manifesting is minor, and 
  soulknives appreciate the emphasis on speed, mobility, 
  and complete control over their position. To make this 
  more compatible with soulknives, we propose these 
  optional, alternate rules:
  Prerequisites: Remove the manifesting 1st level 
  powers requirement. Add in the ability to generate a 
  mind blade, mind blade enhancement +1, and the Ghost 
  Step blade skill.
  Manifesting: Each level of manifesting increases 
  the soulknife’s effective level with his mind blade 
  enhancement class feature.
  Transporter: Change this ability to grant the blade 
  skill Cleave Space instead as a free blade skill. If there 
  character already possesses this, then the soulknife may 
  choose another blade skill of their choice that they meet 
  the prerequisites for
  Mystic Archer
  The mystic archer is a terrific class that does not naturally 
  lend itself to soulknives beyond those of the soulbolt 
  archetype, being largely the province of the marksman. 
  This being said, the Mystic Archer also enables a popular 
  trope with the blind warrior concept, so if we twist it a 
  little bit we can more enable the blind swordsman angle 
  instead and the soulknife (and others, for that matter) 
  may find a home here. The mystic archer / mystic 
  swordsman has the following rules:
  Prerequisites: Change the prerequisite feats to Blind-
  Fight, Intuitive Fighting, and Psionic Weapon. Otherwise, 
  the base attack bonus requirement of +6 and 6 ranks of 
  Perception are still required. If the character possesses 
  the Focused Offense blade skill, he can forgo the Intuitive 
  Fighting feat.
  Ranged Sneak Attack: This feature becomes an 
  increase for psychic strike on these levels. If the psychic 
  strike class feature was not possessed, then they gain 
  that class feature for use with their mind blade (or with 
  powers like call weaponry).
  Pyrokineticist
  The pyrokineticist is a great match for the soulknife, as 
  it combines furious melee abilities and ranged support, 
  supernatural abilities that are similar but different to 
  powers, and adds a level of interesting character to it 
  because it doesn’t require a lot of psychic muscle to get 
  into. The fire lash ability supports the mind blade as a 
  concept, but does little more than allow its basic use and 
  upgrades the whip. With the following options, we’ll 
  incorporate more of the soulknife into the class with a 
  few small changes:
  Hand Afire: The soulknife pyrokineticist does not 
  receive this class feature.
  Mind Blade Advancement: Starting at 1st level, 
  the pyrokineticist class counts as soulknife levels to 
  determine their mind blade enhancement bonus.
  Fire Lash: The character is automatically considered 
  to act as if he had the Altered Blade skill with use with 
  his fire lash.
  War Mind
  The War Mind is a perfect, natural fit for the soulknife, 
  with the downside of it not helping out the character’s 
  mind blade advancement at all. For the soulknife who 
  wants to learn the arts of the War Mind and is willing 
  to sacrifice its power progression, then this is an option 
  available to you:
  Manifesting: The war mind gains no manifesting 
  ability from this class.
  Warrior’s Journey: The soulknife who becomes a 
  war mind has a few options on how to rework this class 
  feature.
  Non-Manifesting Soulknife: Advance the mind 
  blade by one level at each level of the prestige class 
  for the purposes of determining the mind blade 
  enhancement class feature, and levels in this prestige 
  class count as soulknife levels to determine the effects 
  and prerequisites for blade skills. If this option is chosen, 
  then the war mind class will not advance manifesting for 
  any other class for this character - the class is locked into 
  supporting his mind blade. 
  Gifted Blade: Advance the soulknife’s mind blade at 
  2nd level through 9th level at each level for the purposes 
  of the mind blade enhancement class feature as well as 
  their gifted blade manifesting. This keeps the character 
  roughly on pace with his abilities as normal without 
  drastically reducing his power set. If this option is chosen, 
  then the war mind class will not advance manifesting for 
  any other class for this character - the class is locked into 
  supporting his mind blade and gifted blade powers.
  War Soul Soulknife: Allow the war mind’s levels 
  to stack with the war soul soulknife for advancing the 
  mind blade’s enhancement bonus and the war soul’s 
  initiator level, maneuvers known, maneuvers readied 
  and stances at all levels except 1st and 10th. This 
  option shores up the martial options of the class with 
  maneuvers and stances to best fit the nature of this class 
  as a more combat focused option. If this option is chosen, 
  then the war mind class will not advance manifesting at 
  all for this character - the class is locked into supporting 
  his mind blade and his martial maneuver progression.
  Well of Power: The war mind no longer gains this 
  class feature; instead, the character may select a new 
  blade skill at this level. 
  
  57
  Psionics augmented
  The powers collected in this chapter can be learned and 
  used by manifesters just like the powers in Ultimate 
  Psionics. Below is a list of the new powers, sorted by 
  class and level. An A appearing at the end of a power’s 
  name in the power lists denotes an augmentable power. 
  Powers with an N at the end of the power’s name carry 
  the Network descriptor.
  Cryptic Powers
  0-Level Cryptic Powers (Talents)
  Bioluminescence: Cause existing vegetation to produce 
  natural light.
  1st-Level Cryptic Powers
  Absorb Dorje: Make a dorje part of your body, manifest its 
  power as if it were a power known.
  AccelerantA: Coat a target in flammable gel.
  Accelerated EntropyA: Rapidly age a magic or psionic item, 
  ruining it. 
  Bullet TimeA: Dodge incoming ranged attacks.
  Mind PalaceA: A moment’s reflection offers a bonus to your 
  next roll.
  Steal LanguangeA: Rip a language out of the target 
  creature’s mind and put it in your own.
  Temporary BlindnessA: Block the creature’s body from 
  processing images.
  2nd Level Cryptic Powers
  Apathetic AuraA: Cause nearby enemies to ignore you and 
  those accompanying you.
  BoreA: Create a temporary one-way peephole through solid 
  objects.
  Captivity Bond: Target takes only nonlethal damage. 
  Dirt NapA: Rest within an extradimensional grave.
  Ectoplasmic Charged ArmorA: Coat your form in charged 
  ectoplasm that reacts to attacks.
  Ectoplasmic ObeliskA: Create a short-lived obstacle that 
  blocks movement and line-of-sight.
  Pummelling BarrageA: Deal nonlethal damage to a target 
  using ectoplasm.
  Selective HearingA: Creature becomes deaf to the voice of 
  another.
  Suppress InstinctA: Temporarily make an animal immune 
  to fear.
  Suspend Psionics: Temporarily pause the duration of 
  beneficial powers manifested on you.
  UpliftA: Gift some of your Intelligence to an animal.
  Mental SemblanceA: Duplicate a creature’s pattern and 
  gain +30 on Disguise and Bluff checks to act as them.
  3rd Level Cryptic Powers
  Fracture PatternA: You rewrite a target’s pattern, making 
  them vulnerable to a type of energy damage.
  DisruptionA: Block the target’s ability to cast spells, manifest 
  powers, or use some other mental abilities.
  Ectoplasmic CarpetA: Create a temporary flying carpet 
  that has various utility uses.
  Energy AllergyA: Your target becomes vulnerable to the 
  energy of your choice.
  Lift: Suspend a foe in midair.
  Vacuum Ball: Supporting atmosphere vanishes, causing 
  suffocation and silence.
  5th Level Cryptic Powers
  Kyria’s Vascular DisruptionA: Your target’s vascular system 
  explodes, dealing 9d6 damage and entangling creatures in 
  a 20-foot burst.
  Mind TrapA: You store a power in your mind as a trap for 
  those who affect you with mind-affecting effects.
  Retarget PowerA: Move an ongoing spell or power between 
  two creatures.
  Dread Powers
  1st Level Dread Powers
  Absorb Dorje: Make a dorje part of your body, manifest its 
  power as if it were a power known.
  AccelerantA: Coat a target in flammable gel.
  Accelerated EntropyA: Rapidly age a magic or psionic item, 
  ruining it. 
  HallucinationsA: Cause the target to hear imaginary sounds. 
  Temporary BlindnessA: Block the creature’s body from 
  processing images.
  2nd Level Dread Powers
  BloodfountainA: Cause a target to start spontaneously 
  bleeding.
  Body SlamA: Force two creatures to collide, causing injuries. 
  Captivity Bond: Target takes only nonlethal damage. 
  InsubstantialA: Gain some benefits of incorporeality.
  Epidermal FissureA: Engorge a creature’s muscles, granting 
  them +4 to Strength and Intimidate checks, but causing 
  them to take bleed damage.
  Mental MistA: Cause affected creatures to believe they are 
  surrounded by mist.
  3rd Level Dread Powers
  Caustic RetributionA: Transform a creature’s blood into 
  caustic fluid, allowing them to damage enemies they bleed 
  on.
  Caustic TransfusionA: Transform a creature’s blood into 
  caustic fluid, dealing 2d6 damage per turn and fatiguing 
  them.
  DisruptionA: Block the target’s ability to cast spells, manifest 
  powers, or use some other mental abilities.
  Energy AllergyA: Your target becomes vulnerable to the 
  energy of your choice.
  Chapter 7: Psionic Powers
  
  58
  Psionics augmented
  Vacuum Ball: Supporting atmosphere vanishes, causing 
  suffocation and silence.
  Sanguine DisplacementA: Teleport a creature’s blood away 
  from its body, dealing 1d4 Constitution damage and 
  possibly granting you temporary hit points.
  5th Level Dread Powers
  Kyria’s Vascular DisruptionA: Your target’s vascular system 
  explodes, dealing 9d6 damage and entangling creatures in 
  a 20-foot burst.
  Mental ContagionA: Cause a creature to spread mind-
  affecting effects to others.
  Mind TrapA: You store a power in your mind as a trap for 
  those who affect you with mind-affecting effects.
  Gifted Blade Powers
  1st Level Gifted Blade Powers
  Animus OverloadA: Consume a target’s animus points to 
  deal damage to them.
  Bestow BladeA: Create a mind blade for an ally to use.
  Charge Psychic StrikeA: Charge your mind blade as if by 
  psychic strike.
  Elongate ExtremitiesA: You lengthen your legs or your 
  arms.
  Transfer AnimusA: Transfer your animus points to another.
  2nd Level Gifted Blade Powers
  MindscrambleA: Charge your mind blade to deal +2d6 
  nonlethal damage and stun a target.
  Steal AnimusA: Steal the target’s animus points with a 
  touch.
  3rd Level Gifted Blade Powers
  Form Astral ArmorA: Create an astral suit like an aegis.
  4th Level Gifted Blade Powers
  Tactile TelekinesisA: Add +2 to attack and damage rolls, 
  increase your effective Strength for carrying capacity, and 
  gain the rock throwing ability.
  Marksman Powers
  1st-Level Marksman Powers
  Bullet TimeA: Dodge incoming ranged attacks.
  2nd-Level Marksman Powers
  Captivity Bond: Target takes only nonlethal damage. 
  PayloadA: Deliver alchemical items with your weapon’s 
  shots.
  Pinning ShotA: Bind a creature or door.
  WindtunnelA: Gusts of air propel your shots further than 
  usual.
  3rd-Level Marksman Powers
  SprayA: Split a projectile into multiple to strike adjacent 
  targets.
  4th-Level Marksman Powers
  Collateral DamageA: Your projectiles deal splash damage.
  Psion/Wilder Powers
  0-Level Psion/Wilder Powers (Talents)
  Bioluminescence: Cause existing vegetation to produce 
  natural light.
  1st Level Psion/Wilder Powers
  AccelerantA: Coat a target in flammable gel.
  Animus OverloadA: Consume a target’s animus points to 
  deal damage to them.
  Energy DaggerA: Form a dagger out of psionic energy 
  charged with your active energy type.
  Energy TouchA: You charge your touch with your active 
  energy.
  Euterpe’s Prophetic SongA: Grant allies a +1 insight bonus 
  on attack rolls while you concentrate.
  Mind PalaceA: A moment’s reflection offers a bonus to your next 
  roll.
  Transfer AnimusA: Transfer your animus points to another.
  Involuntary Bodily FunctionA: You cause the target to lose 
  control of their bodily functions.
  Steal LanguangeA: Rip a language out of the target 
  creature’s mind and put it in your own.
  Temporary BlindnessA: Block the creature’s body from 
  processing images.
  2nd Level Psion/Wilder Powers
  BastionA: Temporarily bolster the abilities of an astral suit.
  BloodfountainA: Cause a target to start spontaneously bleeding.
  Body SlamA: Force two creatures to collide, causing injuries. 
  Dirt NapA: Rest within an extradimensional grave.
  Ectoplasmic ObeliskA: Create a short-lived obstacle that blocks 
  movement and line-of-sight.
  Selective HearingA: Creature becomes deaf to the voice of 
  another. 
  Suppress InstinctA: Temporarily make an animal immune to fear.
  Suspend Psionics: Temporarily pause the duration of beneficial 
  powers manifested on you.
  Epidermal FissureA: Engorge a creature’s muscles, granting 
  them +4 to Strength and Intimidate checks, but causing 
  them to take bleed damage.
  Melpomene’s Psionic HowlA: Deal 3d4 sonic damage and 
  deafen creatures in a cone.
  Mental SemblanceA: Duplicate a creature’s pattern and 
  gain +30 on Disguise and Bluff checks to act as them.
  Steal AnimusA: Steal the target’s animus points with a 
  touch.
  Sympathetic DrainA: Sacrifice hit points to cause a target 
  to lose an equal amount of hit points.
  Apathetic AuraA: Cause nearby enemies to ignore you and 
  those accompanying you.
  Ectoplasmic Charged ArmorA: Coat your form in charged 
  ectoplasm that reacts to attacks.
  Mental MistA: Cause affected creatures to believe they are 
  surrounded by mist.
  Pummelling BarrageA: Deal nonlethal damage to a target 
  using ectoplasm.
  
  59
  Psionics augmented
  3rd Level Psion/Wilder Powers
  Biokinetic EnduranceA: Reduce damage to your physical 
  ability scores.
  Captivity Bond: Target takes only nonlethal damage. 
  Ectoplasmic CarpetA: Create a temporary flying carpet that has 
  various utility uses.
  Energy RingsA: Create an energy prison that discourages 
  movement.
  Lift: Suspend a foe in midair. 
  Caustic RetributionA: Transform a creature’s blood into 
  caustic fluid, allowing them to damage enemies they bleed 
  on.
  Caustic TransfusionA: Transform a creature’s blood into 
  caustic fluid without protecting them, dealing 2d6 damage 
  per turn and fatiguing them.
  DisruptionA: Block the target’s ability to cast spells, manifest 
  powers, or use some other mental abilities.
  Fracture PatternA: You rewrite a target’s pattern, making 
  them vulnerable to a type of energy damage.
  Sanguine DisplacementA: Teleport a creature’s blood away 
  from its body, dealing 1d4 Constitution damage and 
  possibly granting you temporary hit points.
  4th Level Psion/Wilder Powers
  Kyria’s Crystalline AuraA: You create a swarm of crystals 
  that can attack or defend for you.
  Cloned TwinA: Create a copy of yourself and shunt your 
  mind between your body and your clone’s.
  Energy AllergyA: Your target becomes vulnerable to the 
  energy of your choice.
  Vacuum Ball: Supporting atmosphere vanishes, causing 
  suffocation and silence.
  Hurl EnemyA: Telekinetically hurl one enemy at another.
  5th Level Psion/Wilder Powers
  Mind TrapA: You store a power in your mind as a trap for 
  those who affect you with mind-affecting effects.
  Rending ForceA: Tear a creature limb from limb with 
  telekinetic force.
  6th Level Psion/Wilder Powers
  Kyria’s Vascular DisruptionA: Your target’s vascular system 
  explodes, dealing 9d6 damage and entangling creatures in 
  a 20-foot burst.
  Mental ContagionA: Cause a creature to spread mind-
  affecting effects to others.
  8th-Level Psion/Wilder Powers
  Retarget PowerA: Move an ongoing spell or power between 
  two creatures.
  PSION DISCIPLINE POWERS
  Conduit (Athanatism) Discipline Powers
  1 Accelerated EntropyA: Rapidly age a magic or psionic 
  item, ruining it. 
  Hauntvision: Detect haunts nearby, attempt to identify 
  them.
  2 CorpsewalkA: Take temporary control of a mindless 
  undead.
  2 Ghostward: Prevent incorporeal undead from passing 
  through walls.
  3 InsubstantialA: Gain some benefits of incorporeality.
  Kineticist (Psychokinesis) Discipline Powers
  2 Telekinetic BolaA: Animate several objects around you 
  for defensive and offensive use. 
  Wardrobe Malfunction: Disassemble an enemies’ armor 
  at a distance.
  Seer (Clairsentience) Discipline Powers
  2 BoreA: Create a temporary one-way peephole through 
  solid objects.
  ImproviseA: Ready an action without specifying a trigger 
  event. 
  Psychic Warrior Powers
  1st Level
  Absorb Dorje: Make a dorje part of your body, manifest its 
  power as if it were a power known.
  Elongate ExtremitiesA: You lengthen your legs or your 
  arms.
  Energy DaggerA: Form a dagger out of psionic energy 
  charged with your active energy type.
  Energy TouchA: You charge your touch with your active 
  energy.
  2nd Level
  Ablative ArmorA: Your armor temporarily performs above 
  specification.
  Ectoplasmic Charged ArmorA: Coat your form in charged 
  ectoplasm that reacts to attacks.
  Telekinetic BolaA: Animate several objects around you for 
  defensive and offensive use.
  Animus OverloadA: Consume a target’s animus points to 
  deal damage to them.
  Transfer AnimusA: Transfer your animus points to another.
  Epidermal FissureA: Engorge a creature’s muscles, granting 
  them +4 to Strength and Intimidate checks, but causing 
  them to take bleed damage.
  Steal AnimusA: Steal the target’s animus points with a 
  touch.
  Sympathetic DrainA: Sacrifice hit points to cause a target 
  to lose an equal amount of hit points.
  3rd Level
  Biokinetic EnduranceA: Reduce damage to your physical 
  ability scores.
  Caustic RetributionA: Transform a creature’s blood into 
  caustic fluid, allowing them to damage enemies they bleed 
  on.
  Cloned TwinA: Create a copy of yourself and shunt your 
  mind between your body and your clone’s.
  Form Astral ArmorA: Create an astral suit like an aegis.
  Fracture PatternA: You rewrite a target’s pattern, making 
  them vulnerable to a type of energy damage.
  4th Level
  Kyria’s Crystalline AuraA: You create a swarm of crystals 
  that can attack or defend for you.
  
  60
  Psionics augmented
  Mental MistA: Cause affected creatures to believe they are 
  surrounded by mist.
  Suppress InstinctA: Temporarily make an animal immune 
  to fear.
  3rd Level Vitalist Powers
  Caustic RetributionA: Transform a creature’s blood into 
  caustic fluid, allowing them to damage enemies they bleed 
  on.
  Caustic TransfusionA: Transform a creature’s blood into 
  caustic fluid without protecting them, dealing 2d6 damage 
  per turn and fatiguing them.
  Sanguine DisplacementA: Teleport a creature’s blood away 
  from its body, dealing 1d4 Constitution damage and 
  possibly granting you temporary hit points.
  Captivity Bond: Target takes only nonlethal damage. 
  4th-Level Vitalist Powers
  Cloned TwinA: Create a copy of yourself and shunt your 
  mind between your body and your clone’s.
  8th-Level Vitalist Powers
  Retarget PowerA: Move an ongoing spell or power between 
  two creatures.
  Power Descriptions
  ABLATIVE ARMOR
  Discipline: Psychokinesis [Force]; Level: Psychic warrior 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  Power Points: 3
  A heat-haze of warped space surrounds your armor, 
  hinting that it has been enhanced beyond expectations.  
  You must be wearing a suit of armor (or benefiting from 
  inertial armor or similar effect) or wearing bracers of 
  armor (or similar item that grants an armor bonus to 
  AC) to manifest this power.  Your armor bonus to AC 
  increases by two.  Each time you are successfully hit by 
  an attack (other than an attack that targets touch AC) the 
  improvement granted by ablative armor is reduced by 
  one.  Once your improvement from ablative armor is 
  reduced to zero, this power ends.
  While under the effect of this power, your armor is 
  also treated as if it had the ghost touch property.
  Augment: For every three additional power points 
  you spend, the improvement granted by this power 
  increases by one.
  Mythic Ablative Armor
  Attacks from non-mythic creatures cause mythic 
  ablative armor to degrade at half the usual rate, so 
  two successful attacks are required to degrade its 
  improvement by one.
  Tactile TelekinesisA: Add +2 to attack and damage rolls, 
  increase your effective Strength for carrying capacity, and 
  gain the rock throwing ability.
  Tactician Powers
  1st Level Tactician Powers
  Animus OverloadA: Consume a target’s animus points to 
  deal damage to them.
  Bullet TimeA: Dodge incoming ranged attacks.
  Euterpe’s Prophetic SongA: Grant allies a +1 insight bonus 
  on attack rolls while you concentrate.
  Transfer AnimusA: Transfer your animus points to another.
  2nd Level Tactician Powers
  Ectoplasmic ObeliskA: Create a short-lived obstacle that blocks 
  movement and line-of-sight.
  Epidermal FissureA: Engorge a creature’s muscles, granting 
  them +4 to Strength and Intimidate checks, but causing 
  them to take bleed damage.
  ImproviseA: Ready an action without specifying a trigger event. 
  Mental MistA: Cause affected creatures to believe they are 
  surrounded by mist.
  Steal AnimusA: Steal the target’s animus points with a 
  touch.
  Suspend Psionics: Temporarily pause the duration of beneficial 
  powers manifested on you. 
  Wardrobe Malfunction: Disassemble an enemies’ armor 
  at a distance.
  3rd Level Tactician Powers
  Captivity Bond: Target takes only nonlethal damage. 
  DisruptionA: Block the target’s ability to cast spells, manifest 
  powers, or use some other mental abilities.
  Ectoplasmic CarpetA: Create a temporary flying carpet 
  that has various utility uses.
  Fracture PatternA: You rewrite a target’s pattern, making 
  them vulnerable to a type of energy damage.
  4th-Level Tactician Powers
  Hurl EnemyA: Telekinetically hurl one enemy at another.
  5th Level Tactician Powers
  Mind TrapA: You store a power in your mind as a trap for 
  those who affect you with mind-affecting effects.
  Vitalist Powers
  1st-Level Vitalist Powers
  Absorb Dorje: Make a dorje part of your body, manifest its 
  power as if it were a power known.
  AccelerantA: Coat a target in flammable gel.
  Involuntary Bodily FunctionA: You cause the target to lose 
  control of their bodily functions.
  Mind PalaceA: A moment’s reflection offers a bonus to your 
  next roll.
  2nd Level Vitalist Powers
  Epidermal FissureA: Engorge a creature’s muscles, granting 
  them +4 to Strength and Intimidate checks, but causing 
  them to take bleed damage.
  BastionA: Temporarily bolster the abilities of an astral suit.
  
  61
  Psionics augmented
  ABSORB DORJE
  Discipline: Psychometabolism; Level: Cryptic 1, dread 1, 
  psychic warrior 1, vitalist 1
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Until discharged; up to 24 hours
  Power Points: 1
  A light nausea overtakes you as you witness violation 
  of your body, and a solid object slides under your skin.  
  When you manifest this power, you must be holding 
  a psionic dorje that contains a power that is on your 
  power list but is not necessarily one of your powers 
  known.  That dorje merges into your flesh, becoming 
  part of your body.
  As long as the dorje you have absorbed has charges, 
  you may manifest its contained power as if it was one 
  of your powers known.  You must expend power points 
  as normal to manifest the absorbed power as well as 
  one charge from the dorje.  The manifested power uses 
  your manifester level and ability score for purposes of 
  determining its DC and other variable effects.
  Once the absorbed dorje runs out of charges, it is 
  immediately ejected from your body.  You cannot eject 
  it earlier voluntarily however a day after you absorb the 
  dorje, it will slide harmlessly from your skin as absorb 
  dorje expires.  You can never have more than one dorje 
  absorbed; attempting to manifest this power again 
  while it is already in effect does not work.
  Mythic Absorb Dorje
  You may absorb as many dorjes as you have mythic 
  tiers.  Doing so causes the duration of mythic absorb 
  dorje to be divided by the number of dorjes absorbed.  
  Additionally, manifesting a power from any of the 
  absorbed dorjes consumes a charge from each of the 
  absorbed dorjes.
  ACCELERANT
  Discipline: Metacreativity; Level: Cryptic 1, dread 1, psion/
  wilder 1
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ray
  Duration: 1 round/level (D)
  Saving Throw: See text; Power Resistance: No
  Power Points: 1
  The stench of oils wafts around you, then the target of 
  your ire finds themselves doused in a sticky flammable 
  jelly that reeks of fiery doom.  When you manifest 
  accelerant, one creature or object becomes coated by a 
  layer of fluid that they cannot easily remove.  The target 
  may immerse their entire body in a solvent to remove 
  the oily slick, but ordinary water does not dissolve the 
  fuel you have created.
  Once so coated, the target is vulnerable to any source 
  of flame, psionic or mundane.  Mere contact with fire 
  ignites the gel, forcing the subject to make a Reflex save 
  to avoid catching on fire.  On a failed saving throw, the 
  target takes 1d6 points of fire damage.  Each round 
  thereafter, the target must make another Reflex save 
  at the same DC to extinguish the flames, with failure 
  resulting in an additional 1d6 points of fire damage.  The 
  target of this power may automatically extinguish (but 
  not remove) the burning jelly by jumping into enough 
  water to douse themselves.  If insufficient water is 
  available, the target may roll on the ground or smother 
  the fire with cloaks or similar to make another save 
  with a +4 bonus.  This fire does not cause clothes or 
  equipment to burn.
  The flammable jelly remains present even when not 
  burning and can be reignited by fresh exposure to a fire 
  source.  Once the duration of this power expires, the fuel 
  vanishes.  If the target is on fire when accelerant ends, 
  
  62
  Psionics augmented
  they remain burning until they succeed at putting the 
  fire out.
  Augment: For every additional two power points you 
  spend, the damage dealt by this power increases by 1d6 
  and the saving throw DC increases by 1.
  Mythic Accelerant
  The damage dice increase to 1d10s and the target 
  gains the death throes monster special ability.  If the 
  subject of mythic accelerant is killed while on fire due 
  to this power, they explode in a blinding flash of fire 
  that deals 10 points of fire damage per damage die to 
  anything within 10 feet per damage die (Reflex DC equal 
  to this power’s halves).  The subject does not need to die 
  due to burning to trigger this explosion.  If the subject 
  dies while having temporarily extinguished the flames, 
  they do not explode.
  Augmented (6th): Creatures that fail their Reflex save 
  to take half damage from a death throes explosion become 
  covered in mythic accelerant as if originally targeted.  
  This does not extend the duration of this power but such 
  creatures are considered to automatically have been 
  exposed to fire and start taking burning damage on their 
  turns.  The death throes special property is inherited by 
  these creatures, possibly allowing a cascading series of 
  explosions for the duration of this power.
  ACCELERATED ENTROPY
  Discipline: Athanatism; Level: Conduit 1, cryptic 1, dread 1
  Display: Material and olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Will negates, see text; Power Resistance: 
  No
  Power Points: 1
  The smell of rancid, rotting vegetation suffuses the 
  area as the object of your ire rapidly ages and falls 
  apart.  When you manifest this power, you must make 
  a ranged touch attack (typically AC 10) against a single 
  magical or psionic consumable item such as a potion, 
  scroll, shard, or power stone.  The object targeted must 
  make a successful saving throw or it is immediately 
  broken.  If the item is unattended, use its manifester level 
  as its Will saving throw bonus.  If the item is attended, 
  use the Will saving throw bonus of the creature holding 
  it.
  This power cannot be normally be used against items 
  that contain more than one charge, such as wands 
  or dorjes.  In the case of items such as scrolls that are 
  single-use but contain more than one spell or power, 
  one randomly chosen spell or power can be ruined per 
  manifestation of accelerated entropy.
  Augment: If you spend 2 additional power points, you 
  can target a single, non-magical item weighing up to 10 
  pounds per manifester level. In addition, for every two 
  additional power points you spend, the saving throw DC 
  increases by 1.
  Mythic Accelerated Entropy
  This power can now apply to items that contain more 
  than one charge.  In such a case, if the item fails its 
  saving throw, a number of charges equal to twice your 
  mythic tier are lost, as if they had been used.
  ANIMUS OVERLOAD
  Discipline: Metacreativity
  Level: Gifted blade 1, psion 1, psychic warrior 1, tactician 1
  Display: Auditory, Material, Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: Fortitude partial; Power Resistance: No
  Power Points: 1
  This power allows the manifester to cause the power 
  of the already-unstable animus within a target to lose 
  containment and become explosive within the target’s body. 
  When manifesting this power, the manifester makes a touch 
  attack against the target and he may cause 1d4 points of 
  animus in the target to erupt within them (consuming the 
  point of animus), causing 5 points of damage per animus 
  point consumed with this ability. The target of this ability 
  may make a Fortitude save to negate the damage while 
  they release the dangerous animus from their body, but the 
  animus targeted by this power is consumed. If the target 
  does not possess animus, this power has no effect.
  Augment: If you spend an additional 2 power points 
  points, you may alter the range of this power to close range 
  (25 feet + 5 feet per two manifester levels) and make the 
  attack as a ranged touch attack.
  If you spend an additional 2 power points, you may 
  consume and explode an additional 1d4 points of animus 
  within the target.
  APATHETIC AURA
  Discipline telepathy (compulsion) [mind-affecting]; Level 
  Cryptic 2, psion/wilder 2
  Manifesting Time 1 standard action
  Display Visual
  Range 20 ft.
  Area 20 ft. radius centered on you
  Duration 1 round/level
  Saving Throw Will negates; Power Resistance Yes
  Power Points 3
  You emit an aura that causes creatures to be uninterested 
  in you or those accompanying you. The affected creatures 
  are aware of your presence, but simply find your presence 
  unworthy of their attention. Creatures accompanying you 
  must be within 10 feet of you to be similarly ignored. Any 
  action that would directly harm the affected creature allows 
  it to make an additional save against this power with a +4 
  circumstance bonus to negate this effect.
  Augment: If you spend an additional 4 power points, the 
  duration becomes 10 minutes/level.
  
  63
  Psionics augmented
  BASTION
  Discipline: Psychometabolism; Level: Psion/wilder 2, 
  vitalist 2
  Display: Mental
  Manifestation Time: 1 standard action
  Range: Touch
  Target: Creature touched; see text
  Duration: 1 min./level
  Saving Throw: Fortitude negates (harmless); Power 
  Resistance: Yes (harmless)
  Power Points: 3
  A 
  fluttering 
  of 
  your 
  eyelashes 
  reveals 
  your 
  concentration as you expend extraordinary effort 
  restructuring the biological makeup of your ally, granting 
  them extra ability.  When you manifest this power upon 
  an ally with the ability to form an astral suit, they gain 
  an extra customization point which they can spend on 
  their turn as a free action.  When this power expires, the 
  customization invested is removed automatically.
  Augment: For every four additional power points 
  you spend, the recipient is granted an additional 
  customization point.
  Mythic Bastion
  You may use mythic bastion offensively against an 
  enemy aegis.  When you manifest this power, you attempt 
  to suppress a number of customization points invested in 
  their astral suit.  Treat this similarly to a targeted dispel 
  psionics check.  The enemy aegis uses their aegis level as 
  their manifester level.  If you are successful, you remove 
  as many customization points from the target’s pool as 
  you would normally grant an ally aegis.  Your opponent 
  may choose which customizations their suit sheds for 
  the duration of this power and once this power ends, 
  those customizations return to full potency immediately.
  BESTOW BLADE
  Discipline: metacreativity; Level: gifted blade 1
  Display: Material, Visual
  Manifesting Time: 1 standard action
  Range: 0 ft.
  Duration: 1 min./level; see text (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 1
  You manifest a short duration copy of your mind blade and 
  you may either use it yourself or grant it to an adjacent ally. 
  This mind blade uses the same configuration for your mind 
  blade with the enhancement bonus reduced by 1 (if the 
  enhancement bonus would be 0, consider the weapon a 
  masterwork weapon).
  Augment: If you spend an additional 2 power points 
  points, you may alter the range of this power to close range 
  (25 feet + 5 feet per two manifester levels).
  If you spend an additional 3 power points, you may 
  manifest an additional weapon at the same enhancement 
  bonus.
  BIOKINETIC ENDURANCE
  Discipline: Psychometabolism
  Level: Psion/wilder 3, psychic warrior 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute/level (D)
  Power Points: 5
  You alter your body’s rhythms, defending yourself against 
  crippling attacks and turning your skin (as well as fur, 
  feathers, or scales) a pale gray color. Whenever damage 
  would be dealt to one of your physical ability scores by a 
  source other than you, reduce that damage by 2 points, to 
  a minimum of 0. Once this power as prevented an amount 
  of ability damage equal to your manifester level, it ends 
  immediately.
  Augment: For every 2 additional power points you 
  spend, the ability damage reduced by this power, as well as 
  the maximum amount of damage that can be prevented, 
  increases by 1 point.
  Surge Augmentation: If you invoke your wild surge 
  while manifesting this power, choose one of the following 
  augmentations:
  • The power’s range changes to close (25 ft. plus 5 ft. per 
  2 levels) and its target changes to ‘one creature.’
  • 2. You gain DR X/—, where X is equal to your wild 
  surge’s intensity.
  BIOLUMINESCENCE
  Discipline: Psychometabolism; Level: Cryptic 0, psion/
  wilder 0
  Display: Visual
  Manifestation Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: A 30-ft.-radius patch of natural fungus or similar 
  simple plant-life
  Duration: One hour; see text
  Saving Throw: Fortitude negates (harmless); Power 
  Resistance: Yes (harmless)
  Power Points: Psionic focus or 1
  A glowing ball of dim light fades into perceptibility 
  around the caverns nearby, revealing the tiny natural 
  plants living there, but never fades away.  To manifest 
  this power, you must target an area of existing small-scale 
  plant life (no more complex than simple grasses).  The 
  chemistry of any of these plants within the area of your 
  power is altered so the plants naturally emit dim light.  
  This alteration is fueled by a symbiotic link between you 
  and the plant life, which continue to produce light as long 
  as you remain within range and one hour thereafter.  If 
  you return within range of glowing plants before they 
  extinguish, they relink to you automatically and resume 
  feeding harmlessly on your excess mental energy.
  The illumination emitted by these plants is non-psionic 
  in nature, raising the ambient lighting level of the area 
  
  64
  Psionics augmented
  naturally, which may prevail in circumstances where 
  magic or psionic illumination and darkness powers have 
  cancelled one another out.
  Mythic Bioluminescence
  You can optionally cause the affected plants to emit 
  normal light instead of merely dim light.  Additionally, 
  the alteration to the plants is a permanent genetic trait 
  that is passed on to future generations, causing the 
  plants to emit light any time a sentient (Intelligence 3 or 
  higher) creature is within 30 feet.  This change cannot 
  be dispelled.
  Augmented (3rd): By expending two uses of mythic 
  power you may target a single large plant such as a 
  tree, which will thereafter shed light in a 30-ft. radius 
  around it.  Seeds and cuttings taken from this tree pass 
  on its ability though saplings may only emit light in a 5-ft. 
  radius, which expands as the newly planted tree grows 
  to adulthood.
  BLOODFOUNTAIN
  Discipline: Psychometabolism; Level: Dread 2, psion/wilder 
  2
  Display: Visual
  Manifestation Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: One round/level
  Saving Throw: Fortitude negates; Power Resistance: Yes
  Power Points: 3
  Your press your fingers against the pliant flesh of your 
  enemy and through this contact tap into its bloodstream, 
  overloading its capacity.  When you manifest this power, 
  your target’s blood pressure (or similar life-giving fluid) 
  increases to the point that vessels begin to burst.  A 
  creature affected by bloodfountain begins to leak their 
  precious fluids out of eyes, ears, or other openings.  Such 
  a creature bleeds 2 hit points of damage at the start of 
  its turn each round.  This bleed damage functions as 
  normal, requiring a DC 15 Heal check or magical healing 
  to stop.
  Augment: For every two additional power points you 
  spend, the bleed damage increases by one each round 
  and the DC also increases by one.
  Mythic Bloodfountain
  Every round that a creature takes damage from mythic 
  bloodfountain, it also takes one point of Constitution 
  damage unless it succeeds at an additional Fortitude 
  saving throw.  Succeeding at this saving throw does not 
  end the power early. 
  BODY SLAM
  Discipline: Psychokinesis; Level: Dread 2, psion/wilder 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: Two creatures adjacent to one another
  Duration: Instantaneous
  Saving Throw: Reflex half; Power Resistance: Yes
  Power Points: 3
  A giant band of yellow light surrounds your foes then 
  snaps out of existence as they smash against one another.  
  When you manifest this power, you select two creatures 
  that are beside each other and push them violently 
  together, dealing 1d6 points of bludgeoning damage to 
  each.  Both of your targets may make a Reflex save to 
  attempt to reduce the damage taken by half.
  Augment: This power may be augmented in one of the 
  following ways.
  1. For every additional power point you spend, the 
  damage dealt to each creature increases by 1d6.  Also, for 
  every extra 2d6 damage, the DC of this power increases 
  by 1.
  2. By spending an additional two power points, targets 
  that fail their Reflex saves are knocked prone in addition 
  to taking damage.
  Mythic Body Slam
  You may use this power on as many creatures as you 
  have mythic tiers.  The effected creatures must all be 
  adjacent to at least one other targeted creature, allowing 
  you to use mythic body slam on targets who are lined up, 
  or in formation.
  BORE
  Discipline: Clairsentience; Level: Cryptic 2, seer 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched solid surface
  Duration: Concentration up to 1 round/level
  Power Points: 3
  The seemingly impenetrable solid surface before 
  you frosts over with a sheet of ice crystals which upon 
  deeper inspection can be seen to hold images of another 
  place.  You can manifest this power on a wall, door, or 
  similar surface, creating a virtual pinhole through to the 
  other side.  This hole is up to one inch in diameter and 
  is only visible from your side of the surface.  You can see 
  through this hole but not hear through it, nor can you 
  pass items through the crystals.
  This power does not provide illumination to the other 
  side, but alternate means of vision such as darkvision 
  function as expected.  Also, the vision of the other side 
  is tuned to your psyche, providing only a scrambled blur 
  of color to anyone other than you who attempts to see 
  through.
  Bore is blocked by stone thicker than 1 foot, common 
  metal thicker than one inch, a thin sheet of lead, or by 
  wood or dirt thicker than 3 feet.
  Augment: For each additional five power points you 
  spend, the thickness of the materials bore can penetrate 
  are doubled.
  Mythic Bore
  You may create a number of holes equal to your 
  mythic tiers.  All of these holes must be within 5 feet of 
  the original but they now function for creatures other 
  than you.
  
  65
  Psionics augmented
  BORROWED FUTURE SELF
  Discipline Psychoportation; Level seer 3
  Display Visual, Mental, Auditory
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level)
  Effect One future self
  Duration 1 minute/level
  Power Points 5
  You reach out into all your possible futures and for a short 
  while, you draw a fragment of your future self into this time. 
  Your duplicate has no actual substance, it only looks like 
  you, and you cannot use it to alter its surroundings or to 
  attack or otherwise harm creatures it encounters. You 
  can use the duplicate to speak, and interact verbally with 
  creatures using the Bluff, Diplomacy, and Intimidate skills.
  You can see, hear, taste, and smell your duplicate’s 
  surroundings as if you are actually present in its location 
  using your Perception or Sense Motive skills. While you also 
  remain aware of your own immediate surroundings when 
  controlling your duplicate, controlling it does take a toll on 
  your senses. You take a –4 penalty on Perception checks 
  while you control your duplicate.
  The duplicate moves under your mental command, and 
  while you need not act out its movements, you must take 
  a standard action to control your duplicate for 1 round 
  (concentrating on the power) or it winks out of existence. 
  You can maintain control of your duplicate even if you have 
  no line of sight or line of effect to it.
  The duplicate immediately winks out of existence if it is 
  hit by an attack or in the area of a damaging effect, or if it 
  moves beyond the maximum range of the power.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. If you spend 2 additional power points, you can define 
  what your duplicate should do and general orders and it 
  will do this by it’s own volition, as if you were the duplicate. 
  You can still use your senses through the duplicate if you 
  manifest it like this, but cannot influence its actions once 
  triggered.
  2. If you spend 2 additional power points, the duration 
  increases to 10 minutes/level.
  BULLET TIME
  Discipline: Clairsentience; Level: Cryptic 1, marksman 1, 
  tactician 1
  Display: Mental and visual
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: Self
  Duration: See text
  Saving Throw: None; Power Resistance: No
  Power Points: 1
  With a sudden blur of activity, you fling yourself out of 
  the path of a deadly oncoming projectile.  You are able 
  to manifest this power in reaction to a perceived ranged 
  attack, including ranged touch attacks such as rays.  You 
  must decide to manifest bullet time before an attack roll 
  is made.
  When using bullet time, you may attempt a single 
  Reflex save to evade the incoming attack.  The DC 
  for this save is equal to the attack, minus 10.  If you 
  succeed at this Reflex save, the incoming ranged attack 
  automatically misses.  If you fail the save, the attack is 
  resolved normally (which may possibly still miss).
  Augment: For every additional two power points 
  you spend, you make attempt to evade one additional 
  ranged attack made by the same source whose turn 
  you interrupt with your immediate action.  You do not 
  need to determine how many power points to spend at 
  the moment of manifestation; the power lingers for the 
  attacker’s turn, allowing you to spend additional power 
  points during that time.
  Mythic Bullet Time
  
  66
  Psionics augmented
  You can manifest this power as a swift action and if 
  you do so, its duration changes to one round.  You must, 
  however, decide how many power points to spend at the 
  time of manifestation.
  Augmented (4th): By expending two uses of mythic 
  power, you can evade a single melee attack using this 
  power as an immediate action.
  Augmented (8th): By expending four uses of mythic 
  power, you can attempt to evade as many melee attacks 
  as you have paid for by augmenting the power.  Each 
  such attempt is considered a free action that can be 
  taken when it is not your turn.
  CAPTIVITY BOND
  Discipline: Psychometabolism; Level: Dread 2, cryptic 2, 
  marksman 2,psion/wilder 3, tactician 3, vitalist 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One living creature
  Duration: One round/level
  Saving Throw: Fortitude negates; Power Resistance: Yes
  Power Points: Dread 3, cryptic 3, marksman 3, psion/wilder 
  5, tactician 5, vitalist 5
  A thin film of colored oily liquid engulfs your target 
  then appears to be absorbed into their skin, leaving 
  them tinted to match.  For the duration of this power, the 
  altered creature can take only nonlethal damage from 
  any source.  If they are suffering from ongoing bleed 
  damage, they will bleed nonlethally.  This power only 
  applies to effects that deal hit point damage, and it can 
  only be manifested upon creatures that are not immune 
  to nonlethal damage.
  Mythic Captivity Bond
  For the duration of this power, if the target creature 
  performs movement away from the manifester, they 
  take nonlethal damage equal to the resulting increase 
  in distance.  For example, a creature moving around 
  obstacles may move 15 feet, but only 5 of those feet might 
  be “away” from the manifester, and thus that movement 
  causes 5 points of nonlethal damage.  Movement 
  performed by psychoportive means does not cause the 
  target to take damage.
  CAUSTIC RETRIBUTION
  Discipline: Psychometabolism [Acid]; Level: dread 3, psion/
  wilder 3, psychic warrior 3, vitalist 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Will negates (harmless); Power Resistance: Yes
  Power Points: 5
  You alter a creature’s blood into a caustic fluid and adjust 
  their veins and arteries to accommodate it. The target gains 
  acid resistance 10. Additionally, when the target is damaged 
  by a melee attack, its attacker must succeed at a Reflex save 
  or take 3d6 points of acid damage. Attackers using a natural 
  weapon suffer a –4 penalty to their save.
  Whenever the target takes damage from a bleed effect, 
  creatures adjacent to the target must succeed at a Reflex 
  save or suffer 3d6 points of acid damage.
  Augment: You may augment this power in the following 
  ways:
  • For every 2 power points you spend, its damage 
  increases by one die (d6).
  • If you spend an additional 4 power points, creatures 
  damaged by this power who fail their saves are also 
  blinded until the beginning of their next turn.
  CAUSTIC TRANSFUSION
  Discipline: Psychometabolism [Acid]; Level: dread 3, psion/
  wilder 3, vitalist 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One creature (see text)
  
  67
  Psionics augmented
  Duration: Concentration (up to 1 round per level) + 1 round
  Saving Throw: Fortitude partial (see text); Power 
  Resistance: Yes
  Power Points: 5
  You convert large portions of your target’s blood to a caustic 
  fluid, wracking them with pain and misery. The target takes 
  2d6 acid damage at the start of their turn and becomes 
  fatigued until the beginning of their text turn. A successful 
  Fortitude save halves the damage and negates the fatigued 
  condition. If the target is suffering bleed damage at the 
  beginning of its turn, adjacent creatures must succeed at a 
  Reflex save or suffer the damage dealt by this power as well.
  Augment: You may augment this power in the following 
  ways:
  • For every 2 power points you spend, its damage 
  increases by one die (d6).
  • If you spend an additional 4 power points, victims that 
  fail their saving throws also become nauseated for 1 
  round.
  In addition, for every 2 power points spent to achieve 
  either of these results, increase the save DC of this power 
  by 1.
  CHARGE PSYCHIC STRIKE
  Discipline: psychokinesis; Level: gifted blade 1
  Display: Audible, Visual
  Manifesting Time: 1 move action
  Range: Personal
  Duration: Instant
  Saving Throw: None; Power Resistance: No
  Power Points: 1
  You quickly channel energy from your power pool into 
  your mind blade to create a psychokinetic charge which is 
  released as a free action as part of an attack. This charge 
  inflicts an additional 1d8 points of damage.This functions 
  exactly like the psychic strike class feature and may be used 
  to power blade skills or feats that require the expenditure of 
  the gifted blade’s psychic strike.
  Augment: For every 4 power points spent, this 
  psychokinetic charge inflicts an additional 1d8 points of 
  damage. If you spend 8 or more power points on manifesting 
  this power, you may manifest it as a swift action.
  CLONED TWIN
  Discipline Psychometabolism; Level Egoist 3, psion/wilder 
  4, psychic warrior 3, vitalist 4 
  Display Olfactory
  Manifesting Time 1 standard action
  Range Personal
  Effect One cloned twin
  Duration 1 round/level
  Power Points psion/wilder7, vitalist 7, egoist 5, psychic 
  warrior 5
  When you manifest this power, your body creates a 
  perfect copy of yourself into a single adjacent square. As 
  long as the twin exists, whenever you take a move action 
  to move, the twin can move as well, although it does not 
  need to follow you and cannot take any other actions. On 
  subsequent rounds, at the start of your turn, your mind can 
  instantaneously exchange places with your twin, becoming 
  the twin and your original body becoming the twin. This is 
  not an action and does not provoke an attack of opportunity.
  The twin has a speed of 30 feet and provokes attacks of 
  opportunity from movement as normal. Your twin cannot 
  speak while you are in your other body, and cannot flank, 
  make attacks of opportunity, or otherwise threaten enemies. 
  It has an AC equal to 10 + 1/2 your manifester level and a 
  number of hit points equal to your manifester level. If the 
  twin is reduced to 0 hit points, it is destroyed, although you 
  can create a new one on your turn as a standard action as 
  long as the duration persists. 
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. If you spend 2 additional power points, the duration 
  extends to 1 minute/lvl.
  2. For every 2 additional power points you spend, you 
  create another cloned twin.
  3. If you spend 4 additional power points, the twin uses 
  your AC, movement speeds, movement modes and hit 
  points at the time of the split, and retains any spells, powers 
  or effects that were affecting you when you split.
  4. If you spend 2 additional power points, if you are reduced 
  to 0 hit points, you can freely shift your consciousness into 
  the twin, while the body you inhabited is destroyed.
  COLLATERAL DAMAGE
  Discipline: Metacreativity; Level: Marksman 4
  Display: Material
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Saving Throw: None; Power Resistance: Yes
  Power Points: 7
  Your arrows explode on impact, ejecting shards of 
  ectoplasmic energy when they hit.  Each attack you make 
  with a ranged or thrown weapon this round causes 3d6 
  points of splash damage to the squares adjacent to your 
  target if you hit.  The damage dealt is piercing damage 
  and it is treated as if it were of the same material as your 
  ammunition.  Thusly an alchemical silver arrow that 
  strikes your target will deal splash damage that bypasses 
  DR/silver.
  If you arrows miss your target, they do not deal any 
  splash damage.
  Augment: For every two additional power points you 
  spend, the splash damage dealt increases by 1d6.
  Mythic Collateral Damage
  You can change the damage dealt from piercing to the 
  energy type you selected when last you gained psionic 
  focus.
  
  68
  Psionics augmented
  Augmented (6th): By expending two uses of mythic 
  power, your splash damage is treated as any alignment 
  your weapon possesses for purposes of bypassing 
  damage reduction.  Additionally the duration of this 
  power double to two rounds.
  CORPSEWALK
  Discipline: Athanatism; Level: Conduit 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One mindless undead
  Duration: 1 min./level (D)
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 3
  The lurching and uncoordinated movements of 
  a nearby monster suddenly take a controlled and 
  purposeful smoothness.  When you manifest corpsewalk, 
  you temporarily gain the ability to inhabit the body of a 
  mindless undead creature such as a skeleton or zombie.  
  Your body becomes limp and unresponsive while your 
  consciousness is riding in its temporary host.  You 
  remain aware of events around your body and you may 
  return to it by dismissing corpsewalk (a standard action).
  While you inhabit an undead husk, it is unable to act 
  in any way.  You control its body and may use it as you 
  wish, making slam attacks, moving, or using whatever 
  equipment you can place its hands upon.
  You gain whatever senses your undead host possesses 
  and the body retains any defensive or passive abilities 
  (such as Damage Reduction) it has which do not require 
  activation.  Otherwise, you do not gain control of any 
  supernatural, or psi-like abilities the creature has, nor 
  do you gain access to any feats it possesses.  You are 
  able to use feats and skills you know as long as they are 
  appropriate to the body you are occupying.
  You may make Disguise or Bluff checks to attempt to 
  disguise yourself but a mindless undead typically moves 
  with a gait that is distinctive and unnatural, meaning 
  you are likely to be spotted as unusual while in motion.
  If your undead host body is destroyed while you occupy 
  it, corpsewalk immediately ends.  During this power, you 
  are merely linking to the undead body and your soul 
  remains within your own, so if your host body is within 
  a negative energy effect such as channel negative energy, 
  the body heals and you suffer no ill effect.
  Augment: For every additional two power points you 
  spend manifesting this power, you gain the ability to 
  manifest one psionic power while you are controlling 
  the undead body and the DC for this power increases by 
  one.
  Mythic Corpsewalk
  You may attempt to take over the bodies of intelligent 
  undead, but doing so reduces the duration of this power 
  to one round per level.
  DIRT NAP
  Discipline: Metacreativity; Level: Cryptic 2, psion/wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched surface of dirt of stone
  Duration: 1 hour/level (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 3
  With a wrenching moan, an extradimensional space 
  opens at your feet, resembling a freshly excavated grave.  
  This grave generally appears as a 5-ft. by 10-ft. rectangle 
  but its interior is always adequate for those who inhabit 
  it.  Creatures in the extradimensional space are hidden, 
  beyond the reach of powers (including clairsentience 
  powers), unless those powers work across planes.  The 
  space holds as many as eight creatures (of any size).
  The interface between this extradimensional space 
  and the material plane is semi-solid and can support 
  covering materials such as spread straw or a sleeping 
  bag.  The interface can support up to 20 pounds of 
  material.  Such items can be placed from within the 
  space by reaching up then gently retracting your hands, 
  leaving the items above what you now see as your ceiling.
  Powers 
  cannot 
  be 
  manifested 
  across 
  the 
  extradimensional interface, nor can area effects cross 
  it.  Those in the extradimensional space can see out of it 
  as usual but those outside see only an empty grave plot.  
  Anything inside the extradimensional space is ejected 
  when the power ends.  Only one creature at a time can 
  cross through the interface.
  Augment: For every two additional power points you 
  spend, this power can shelter an additional creature.
  Mythic Dirt Nap
  The duration of this power changes to Permanent.
  Augmented (3rd): By expending a use of mythic 
  power, you can manifest a power from inside the 
  extradimensional space to outside.  Doing so weakens 
  the interface material, allowing those outside of the 
  space to see inside (but not to manifest powers against 
  those inside).
  DISRUPTION
  Discipline Telepathy [mind-affecting]; Level Cryptic 3, 
  dread 3, psion/wilder3, tactician 3
  Display Auditory
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target One creature
  Duration 1 round/level
  Power Points 5
  The power overwhelms the target’s mind and ability to 
  concentrate, making manifesting powers or casting spells 
  extremely hard. The subject must succeed at a concentration 
  check (DC equal to the save DC of this power) in order 
  to cast a spell, manifest a power, use any spell-like ability, 
  
  69
  Psionics augmented
  use any psi-like ability, or use any spell completion, power 
  completion, power trigger or spell trigger magic items.
  While under the effect of this power, if the subject must 
  attempt a concentration check to cast a spell, manifest a 
  power, use a psi-like ability or a spell-like ability for any 
  reason other than the effect of this spell (such as manifesting 
  defensively, being injured while manifesting, and so on), 
  it takes a penalty on that check equal to 1/2 its caster or 
  manifester level.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. For every 2 additional power points you spend, you can 
  choose another target. 
  2. If you spend 2 additional power points, the range 
  increases to Medium instead of Close.
  3. If you spend 3 additional power points, the target 
  takes a penalty to all concentration checks equal to your 
  manifesting ability stat, in addition to any other penalties 
  it might suffer.
  ECTOPLASMIC CHARGED ARMOR
  Discipline Metacreativity; Level Cryptic 2, psion/wilder2, 
  psychic warrior 2
  Display Olfactory, Auditory
  Manifesting Time 1 standard action
  Range Personal
  Target You
  Duration 1 min./level or until discharged
  Power Points 3
  You cover yourself with charged ectoplasm that reacts to 
  any physical attacks by transforming the kinetic energy 
  into volatile crystal shards. Any creature striking you with 
  its body, natural weapon, or a handheld weapon takes 2d6 
  points of piercing damage. Each time the power discharges, 
  the number of dice is halved, down to a minimum of 1d6.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. For every 2 additional power points you spend, increase 
  the base damage by +2d6.
  2. If you spend 2 additional power points, each discharge 
  only removes 1d6 from the next damage, instead of halving 
  it.
  3. If you spend 2 additional power points, you also gain 3 
  temporary hit points per die of base damage.
  ECTOPLASMIC CARPET
  Discipline: Metacreativity (Creation); Level: Cryptic 3, 
  psion/wilder 3, tactician 3
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: One 5-ft. square of temporarily real carpet
  Duration: 1 min./level
  Saving Throw: See text; Power Resistance: Yes
  Power Points: 5
  A glossy sheet of soft ectoplasm coheres in space to do 
  your bidding.  When you manifest this power, you must 
  choose one of the several modes in which it can operate.  
  Once this choice is made, it cannot be changed for this 
  manifestation.  
  Flying: In this mode, an ectoplasmic carpet acts as a 
  flying carpet of the same size.  Unaugmented, it can carry 
  up to 200 lbs. and has a fly speed of 40 ft. plus the usual 
  overland flight capability.
  Restraint: In this mode, an ectoplasmic carpet can wrap 
  itself around a creature’s arms, preventing them from 
  being used to wield weapons or perform fine activities 
  using hands.  The carpet is treated as a set of masterwork 
  manacles (Escape Artist DC 35 or Strength check DC 28 to 
  escape or break) but also constrains the target’s fingers.  
  This imposes an Arcane Spell Failure chance of 20% 
  upon those to whom it may apply.  A creature can make 
  a Reflex save to avoid being ensnared by a carpet in this 
  mode.  As a move action, you can direct the carpet to a 
  target within range, and as a standard action you can 
  attempt to ensnare a creature.  Only one creature can be 
  held at a time and releasing a creature is a free action.
  Shield: In this mode, an ectoplasmic carpet acts as a 
  sheet of protective material that you can move around 
  within your space as a free action.  This functions as a 
  heavy shield (+2 shield bonus to AC) but only against 
  ranged attacks as it is too insubstantial to interfere with 
  melee attacks.  This shield has no armor check penalty 
  or Arcane Spell Failure chance since it is weightless and 
  encumbrance-free. 
  Tripping: In this mode, an ectoplasmic carpet can 
  be slipped beneath the feet of an opponent then 
  telekinetically pulled out from beneath them.  This 
  requires a move action to mentally direct the carpet 
  to slide underneath a target within range, and a 
  standard action to perform a trip attempt.  You use your 
  manifester level in place of your base attack bonus and 
  your primary manifesting ability modifier in place of 
  Strength for calculating your CMB for this trip attempt.  
  You cannot trip a creature larger than this carpet.
  Augment: This power may be augmented in one or 
  more of the following ways:
  1. For every additional two power points you spend, 
  the basic flying mode carpet expands one size as per 
  flying carpet.  The first augmentation increases the carpet 
  to 5-ft. by 10-ft. and carrying capacity to 400 lbs.  The 
  second augmentation increases the carpet to 10-ft. by 
  10-ft. and carrying capacity to 800 lbs.  Each subsequent 
  augmentation increases size by two 5-ft. squares and 
  carrying capacity by 400 lbs.  Any carpet augmented to 
  10-ft. by 10-ft. or larger changes its duration to 1 hour/
  level.
  2. For every additional power point you spend, the DCs 
  for escaping or breaking a restraint carpet increase by 1.
  3. For every additional three power points you 
  spend, the shield bonus granted by a basic shield carpet 
  increases by 1.
  4. For every additional four power points you spend, 
  the basic tripping mode carpet becomes one size larger 
  (from a 5-ft. square appropriate to a Medium creature to 
  
  70
  Psionics augmented
  a 10-ft. square appropriate to a Large creature, then to a 
  15-ft. square appropriate to a Huge creature and so on).  
  A tripping carpet that is large enough may be used to trip 
  multiple creatures at once if they all fit within its area.
  Mythic Ectoplasmic Carpet
  A flying mythic ectoplasmic carpet bestows flight upon 
  its riders for a number of rounds equal to your mythic 
  tier when it ends (either as its duration expires or if it is 
  dispelled).
  A restraint ectoplasmic carpet causes any creature 
  ensnared within it to be entangled.
  A shield ectoplasmic carpet grants its shield bonus to 
  AC against melee attacks as well as ranged attacks.
  A tripping ectoplasmic carpet is treated as difficult 
  terrain by those standing upon it.  You can leave the 
  carpet underneath your foes by declining to make trip 
  attempts.
  ECTOPLASMIC OBELISK
  Discipline: Metacreativity; Level: Cryptic 2, psion/wilder 2, 
  tactician 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Temporarily real statue up to 5-ft. square
  Duration: 1 round/level
  Power Points: 3
  Expanding from a mid-air spec of colorful ectoplasm, 
  a massive statue forms in space where you designate 
  it, blocking travel and sight.  When you manifest this 
  power, you must specify an unoccupied square, which 
  then becomes filled by a simple ectoplasmic statue of 
  your design.  This statue impedes movement as would 
  one of the same size carved out of stone.  An ectoplasmic 
  obelisk has hardness 10 and 30 hit points.  The created 
  obelisk is newly created and thus has not yet made any 
  impression in the floor below it, so it may be possible to 
  push it one square with a DC 15 Strength check.
  Augment: You may augment this power in one or 
  more of the following ways.
  1. For every additional power point you spend on this 
  power, the hardness of the obelisk is increased by 1 and 
  its hit points increase by 2.  Additionally, the weight 
  of the obelisk increases, adding 1 to the Strength DC 
  required to push it.
  2. By spending an additional 6 power points, you may 
  make an ectoplasmic obelisk up to one 10-ft. square in 
  size.
  3. By spending an additional 10 power points, the 
  duration of this power becomes Permanent.
  Mythic Ectoplasmic Obelisk
  You may move through any mythic ectoplasmic obelisk 
  you create, though you cannot end your turn in the same 
  square as one.  Also, the 10-point augment that changes 
  the duration of this power now optionally changes to 
  Instantaneous, preventing it from being dispelled.
  EPIDERMAL FISSURE
  Discipline: Psychometabolism; Level: dread 2, psion/wilder 
  2, psychic warrior 2, tactician 2, vitalist 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round/level
  Saving Throw: Fortitude negates; Power Resistance: Yes
  Power Points: 3
  You engorge the muscles of your target, shredding their 
  skin and exposing the tissue beneath. The target gains a +4 
  enhancement bonus to Strength and a +4 enhancement 
  bonus to Intimidate checks. Additionally, the target suffers 
  2 points of bleed damage at the start of their turns.
  Augment: You may augment this power in the following 
  ways:
  • If you spend 3 additional power points, the Strength 
  and Intimidate bonuses increase by 2.
  • For every 2 additional power points you spend, the 
  bleed damage increases by 2.
  • For every 2 additional power points you spend, the 
  target suffers a –2 penalty to their natural armor (this 
  cannot reduce their natural armor below 0). 
  Additionally, for every 2 power points you spend to 
  achieve the above results, increase this power’s save DC by 1.
  ELONGATE EXTREMITIES
  Discipline Psychometabolism; Level Egoist 1, gifted blade 
  1, psychic warrior 1
  Display Material, Mental
  Manifesting Time 1 standard action
  Range Personal
  Target You 
  Duration 1 min/level
  Power Points 1
  You elongate either your arms (or whatever extremities are 
  equivalent) or your legs to gain an advantage over your 
  enemies.
  Arms: Increase your reach by 5 ft for the duration of this 
  power.
  Legs: Increase your speed by 5 ft for the duration of this 
  power. In addition, you can end your turn in the same 
  square as any creature that is the same size or smaller as you. 
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 2 additional power points, the duration 
  becomes 10 minutes per level.
  2. If you spend 2 additional power points, the speed 
  increase becomes +15 ft instead of +5 ft and you can end 
  your turn in the same square as a creature that is up to two 
  sizes larger than you.
  3. If you spend 2 additional power points, you can 
  elongate both arms and legs at the same time.
  4. If you spend 2 additional power points, your reach 
  increases by 10 ft for the duration of this power.
  
  71
  Psionics augmented
  5. If you expend your psionic focus, you can double the 
  bonus and manifest it as a swift action but the power only 
  lasts for 1 round, and the duration cannot be augmented 
  in any way.
  ENERGY ALLERGY
  Discipline: Psychometabolism; Level: Cryptic 3, dread 3, 
  psion/wilder 4
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One creature
  Duration: 1 round/level (D)
  Saving Throw: Fortitude negates; Power Resistance: Yes
  Power Points: Cryptic 5, dread 5, psion/wilder 7
  The skin of your foe begins to discolor as its very 
  nature changes, introducing a potentially fatal flaw in 
  its defenses.  When you manifest this power, the target 
  gains vulnerability to the energy type you selected when 
  you last gained psionic focus.  Such a creature takes an 
  additional 50% damage from that energy type for the 
  duration of energy allergy.
  Resistance and immunity to the energy type you 
  specify remain unaffected by this power.
  Augment: By spending an additional four power 
  points you can specify a second energy type or specify 
  an energy type other than the type you chose when last 
  gaining psionic focus.
  Mythic Energy Allergy
  A creature with immunity to the energy type you 
  specify is no longer immune, but reduces all damage 
  taken of that energy type by 50%.
  ENERGY DAGGER
  Discipline Psychokinesis [see text]; Level psion/wilder 1, 
  psychic warrior 1
  Display Visual, Material
  Manifesting Time 1 standard action
  Range 0 ft.
  Effect One dagger
  Duration 1 minute/level
  Power Points 1
  You focus your mental energy into the form of a dagger 
  wreathed in psionic energy. This dagger deals damage like 
  a normal dagger for your size and has an additional effect 
  depending on your active energy type. If the dagger leaves 
  your hand, it disappears at the end of the round.
  Cold: +1 point of cold damage and anyone damaged by 
  this takes a -1 penalty to saves against cold effects.
  Fire: +1d4 fire damage.
  Electricity: +1 point of electricity damage and a +3 bonus 
  to attacks against enemies in metal armor.
  Sonic: –1 point of damage and ignores an object’s 
  hardness. 
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: You can augment this power in one or more of 
  the following ways.
  1. If you spend 2 additional power points, the dagger 
  becomes a +1 weapon.
  2. If you spend 4 additional power points, it becomes a 
  +1 weapon with the corresponding energy enhancement 
  (flaming, frost, shocking, thundering) in addition to its 
  energy bonus. 
  3. If you spend 6 additional power points, it becomes a 
  +1 weapon with the corresponding energy enhancement 
  (flaming burst, icy burst, shocking burst, keen thundering).
  ENERGY RINGS
  Discipline: Psychokinesis [see text]; Level: Psion/wilder 3
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex half or Fortitude half; see text; Power 
  Resistance: Yes
  Power Points: 5
  You create an immobile cylindrical stack of rings of 
  energy of your active energy type that surrounds your 
  target, threatening to harm them if they move.  When 
  initially placed, these rings do no damage, but they 
  discourage your foe from undertaking movement.  While 
  surrounded by energy rings, the targeted creature may 
  still take actions within their square as usual, including 
  making ranged or melee attacks, or manifesting powers 
  without hindrance.
  In order to escape the energy rings, the target must first 
  succeed at a Strength check to break the rings.  The DC 
  for this check is equal to the DC of the power.  Attempting 
  to do so requires the target to directly contact the rings, 
  which deals 5d6 points of damage to the creature 
  touching the rings.  This power ends if any of the rings 
  are broken.
  Cold: A set of rings of this energy type deals +1 point 
  of damage per die.  The saving throw to reduce damage 
  from cold rings is a Fortitude save instead of a Reflex 
  save.
  Electricity: Manifesting a set of rings of this energy type 
  provides a +2 bonus to the save DC and a +2 bonus on 
  manifester level checks for the purpose of overcoming 
  power resistance.
  Fire: A set of rings of this energy type deals +1 point of 
  damage per die.
  Sonic: A bolt of this energy type deals -1 point of 
  damage per die and ignores an object’s hardness.
  This power’s subtype is the same as the type of energy 
  you manifest.
  Augment: You can augment this power in one or both 
  of the following ways:
  1. For every additional power point you spend, this 
  power’s damage increases by one die (d6).
  2. For every two additional power points you spend, 
  this power can affect a creature one size category larger.
  
  72
  Psionics augmented
  Additionally, for each two power points spent on either 
  augment, this power’s save DC increases by 1.
  Special: A kineticist does not need to select an energy 
  type for this power when he gains psionic focus.  He 
  may choose the type of damage at the time the power is 
  manifested.
  Mythic Energy Rings
  The damage dice of the power and its augments 
  increase to d10.
  Augment (3rd): If you expend two uses of mythic 
  power, you can target one additional creature or 
  unattended object for every three mythic tiers you 
  possess.
  ENERGY TOUCH
  Discipline Psychokinesis; Level psion/wilder1, psychic 
  warrior 1
  Display Visual, Auditory
  Manifesting Time 1 standard action
  Range Touch
  Target One target per level
  Duration Instantaneous
  Saving Throw None; Power Resistance Yes
  Power Points 1
  You charge your touch with your active energy type, dealing 
  1d6 points of energy damage on a successful melee touch 
  attack. You can use this melee touch attack up to one time 
  per manifester level.
  Cold: A touch of this energy type deals +1 point of 
  damage per die.
  Electricity: You gain a +3 bonus on your attack roll if the 
  target is wearing metal armor and a +2 bonus on manifester 
  level checks for the purpose of overcoming power resistance.
  Fire: A touch of this energy type deals +1 point of damage 
  per die.
  Sonic: A touch of this energy type deals –1 point of 
  damage per die and ignores an object’s hardness. 
  This power’s subtype is the same as the type of energy you 
  manifest.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. For every 2 power points you spend, this power deals 
  +1d6 energy damage.
  2. If you spend 2 additional power points, each energy 
  type gains a secondary effect as follows:
  Cold: The target must make a Fortitude save or become 
  staggered for 1 round.
  Electricity: The target must make a Will save or become 
  shaken for 1 round.
  Fire: The target must make a Reflex save or catch on fire 
  and take 1d6 of extra fire damage.
  Sonic: The target must make a Fortitude save or become 
  sickened for 1 round.
  EUTERPE’S PROPHETIC SONG
  Discipline: Clairsentience [mind-affecting, sonic]
  Level: Psion/wilder 1, tactician 1
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: 60 ft. radius sphere centered on you
  Duration: Concentration (up to 1 minute/level)
  Power Points: 1
  You weave your prophetic power into song, using it to 
  bolster your allies with visions of the future. Allies within the 
  area gain a +1 insight bonus to their attack rolls as long as 
  you concentrate on singing, humming, or otherwise making 
  music (allies within the area of silence or similar effects, or 
  who are deafened, cannot benefit from this bonus). You 
  cannot manifest this power while unable to make music, 
  such as by being within the area of a silence spell.
  Augment: You may augment this power in the following 
  ways.
  • If you spend 4 additional power points, the insight 
  bonus also applies to skill checks.
  • If you spend 8 additional power points, the insight 
  bonus also applies to weapon damage rolls in addition 
  to the above options.
  • If you spend 12 additional power points, the insight 
  bonus also applies to AC in addition to the above 
  options.
  • If you spend 16 additional power points, the insight 
  bonus also applies to saving throws in addition to the 
  above options.
  In addition, the insight bonus granted by this power 
  increases by 1 for every 2 power points spent on the above 
  options.
  Surge Augmentation: If you invoke your wild surge 
  while manifesting this power, change its duration to 
  ‘concentration plus 3 rounds’.
  FORM ASTRAL ARMOR
  Discipline: metacreativity; Level: gifted blade 3, psychic 
  warrior 3
  Display: Material, Visual
  Manifesting Time: 1 full-round action
  Range: Personal
  Effect: Astral Suit; see text
  Duration: 1 min./level; see text (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 5
  You form a suit of astral armor, similar to an aegis, of the astral 
  skin, astral armor or astral juggernaut type over your body. 
  The astral suit has the free customizations of associated suit 
  at the appropriate manifester levels (see aegis base class for 
  details) plus an additional 5 customization points. Use your 
  manifester level to determine your aegis level when gaining 
  free customizations from this power. If you already possess 
  the ability to manifest an astral suit you may add these 
  customization points to your astral suit when you manifest 
  
  73
  Psionics augmented
  this power. If you possess the mind armaments class feature 
  (see armored blade soulknife archetype), you may use 
  these customization points (and any purchased through 
  augmenting this power) to add astral suit customizations 
  to your mind armor.
  Augment: For every 2 additional power points you spend, 
  you gain 1 customization point.
  FRACTURE PATTERN
  Discipline: Psychometabolism
  Level: Cryptic 3, psion/wilder 3, tactician 3, vitalist 3
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. plus 10 ft. per level)
  Target: 1 creature or object
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Power Resistance: Yes
  Power Points: 5
  You brutally rewrite the pattern of your target, leaving 
  them vulnerable to further attack. If your target fails its 
  saving throw, choose bludgeoning, cold, fire, electricity, 
  piercing, slashing, or sonic damage. Your victim suffers 50% 
  additional damage from sources that deal damage of the 
  chosen type for the duration of this power.
  Augment: You may augment this power in one or both 
  of the following ways.
  • For every 2 additional power points you spend, your 
  target suffers 1d6 points of untyped damage as their 
  pattern is violently rent by your will.
  • For every 4 additional power points you spend, this 
  power affects an additional target within range.
  In addition, for every 2 power points spent on either of 
  the above options, the power’s save DC is increased by 1.
  Surge Augmentation: If you invoke your wild surge 
  when manifesting this power, the damage dealt by its first 
  augment option is of the type chosen when your victim 
  failed their saving throw (and therefore deals 50% more 
  damage).
  GHOSTWARD
  Discipline: Athanatism; Level: Conduit 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Effect: Ectoplasmic coating whose area is up to one 10-ft. 
  square/level
  Duration: Concentration up to 1 round/level
  Power Points: Conduit 3
  A shadowy silhouette of your hand reaches out from 
  you and appears to spread a portion of your essence 
  upon a nearby surface.  This power allows you to cover a 
  wall, floor, ceiling, or similar surface with energies that 
  incorporeal undead find repulsive.  Such creatures are 
  unwilling to cross through this energy, making the area 
  you ward impassable to them.  You may shape the area 
  you designate to some degree, but your ward always 
  coats existing physical materials and you must be able 
  to see the surfaces you intend to cover.  This generally 
  does not allow you to imprison an incorporeal undead 
  as you normally cannot see all surfaces of a container, 
  but it might allow you to ward all surfaces of a room you 
  occupy to keep the creature out.
  Mythic Ghostward
  Instead of coating a material surface, you may choose 
  to cover an incorporeal undead creature that you can see 
  (and which has a surface area within your manifestation 
  limits). Doing so hinders the creature’s ability to pass 
  through solid objects.  Such a warded creature cannot 
  pass through any walls etc, but is still able to ignore 
  armor that does not have the ghost touch property.
  HALLUCINATIONS
  Discipline Telepathy; Level telepath 1, dread 1
  Display Olfactory, Auditory
  Manifesting Time 1 standard action
  
  74
  Psionics augmented
  Range Long (400 ft. + 40 ft./level)
  Target One target per manifester level
  Duration Concentration
  Saving Throw Will negates; Power Resistance Yes
  Power Points 1
  You cause the targets to believe they hear any sound you 
  imagine.
  The sound can include intelligible speech. Instead of 
  precisely imagining a sound, you can identify a sound the 
  subjects know and they imagine it doing what you describe 
  as you manifest the power. All targets hear the same sounds. 
  You can change the sound as part of concentrating on the 
  power.
  Augment: This power can be augmented in any of the 
  following ways:
  1. If you spend 2 additional power points, you can script 
  whatever happens for 1 minute per level, instead of having 
  to concentrate on the power. The power will play out as you 
  defined it, including reacting to what the targets say or do, 
  provided you defined that interaction when scripting it.
  2. If you spend 4 additional power points, you can include 
  the image of any object, creature, or force you imagine or 
  identify for the targets to imagine. You can move the image 
  while you concentrate. The image fails and disappears 
  when struck by an opponent unless you cause it to react 
  appropriately while concentrating. Its AC is equal to 10 + ½ 
  your manifester level.
  3. If you spend 6 additional power points, you can include 
  an image as above, but also any olfactory, thermal and 
  tactile elements, completing the mental hallucination.
  4. If you spend 5 additional power points, you can create 
  a triggered mindtrick instead. This changes the duration to 1 
  week/level + 1 minute/level. You set the triggering condition 
  (such as hearing a certain word or seeing a type of creature) 
  when manifesting the power. The event that triggers the 
  power can be as general or detailed as desired but must be 
  based on an audible, tactile, olfactory, or visual trigger. The 
  trigger can’t be based on any quality not normally obvious 
  to the senses, such as alignment. This power uses the target’s 
  senses to notice triggers. If this event happens during the 
  first duration, the mindtrick plays out as if you had scripted 
  it, for 1 minute per level and then ends.
  5. If you spend 8 additional power points, change the 
  target to 1 target and the duration to permanent. You can 
  make a general script for how the power interacts, when it 
  activates and other general reactions, and the targets mind 
  will actively work to make these scripts work.
  HAUNTVISION
  Discipline: Athanatism; Level: Conduit 1
  Display: Material
  Manifesting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation centered on you
  Duration: Concentration, up to 1 min./level (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 1
  Your body becomes coated in a sheen of frost as your 
  core temperature drops, hinting at the spiritual sight you 
  have gained.  While under the effect of hauntvision, you 
  can detect, identify, and eventually understand haunts 
  nearby.  The amount of information revealed by the 
  manifestation of this power depends on how long you 
  study a particular area or subject.
  Detection of a haunt may trigger it to manifest, 
  depending on the conditions and nature of the individual 
  haunt.
  1st Round: Presence or absence of haunts.
  2nd Round: Number of different haunts and the 
  strength of the most potent haunt.  For purposes of 
  determining a haunt’s strength, those with CR 1-3 are 
  considered weak, CR 4-6 moderate, CR 7-9 strong, CR 10-
  12 potent, CR 13-15 imposing, and CR 16+ deadly.
  3rd Round: The strength and location of each haunt.  
  If the haunts are within line of sight, you can make 
  Knowledge (religion) checks to attempt identification.
  Mythic Hauntvision
  You may add your mythic tier to Knowledge (religion) 
  rolls made to identify haunts.
  HURL ENEMY
  Discipline Psychokinesis [force]; Level Psion/wilder 4, 
  tactician 4
  Display Auditory, Visual
  Manifesting Time 1 standard action
  Range short (25 ft. + 5 ft./2 levels)
  Target one creature (see text)
  Duration instantaneous
  Saving Throw Fortitude negates; Power Resistance yes
  Power Points 7
  You concentrate on a creature and use telekinesis to try 
  to hurl it at another target. The creature being hurled 
  must weigh less than 50 pounds per manifester level. If 
  the targeted creature fails its save, you forcefully launch it 
  at another target that must be within 30 ft. of the affected 
  creature. 
  Make a ranged touch attack against the target. If the 
  attack is successful, deal 7d6 points of damage to both the 
  hurled creature and the target of the ranged attack. If the 
  attack misses, deal 3d6 points of damage to the hurled 
  creature.
  Augment: For every additional power point spent, 
  the damage to each creature increases by 1d6. For every 
  additional 2d6 of damage, the save DC increases by 1.
  IIMPROVISE
  Discipline: Clairsentience; Level: Seer 2, tactician 2
  Display: Mental
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: 3
  
  75
  Psionics augmented
  Your ability to form and implement a plan rapidly is 
  improved.  When you manifest this power, you can use 
  the Readying An Action special initiative action without 
  specifying the conditions that will trigger your readied 
  action.  You must still specify what action you will take 
  as your readied action.
  Augment: If you spend six additional power points, 
  the duration increases to 1 round per level, but once you 
  take the readied action, the power ends.
  Mythic Improvise
  You no longer need to specify what action you intend 
  to take as your readied action.
  INSUBSTANTIAL
  Discipline: Athanatism; Level: Dread 2, conduit 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Power Points: Dread 3, conduit 5
  Your form becomes indistinct and blurry as if viewed 
  through a heat-haze.  While under the effect of this 
  power, you gain the incorporeal monster ability.  Because 
  this transformation is temporary, it only grants you the 
  ability to move through solid objects as an incorporeal 
  creature would, though insubstantial can be augmented 
  to offer additional benefits.
  When this power ends, you are staggered for one 
  round.  Additionally, if you are partially or completely 
  inside a material object when this power ends, you are 
  ejected into the nearest free space, taking 1d6 points of 
  damage per 5 feet of material you move through to find 
  a free space.
  Augment: You may augment this power in one or 
  more of the following ways.
  1. By spending an additional two power points, you 
  gain the innate sense of direction common to naturally 
  incorporeal creatures, able to move at full speed even 
  when you cannot see.  This does not grant you any 
  additional senses and is therefore mostly useful while 
  passing through solid objects.
  2. By spending an additional two power points, you 
  can move silently.  Creatures making Perception checks 
  to observe or locate you suffer a -5 penalty on those 
  checks.
  3. By spending an additional four power points, your 
  Armor Class is altered as a natural incorporeal creature; 
  you lose any natural armor bonus to Armor Class and 
  gain a deflection bonus equal to your Charisma modifier. 
  This bonus does not stack with other sources.  Any armor 
  or shield that does not have the ghost touch property 
  ceases applying to your Armor Class while you are 
  incorporeal.
  4. By spending an additional eight power points, you 
  gain immunity to non-magical attack forms and take 
  only half damage from magic weapons and powers from 
  corporeal sources.  Corporeal powers and effects that do 
  not cause damage only have a 50% chance of affecting 
  you. Force powers and effects, such as from entangling 
  debris, affect an incorporeal creature normally.
  Mythic Insubstantial
  This power’s duration changes to 1 round per mythic 
  tier you possess.
  NVOLUNTARY BODY FUNCTION
  Discipline Psychometabolism; Level psion/wilder1, vitalist 
  1
  Display Olfactory, Auditory
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 min/level
  Saving Throw Fortitude negates; Power Resistance Yes
  Power Points 1
  You trigger a number of involuntary bodily functions in a 
  living target, making them sickened unless they succeed on 
  a Fortitude save.
  Augment: You can augment this power in any of the 
  following ways
  1. If you spend 3 additional power points, the target 
  instead becomes nauseated on a failed save, and falls prone 
  unless they make a successful Reflex save.
  2. If you spend 2 additional power points, you can 
  designate one target per manifester level instead of just one.
  KYRIA’S CRYSTALLINE AURA
  Discipline: Metacreativity
  Level: Psion/wilder 4, psychic warrior 4
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 7
  You create a cloud of whirling, razor-sharp crystals around 
  yourself. When you manifest this power, choose defensive or 
  offensive (you may alter this choice as a swift action). While 
  this power is in defensive mode, the shards lock together to 
  protect you from attacks; you gain a +3 shield bonus to AC, 
  as well as a +3 competence bonus to Reflex saves. While this 
  power is in offensive mode, creatures within a 10 ft. radius 
  of you suffer 5d6 slashing damage at the beginning of each 
  round (and whenever they voluntarily enter a space within 
  10 ft. of you) and must succeed at a Reflex save or suffer 2d6 
  bleed damage.
  Augment: You may augment this power in one or both 
  of the following ways:
  • For every 2 additional power points you spend, the 
  bonuses granted by the defensive mode increase by 1, 
  and the damage of the offensive mode increases by 1 
  die (d6; this includes the bleed damage).
  • For every 2 additional power points you spend, the 
  area of the offensive mode increases by 5 ft.
  
  76
  Psionics augmented
  Surge Augmentation: If you invoke your wild surge while 
  manifesting this power, you may choose to manifest it in 
  both defensive and offensive mode at the same time. If you 
  do so, you may not switch its mode for this manifestation, 
  and its duration is cut in half (rounded down).
  KYRIA’S VASCULAR DISRUPTION
  Discipline: Psychometabolism; Level: cryptic 5, dread 5, 
  psion/wilder 6
  Display: Visual, auditory
  Manifesting Time: 1 Standard action
  Range: Medium (100 ft. plus 10 ft. per level)
  Target: 1 creature
  Duration: Instantaneous and 1 round per level (see text)
  Saving Throw: Fortitude partial; Power Resistance: Yes
  Power Points: cryptic 9, dread 9, psion/wilder 11
  You violently disturb your victim’s vascular system, sending 
  an eruption of gooey blood from their body. Your victim 
  suffers 9d6 points of damage and erupts in a 20 ft. burst 
  of blood. Creatures within the burst (including the victim) 
  become entangled for 1 round/level as the blood congeals 
  into a web-like mass that constricts their 
  movement. A successful Fortitude save halves the damage 
  and prevents the burst of blood. Creatures without blood 
  or an equivalent bodily fluid (including, but not limited 
  to, most forms of undead, constructs, and elementals) are 
  immune to the effects of this power.
  Augment: You may augment this power in the following 
  ways.
  • For every 1 additional power point you spend, this 
  power’s damage increases by one die (d6). For each two 
  extra dice of damage, this power’s save DC increases 
  by 1.
  • If you spend 4 additional power points, the eruption 
  of blood occurs even if the victim succeeds at their 
  saving throw.
  Surge Augmentation: If you invoke your wild surge 
  while manifesting this power, you may affect creatures that 
  do not have blood or equivalent bodily fluids; you convert 
  part of their form to liquid and force it outward.
  LIFT
  Discipline: Psychoportation; Level: Cryptic 3, psion/wilder 
  3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One Medium or smaller creature
  Duration: Concentration up to 1 round/level
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 5
  With a mental thrust you fling your foe upwards 
  then suspend them there.  When you manifest lift, you 
  cause a target to float unnaturally five feet above the 
  ground.  This typically prevents them from moving 
  though creatures which can fly are unaffected by lift. 
  Additionally, a creature that is able to react walls, items, 
  or creatures nearby may be able to push themselves 
  horizontally.  This requires deliberate intent, so a target 
  creature kicking or punching an adjacent foe does not 
  float away unexpectedly.
  This power is inherently stable and being suspended 
  in midair does not impose any penalty on actions the 
  target creature might undertake excepting movement.
  Each round at the end of its turn, the target creature 
  makes an additional save at the original DC of this 
  power to terminate its effects.
  Mythic Lift
  You may manifest mythic lift on one creature per 
  mythic tier you possess, but no two creatures may 
  be more than 15 feet apart from one another.
  MELPOMENE’S PSIONIC HOWL
  Discipline: Psychokinesis [sonic]
  Level: Psion/Wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 30 ft.
  Area: 30 ft. radius burst centered on you
  
  77
  Psionics augmented
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Power Resistance: No
  Power Points: 3
  You unleash a blast of charged sonic energy that manifests 
  as a howling shriek. Creatures and objects within the 
  area suffer 3d4 points of sonic damage, which ignores 
  the hardness of objects, and creatures that fail their saves 
  become deafened for 1 round per manifester level as the 
  sound persists in their minds, drowning out all others. The 
  deafened effect is mind-affecting.
  Augment: You may augment this power in one or both 
  of the following ways:
  • For every additional power point you spend, this 
  power’s damage increases by one die (d4). For each 2 
  extra dice of damage, this power’s save DC increases 
  by 1.
  • If you spend an additional 4 power points, you may 
  exclude any number of allies and/or objects from the 
  power’s effects.
  Surge Augmentation: If you invoke your wild surge while 
  manifesting this power, double its range and area.
  MENTAL CONTAGION
  Discipline: Telepathy [mind-affecting]
  Level: Dread 5, psion/wilder 6
  Display: Mental
  Manifesting Time: 1 full-round action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: 3 creatures (see text)
  Duration: 5 rounds
  Saving Throw: Will negates
  Power Resistance: Yes
  Power Points: Dread 9, psion/wilder 11
  You join your mind with a creature and seize the afflictions 
  around its mind, spreading them to others. When you 
  manifest this power, choose a creature within range, then 
  choose up to two additional creatures within range. 
  The additional creatures must succeed at a Will save or 
  immediately suffer the effects of all mind-affecting abilities 
  affecting the first creature for 5 rounds, except that you are 
  treated as the caster (or origin, as appropriate) for those 
  effects. 
  Augment: You may augment this power in one or both 
  of the following ways.
  • For every 4 additional power points you spend, the 
  number of additional creatures increases by 2, to a 
  maximum of 6.
  • If you spend 2 additional power points, make a 
  manifester level check against DC 11 + the caster or 
  manifester level of the highest-level mind-affecting 
  ability affecting the initial creature chosen. If you 
  succeed, all mind-affecting abilities affecting that 
  creature are removed.
  Surge Augmentation: If you invoke your wild surge while 
  manifesting this power you shatter the spirit of its victims; 
  creatures that fail their saves also suffer a penalty equal to 
  your wild surge’s intensity on attack rolls, skill checks, caster 
  level checks, and manifester level checks for a number of 
  rounds equal to your key ability modifier.
  MENTAL MIST
  Discipline Telepathy [mind-affecting]; Level dread 2, psion/
  wilder2, tactician 2, vitalist 2
  Display Mental
  Manifesting Time 1 standard action
  Range Medium (100 ft. + 10 ft./level)
  Area 20 ft radius
  Duration 1 minute/level
  Saving Throw Will negates; Power Resistance Yes
  Power Points 3
  You reach into the minds of your targets and cloud them, 
  making them think they are deep inside an overwhelming 
  mist or fog. Those who fail their Will saves are affected 
  as follows: The mental mist obscures all sight, including 
  darkvision, beyond 5 feet. A creature within 5 feet has 
  concealment (attacks have a 20% miss chance). Creatures 
  farther away have total concealment (50% miss chance, and 
  the attacker can’t use sight to locate the target).
  Augment: This power can be augmented in one or more 
  of the following ways. 
  1. If you spend 4 additional power points, all targets that 
  fail their saves are mentally drained, move at half their 
  normal speed and take a -2 penalty on all attack rolls and 
  melee damage rolls and cannot take a 5-foot-step while 
  inside.
  2. If you spend 4 additional power points, all targets that 
  failed their Will save also take 1d6 points of damage at the 
  start of your turn, beginning with the turn you manifest the 
  mental mist.
  3. If you spend 6 additional power points, all targets must 
  make a Fortitude save at the beginning of their turn or be 
  overwhelmed by horrid mental images tearing them apart, 
  taking 1d4 points of Wisdom damage. If they succeed on 
  this save, they take half damage.
  4. If you expend your psionic focus, you can exclude 
  yourself from all effects while inside the area.
  MENTAL SEMBLANCE
  Discipline: Telepathy [Mind-Affecting]
  Level: Cryptic 2, psion/wilder 2
  Display: Auditory, Material, Visual
  Manifesting Time: 1 full round action
  Range: Personal
  Duration: 10 minute/level
  Saving Throw: Will negates; Power Resistance: No
  Power Points: 3
  When manifesting this power, you are capable of duplicating 
  the psionic pattern of an individual you’ve touched and 
  attempt to duplicate them. This is a mind-affecting ability 
  that causes those who view you to see and hear you as 
  
  78
  Psionics augmented
  the duplicated individual, granting you a +30 competence 
  bonus on Disguise and Bluff checks to appear and act like 
  the duplicated individual. You may duplicate patterns that 
  are similar to your own; creatures duplicated must be of 
  same type and size or within one step smaller or larger, and 
  must have the same configuration of limbs (if you duplicate 
  someone with a missing limb, observers will see that this 
  limb is missing still). This power only affects the senses of 
  sight and sound, you will still smell the same and creatures 
  with scent may pick up the difference. Individuals who 
  perceive falsehood in your disguise and representation of 
  the duplicated victim may attempt a Will save to disbelieve 
  the power and see through it. However, this does not end 
  the power, only allowing the creaturing making the save to 
  see through it to what you really are. 
  Augment: If you spend an additional 2 power points 
  points, the bonus on Bluff and Disguise checks increase by 2 
  and the DC to disbelieve the disguise increases by 1.
  MIND PALACE
  Discipline: Clairsentience; Level: Cryptic 1, psion/wilder 1, 
  vitalist 1
  Display: Auditory
  Manifesting Time: 1 immediate action
  Range: Personal
  Target: You
  Duration: Instantaneous
  Power Points: 1
  At the sound of a sharp snap, your eyes glaze over 
  as you internalize your thought processes, rummaging 
  amongst the recesses of your mind to reach resources 
  normally inaccessible to your conscious self.  For a tiny 
  moment of time, your personal sense of time’s passage 
  is distorted, granting the priceless boon of time to think.  
  When you manifest mind palace, you envision a artificial 
  representation of your mind’s contents, and you search 
  within that representation for shards of knowledge that 
  might be applicable to the problem immediately before 
  you.  The amount of hidden useful knowledge to be 
  gained is unpredictable.  You gain a 1d4 bonus to the 
  next attack roll, saving throw, skill check, ability check, 
  manifester level check or similar check you make before 
  the start of your next turn.
  Augment: For every additional two power points you 
  spend, bonus granted by this power increases by 1d4.
  Mythic Mind Palace
  The bonus dice for mythic mind palace are increased 
  to 1d8.
  MIND TRAP
  Discipline: Telepathy [mind-affecting]; Level: cryptic 5, 
  dread 5, psion/wilder 5, tactician 5
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged
  Saving Throw: None; Power Resistance: No
  Power Points: 9
  You store a single power in your mind as a trap to any who 
  would trespass there. When you manifest this power, select 
  another power you know with a range of close or greater, 
  and a target of ‘one creature’. That power is stored inside 
  your mind trap (you may still manifest it normally). 
  When you succeed at a saving throw against a mind-
  affecting power, spell, or ability, you may trigger the stored 
  power, targeting the source of the effect you saved against 
  (regardless of the distance between you and that source). 
  You must pay all costs associated with the power, and may 
  augment it as normal.
  Augment: For every 4 additional power points you spend, 
  you may trigger the power stored in your mind trap an 
  additional time. You still need to pay all costs associated 
  with the triggered power each time you use it.
  MINDSCRAMBLE
  Discipline: telepathy; Level: gifted blade 2
  Display: Auditory, Olfactory
  Manifesting Time: 1 standard action
  Range: Melee or ranged attack (see text)
  Target: Your mind blade (or equivalent)
  Duration: One round, see text.
  Saving Throw: Will (see text); Power Resistance: Yes
  Power Points: 3
  When manifesting this power, you create a subtle psionic 
  field around your mind blade (or any of its variant types) 
  and strike out at an enemy as a standard action. Your 
  successful attack causes this field to discharge and inflict 
  an additional 2d6 points of nonlethal damage. Additionally, 
  this power stuns foes on a failed Will save for 1d4 rounds.
  Augment: For every additional 2 power points spent, 
  increase the damage by 1d6 and increase the stun duration 
  by 1 round. For every 4 additional power points spent on 
  this power, increase the Will save DC by 1.
  PAYLOAD
  Discipline: Psychokinesis; Level: Marksman 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched ranged weapon
  Duration: 1 round/level
  Power Points: 3
  A shimmering pocket of space opens up near your 
  bow, inviting the insertion of a small item.  While this 
  power is in effect, you can load an alchemical item such 
  as an acid flask or holy water into the space, and your 
  next shot will deliver that item in addition to its normal 
  effects.  Loading this pocket requires a move action but 
  once loaded, the pocket remains ready to use until the 
  power expires or you take a shot with your weapon.
  Augment: For every additional two power points you 
  spend, you may place an additional alchemical item into 
  the loading pocket when you load it, without requiring 
  
  79
  Psionics augmented
  more time.  Such items will still only attach one per 
  projectile, so delivering two items requires two shots.
  Mythic Payload
  You are able to draw and load alchemical items into 
  the loading pocket as a free action.  In addition, you 
  may choose to deliver up to one item per two marksman 
  levels you possess with a single shot.
  PINNING SHOT
  Discipline: Psychokinesis; Level: Marksman 2
  Display: Material
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: 3
  Your arrows glisten with a thin layer of what appears 
  to be an exotic psionic adhesive.  While you have this 
  power manifested, you fire shots that can bind targets in 
  a number of ways.  You can use this to make it difficult to 
  open a door or similar portal, or to make it difficult for a 
  creature to move.
  Creature: To use this binding method, you must first 
  successfully make a shot with a ranged weapon against 
  your target.  If you hit, instead of dealing damage as 
  normal, you may choose to pin them to an adjacent object, 
  including the floor.  If there is no suitable adjacent object 
  (such as in the case of a flying creature), this method has 
  no effect.  A target pinned to a solid object is unable 
  to move from their location without succeeding at a 
  Strength check with a DC equal to 13 + your key ability 
  modifier.
  Door: To use this binding method, you must first 
  successfully make a shot with a ranged weapon against 
  your target.  A door, chest, or similar items typically have 
  AC 10.  If you hit, your projectile binds the portal shut, 
  rendering it difficult to open.  Opening such a bound 
  item requires a Strength check with a DC equal to 13 + 
  your key ability modifier.
  Augment: For every additional two power points you 
  spend, this power’s DC increases by 1.
  Mythic Pinning Shot
  Add your tier to the Strength check DC required to 
  unbind a target.  Additionally, a bound creature counts 
  as entangled until they pull free.
  PUMMELLING BARRAGE
  Discipline Metacreativity; Level psion/wilder2, cryptic 2
  Display Material, Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target One or more creatures
  Saving Throw None; Power Resistance Yes
  Power Points 3
  You pummel the creature with ectoplasm, possibly knocking 
  them out without seriously injuring them. Make a ranged 
  touch attack to deal 3d6 nonlethal damage against a single 
  creature.
  Augment: This power can be augmented in one or both 
  of the following ways.
  1. For every 2 power points you spend, you can make 
  another ranged touch attack.
  2. If you spend 3 additional power points, the ectoplasm 
  sticks to the target if it hits and deals the same amount of 
  nonlethal damage at the beginning of your next turn.
  RENDING FORCE
  Discipline Psychokinesis [force]; Level psion/wilder 5
  Display Material
  Manifesting Time 1 full-round action
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  
  80
  Psionics augmented
  Saving Throw Fortitude partial (see text); Power Resistance 
  Yes
  You rip the body of the target creature apart with telekinetic 
  force, rending it limb from limb. The target creature suffers 
  9d6 points of damage. If this damage reduces the target’s 
  hit point total by more than half, a limb is removed from 
  the creature’s body flies 15 feet in a random direction away 
  from the creature and causes the affected creature to bleed. 
  The creature suffers one additional 5 points of damage each 
  round. The bleeding can be stopped by a DC 15 Heal check 
  or the application of any effect that heals hit point damage, 
  but the limb can only be restored by powerful healing 
  effects such as regeneration or heal. 
  If the damage reduces the target’s hit points to below 
  zero, all of its limbs are affected in this fashion. 
  Creatures without a discernible anatomy or limbs are 
  unaffected by rending force.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. If you spend 2 additional power points, the damage 
  dealt uses d8 instead of d6.
  2. If you spend 2 additional power points, a limb is 
  removed if the damage reduces the target’s hit point total 
  by more than 1/4. 
  3. If you spend 2 additional power points, the target is 
  also sickened if a limb is removed.
  In addition, for each power point spent augmenting this 
  power, the damage increases by an additional die of damage.
  SANGUINE DISPLACEMENT
  Discipline: Psychoportation; Level: dread 3, psion/wilder 3, 
  vitalist 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. plus 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fortitude partial; Power Resistance: Yes
  Power Points: 5
  You teleport blood and vital fluids from your target’s body. 
  The target suffers 1d4 points of Constitution damage (save 
  for half). If you feed on blood or life force (such as if you 
  are a vampire or a wight), you may teleport the removed 
  fluids into your own body, gaining 3 temporary hit points 
  per point of Constitution damage dealt by this power; these 
  do not stack with other uses of this power, and last for up 
  to 1 hour. These temporary hit points may be used to satisfy 
  feeding requirements, if applicable.
  Augment: For every 4 power points you spend, the 
  damage of this power increases by one die (d4) and its save 
  DC is increased by 2.
  STEAL ANIMUS
  Discipline: Psychometabolism; Level: Gifted blade 2, psion/
  wilder 2, psychic warrior 2, tactician 2
  Display: Auditory, Material, Visual
  Manifesting Time: 1 standard action
  Range: Touch
  Duration: Instantaneous
  Saving Throw: Will half; Power Resistance: No
  Power Points: 3
  Manifesting this power allows the manifester to steal the 
  unstable animus from a target with a touch. The manifester 
  makes a touch attack against the target and may attempt 
  to steal 1d4 points of animus from the target. A successful 
  Will save by the target halves the loss of animus. If the target 
  does not possess animus, this power has no effect.
  Augment: If you spend an additional 2 power points 
  points, you may alter the range of this power to close range 
  (25 feet + 5 feet per two manifester levels) and make the 
  attack as a ranged touch attack.
  For every additional 2 power points spent, you may steal 
  an additional 1d4 points of animus from the target.
  STEAL LANGUAGE
  Discipline Telepathy; Level psion/wilder1, cryptic 1
  Display Olfactory, Auditory
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target One creature with at least one language
  Duration 1 minute/level
  Saving Throw Will negates; Power Resistance Yes
  Power Points 1
  You rip knowledege of a language out of the mind of the 
  target and implant it into your own mind. Unless the target 
  succeeds on its saving throw,  you add the language to your 
  languages known for the duration of the effect and your 
  target loses access to this language for the duration of the 
  effect.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. For every additional power point you spend, choose 
  one more language that your target knows that it will lose 
  and you will gain on a failed save.
  2. If you spend 2 additional power points, the duration 
  extends to 1 hour/level.
  3. If you spend 4 additional power points, the duration 
  extends to 1 day/level.
  SYMPATHETIC DRAIN
  Discipline: Psychometabolism; Level: Psion/wilder 2, 
  vitalist 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. plus 5 ft. per 2 levels)
  Target: You and 1 other creature
  Duration: Instantaneous
  Saving Throw: Will partial
  Power Resistance: Yes
  Power Points: 3
  You establish a channel between you and a victim, through 
  which you both bleed life force. When you manifest this 
  power, sacrifice any number of hp up to 1/2 your full 
  maximum total (you may not sacrifice temporary hp). Your 
  
  81
  Psionics augmented
  victim loses an equal amount of hp and must succeed at a 
  Will save or be sickened for 1 round.
  Augment: For every 2 additional power points you spend 
  when manifesting this power, the duration of the sickened 
  effect increases by 1 round and its save DC increases by 1.
  Surge Augmentation: If you invoke your wild surge 
  when you manifest this power your opponent loses 2 hp for 
  each 1 hp you sacrifice.
  TACTILE TELEKINESIS
  Discipline: psychokinesis; Level: gifted blade 4, psychic 
  warrior 4
  Display: Auditory, Material
  Manifesting Time: 1 standard action
  Range: Personal
  Duration: 1 min./level; see text (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 7
  While you manifest this power, you gain a +8 circumstance 
  bonus to your Strength score to determine what your lifting 
  and dragging capacity is or when you are making Strength 
  checks to break objects, and you gain the rock throwing 
  special ability while this is in effect. Additionally, you may 
  add a +2 circumstance bonus to your attack and damage 
  rolls.
  Augment: For every additional 2 power points spent, 
  the Strength bonus to determine your lifting and dragging 
  capacity increases by an additional +1. For every additional 
  4 power points spent, the circumstance bonus to your 
  attack and damage rolls increase by an additional +1.
  TEMPORARY BLINDNESS
  Discipline Psychometabolism; Level cryptic 1, dread 1, 
  psion/wilder1
  Display Visual, Mental
  Manifesting Time 1 standard action
  Range Close (25 ft. + 5 ft./2 levels)
  Target One target
  Duration 1 round/level
  Saving Throw Fortitude negates; Power Resistance Yes
  Power Points 1
  You temporarily disconnect the body’s sight from whatever 
  processes the images in them, causing them to suffer 
  temporary blindness. The target must make a Fortitude 
  save or become blinded. The target can make a new save at 
  the end of each round to remove the blindness.
  Augment: This power can be augmented in one or more 
  of the following ways.
  1. If you spend 2 additional power points, the duration 
  extends to 1 minute per level. The target  gets to make a 
  new save every minute instead of every round.
  2. If you spend 4 additional power points, the duration 
  extends to 1 day per level. The target gets to make a new 
  save every day instead of every round.
  3. If you spend 4 additional power points, the target does 
  not gain any additional saves if they fail the first. 
  4. If you spend 4 additional power points, you can target 
  one target per manifester level.
  5. If you spend 6 additional power points, the duration 
  becomes Permanent instead of 1 round/lvl.
  In addition, for every 2 power points you spend to 
  augment this power, increase the DC by +1.
  TRANSFER ANIMUS
  Discipline: Psychometabolism (mind-affecting); Level: 
  Gifted blade 1, psion/wilder 1, psychic warrior 1, tactician 1
  Display: Material, Visual
  Manifesting Time: 1 swift action
  Range: Touch
  Duration: 1 minute
  Saving Throw: Will (harmless); Power Resistance: No
  Power Points: 1
  Upon manifesting this power, you are able to transfer your 
  animus to an individual with a touch. To use this power, you 
  must possess an animus pool. The target of this power need 
  not have an animus pool or a method of using it; if they do 
  not, they may not use this animus for any reason, simply 
  becoming harmlessly charged by it. You may transfer two 
  points of animus to a target creature, and this energy lasts 
  for one minute before dissipating harmlessly.
  Augment: If you spend an additional 2 power points points, 
  you may alter the range of this power to close range (25 feet 
  + 5 feet per two manifester levels) and the manifester must 
  make a successful ranged touch attack on an unwilling target.
  If you spend an additional 1 power point, you may transfer 
  an additional two points of animus to the target.
  RETARGET POWER
  Discipline: Psychokinesis; Level: Cryptic 5, psion 8, vitalist 8
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level) and touch
  Target: One creature touched and one creature; see text
  Duration: Immediate
  Saving Throw: Will negates; see text; Power Resistance: 
  Yes
  Power Points: Cryptic 9, psion 15, vitalist 15
  A bridge of coruscating multi-hued light builds between 
  two creatures, photonic evidence of magical redirection.  
  Retarget power can be used to move an ongoing magical 
  spell or psionic power from one creature to another.  
  Prior to its use, you must have identified the specific 
  single spell or power you intend to move either through 
  the use of Spellcraft, or by having been the original 
  caster or manifester of the spell or power.  Simply being 
  told, even by the original caster is insufficient for this 
  purpose though any experience equivalent to first-hand 
  knowledge (such as by means of mind-reading) is.
  You must touch the creature that is currently under 
  the effects of the ongoing spell or power.  That creature 
  is entitled to a Will saving throw to resist your transfer 
  though they may choose to voluntarily fail their save as 
  usual.  If this condition is satisfied, the target creature 
  
  82
  Psionics augmented
  you select may also make a saving throw to resist 
  accepting the transfer.  If either creature succeeds at its 
  saving throw, retarget power has no effect and the spell 
  or power remains active on its original target.  Spell 
  resistance applies to both the source and target creatures.
  This power cannot be used to transfer a power that 
  cannot apply to the target creature.  For instance, hold 
  person cannot be moved to an outsider (because hold 
  person can only target humanoids).  Retarget power 
  is, however, usable in cases of immunity, for instance 
  allowing you to move mind-affecting spells or powers 
  onto undead.
  Augment: For every additional two power points you 
  spend, the DC of this power is increased by 1.
  Mythic Retarget Power
  You may hold open the psionic conduit between the 
  source creature and the target creature for one round 
  per mythic tier you possess.  This may be useful to allow 
  you to get closer to a target creature that is outside of the 
  power’s range.  Manifesting any other power or casting 
  any other spell (or use of psi-like or spell-like abilities) 
  ends this power immediately.
  Augmented (6th): By expending three uses of mythic 
  power, you may manifest one power or cast one spell 
  without ending this power.
  SELECTIVE HEARING
  Discipline: Psychometabolism; Level: Cryptic 2, psion/
  wilder 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One creature, see text
  Duration: 1 min./level
  Saving Throw: Fortitude negates; Power Resistance: Yes
  Power Points: 3
  With a sudden disturbing throb, your foes ears 
  become exceptionally tuned, their drums refusing to 
  vibrate in response to carefully chosen stimuli.  When 
  you manifest this power on a creature that can hear 
  normally, you specify one other creature that it will 
  become unable to hear any longer.  Once in place, 
  selective hearing prevents its target from being able to 
  hear the voice of the source creature you have chosen.  
  The source creature does not need to be within range 
  of this power when you manifest it, however you must 
  have heard the source creature’s voice in the past.
  The target creature can still hear other sounds 
  created by the source creature, allowing for simple 
  communication through such means as banging two 
  items together.
  Augment: You can augment this power in one or both 
  of the following ways:
  1. For every additional three power points you spend, 
  you can choose a second target creature or a second 
  source creature.  For instance, this could allow you to 
  have one creature that cannot hear two others, or to 
  have two creatures that cannot hear a single common 
  other.  You can augment in both ways at once by spending 
  appropriate power points.
  2. By spending an additional six power points, all 
  sounds created by the source creature are inaudible to 
  your target.
  For every two additional power points spent on either 
  augment, the DC of this power increases by 1.
  Mythic Selective Hearing
  You can allow your target to hear the source creature 
  as if not under the effects of this power.  When so 
  allowing, you can tap into the hearing of your target as 
  long as they are on the same plane as you are, and hear 
  the voice of the source creature you specified.  You only 
  hear that voice, not that of your source target or any 
  other sounds.
  The duration of mythic selective hearing becomes 1 
  hour/level and its saving throw becomes a Will save.
  SPRAY
  Discipline: Metacreativity (Creation); Level: Marksman 3
  Display: Material
  Manifesting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: Immediate
  Power Points: Marksman 5
  The arrow you have just fired arcs towards its target 
  then abruptly reality is rewritten and multiple arrows 
  spawn in its place.  If you manifest spray just after taking 
  a shot with a ranged weapon (but not thrown weapon), 
  just before striking its target, your projectile splits into 
  as many as three identical projectiles, able to strike 
  different targets.  You may designate two targets adjacent 
  to your original target, and the two twin projectiles will 
  be directed at them.  You make a single attack roll and 
  modify that roll for each target as appropriate for cover, 
  concealment and similar effects.
  Each duplicate projectile created by spray is identical 
  to the original, so any effects or abilities being delivered 
  by that projectile are similarly duplicated.
  In the case of a critical threat on the single attack roll, 
  you must roll separate confirmation rolls per target.  
  In the case of a critical fumble (if playing with fumble 
  optional rules), only roll one confirmation.
  Augment: For every four additional power points you 
  spend, you may add one more duplicate projectile.
  Mythic Spray
  For every mythic tier you possess, you may ignore one 
  5-ft. square for purposes of target adjacency.  Thus, at 1st 
  tier, and 9th level, you could direct your three projectiles 
  at two targets adjacent to one another, and a third target 
  that is 5 feet away from either of the first two.  At 2nd 
  tier, that third target could have been 10 feet from the 
  first two, or each of the three targets could have been 5 
  feet from one another.
  
  83
  Psionics augmented
  SUPPRESS INSTINCT
  Discipline: Telepathy; Level: Cryptic 2, psion/wilder 2, 
  vitalist 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Touch
  Target: One touched animal
  Duration: 1 min./level
  Saving Throw: Will negates (harmless); Power Resistance: 
  Yes (harmless)
  Power Points: 3
  Your thoughts gently caress the primitive mind of an 
  animal, reworking its most base urges to enable it to 
  act more calmly than natural.  Once under the effect 
  of this power, the subject animal becomes temporarily 
  immune to fear effects.  In addition, the animal can now 
  potentially be convinced to perform acts that it would 
  otherwise be unwilling to do, such as run through a 
  sheet of fire or walk along a sharp cliff.  This may allow 
  an animal to take advantage of abilities that would 
  normally alarm it, such as if it were subject to a fly spell 
  (though directing it in flight may require Handle Animal 
  checks).
  This does not make an animal suicidal, but merely 
  keeps its natural fears from preventing it from acting.  
  You also do not gain any special influence over the 
  animal and must direct it as you would to take any 
  actions it would not normally find distasteful.
  Augment: For every two additional power points you 
  spend, you may manifest this power on one additional 
  animal.  You do not need to touch each animal at the 
  same time to activate this power but must touch all 
  target animals within the duration of the power.
  Mythic Suppress Instinct
  This power can now apply to magical beasts and its 
  duration is changed to 1 hour/level.
  SUSPEND PSIONICS
  Discipline: Psychokinesis; Level: Cryptic 2, psion/wilder 2, 
  tactician 2
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: Concentration up to 1 min./level
  Power Points: 3
  The visible auras of magic surrounding you dampen 
  noticeably, signifying some reduction in effect.  When 
  you manifest this power, you select one ongoing power 
  in that is currently manifested upon you.  While you 
  concentrate, the selected power is suppressed, its benefits 
  cease and its remaining duration stops decreasing.  Once 
  you cease concentrating, the power immediately springs 
  back into effect and resumes its normal duration.
  You can only specify powers that you have manifested 
  upon yourself and powers you have voluntarily failed 
  your saving throws against; suspend psionics cannot be 
  used upon powers that were placed upon you by enemies.
  Mythic Suspend Psionics
  You may suspend a number of powers on your person 
  equal to your mythic tier.
  TELEKINETIC BOLA
  Discipline: Psychokinesis; Level: Kineticist 2, psychic 
  warrior 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: 5 feet
  Target: Up to three objects weighing no more than 5 
  pounds each
  Duration: 1 min./level (D)
  Saving Throw: None; Power Resistance: No
  Power Points: 3
  A small number of items become animated, hurling 
  about your person in a dizzying orbit, ready to act at 
  your behest.  When you manifest this power, you must 
  choose one of two modes in which you intend it to be 
  used.  Once chosen, this choice cannot be altered until 
  the power ends.
  In either case, you cause a set of objects to spin rapidly 
  around you, primed to either defend you, or aid in your 
  offense.  These objects move quickly enough that they 
  do not impair your vision, nor do they provide you cover 
  or concealment.  The objects so animated remain within 
  your square at all times and if they are removed by any 
  means, they cease being under the control of the power.
  Defensive: In this mode, the objects you animate are 
  prepared to intercept physical attacks against you.  Once 
  per animated object per round, you can direct an object 
  to try to block such an attack as a free action that can be 
  taken outside of your turn.  The animated item moves to 
  intercede, providing you a +1 shield bonus against that 
  attack.  Unlike most cases, this bonus stacks with any 
  shield bonus you have from another source.
  Offensive: In this mode, the objects you animate can 
  be used to make offensive attacks.  Once per animated 
  object per round, you can direct an object to attack a 
  creature that is attacking you as a free action.  This is 
  resolved after the attack that you are reacting to.  You 
  make an attack roll using your base attack bonus and 
  adding your manifesting ability bonus.  If you hit, the 
  animated object deals 1d3 points of damage.  You cannot 
  react with more than one object per attack made against 
  you.
  Augment: For every four additional power points you 
  spend, the shield bonus granted increases by +1 or the 
  damage dealt increases by 1d3.
  Mythic Telekinetic Bola
  Your shield bonus is now constant, applying to all 
  attacks during the power’s duration.  Similarly, in 
  offensive mode the mythic telekinetic bola automatically 
  counter-attacks after every melee attack made against 
  you, and the damage dice increase to 1d6.
  
  84
  Psionics augmented
  UPLIFT
  Discipline: Psychometabolism; Level: Cryptic 2
  Display: Mental
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One animal
  Duration: 1 day/level (D)
  Saving Throw: Will negates; Power Resistance: Yes
  Power Points: 3
  A sphere of psychic static emanates from you, 
  hinting at a furious transmission of mental identity.  
  By manifesting this power, you attempt to raise the 
  Intelligence of the target animal by gifting some of your 
  own.  When you use uplift, your Intelligence score is 
  reduced as if by ability score damage by an amount you 
  select.  This reduction cannot be healed, repaired, or 
  negated in any way until uplift ends, at which point your 
  Intelligence score returns to its normal level (applying 
  any actual damage or drain you might have). You cannot 
  reduce your Intelligence score below 1 using this power.
  At the same time that your intellect is reduced, the 
  mental capacity of the target creature is increased by 
  the same amount.  The cogitation thus granted is your 
  own and some of your knowledge is gifted along with 
  it.  A target subject to uplift learns Common or one other 
  language you know (though they may not have the 
  physical ability to speak it).
  This power does not place the target animal under your 
  control or influence it in any way, but it may provide the 
  creature sufficient intelligence that it can be bargained 
  with, or convinced to provide assistance by reasoned 
  use of Diplomacy.  Perversely, as the mental capacity of 
  the target animal increases, yours reduces, potentially 
  rendering you unable to effectively reason with it.
  The target creature type for uplift cannot be altered by 
  any other spell, power, feat, class feature or other ability.
  Augment: This power may be augmented in one or 
  more of the following ways:
  1. For every additional power point you spend, you 
  may transfer all of your ranks in one skill you possess 
  to the target creature.  Using this augment temporarily 
  removes your access to those ranks until the power ends.
  2. For every two additional power points you spend, 
  the DC of this power increases by one.
  Mythic Uplift
  By expending a use of mythic power, the amount of 
  Intelligence gained by the target creature is increased 
  100%.  You may expend a number of uses of mythic 
  power up to your tier in this way, each time adding 
  another 100% of your Intelligence reduction to the target 
  creature.  Thus, if you decide to reduce your Intelligence 
  by 3 and expend one use of mythic power, the target 
  creature gains 6 Intelligence instead of the normal 3.  
  Similarly, if you instead expended four uses of mythic 
  power, the target creature would gain 15 Intelligence 
  (the normal 3 plus four more times that).  Mythic power 
  expended for this purpose cannot be recovered through 
  rest or use of ambrosia or similar items, and remains 
  unavailable until mythic uplift ends.
  VACUUM BALL
  Discipline: Psychoportation; Level: Cryptic 3, dread 3, 
  psion/wilder 4
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One creature
  Duration: Concentration up to 1 round/level
  Saving Throw: Reflex negates; see text; Power Resistance: 
  Yes
  Power Points: Cryptic 5, dread 5, psion/wilder 7
  A skin of force abruptly surrounds your foe, then the 
  environment within changes to mimic the hostile space 
  between worlds.  When you target a creature with this 
  power, you transport the atmosphere and environment 
  that surrounds them to space, leaving behind an area 
  of vacuum.  An affected creature immediately takes 
  3d6 points of damage from sudden decompression.  
  Additionally, the area within a vacuum ball does not 
  support the transmission of sound, so is treated as if 
  under the effects of silence.  Finally, a creature within 
  a vacuum ball begins suffocating if they need to breathe.
  A creature cannot escape from a vacuum ball by 
  means of movement; the hostile area follows them as 
  they move.  This does not prevent escape by means of 
  psychoportive travel such as fold space.  If a creature 
  does manage to escape the confines of a vacuum ball, the 
  power immediately ends.
  The membrane surrounding a vacuum ball is semi-
  permeable, allowing the surrounded creature to act 
  normally in most ways.  They are still able to make melee 
  and ranged attacks (though items and abilities relying on 
  air such as firearms may not function).  Fire does not 
  function within a vacuum ball, so carried torches will be 
  immediately extinguished, but this does not interfere 
  with powers with a duration of instantaneous from 
  harming a creature within if they deal fire damage.  A 
  flaming weapon is suppressed while its wielder is within 
  a vacuum ball.
  Mythic Vacuum Ball
  A creature within the confines of a mythic vacuum 
  ball takes an additional 3d6 points of damage each 
  round that you maintain concentration.  After five 
  rounds of being contained with a mythic vacuum ball, 
  such a creature’s blood vessels begin to rupture.  Such 
  a creature must make a Fortitude save (DC same as the 
  power’s) or become temporarily blind.  This blindness 
  ends two rounds after this power ends.
  WARDROBE MALFUNCTION
  Discipline: Psychokinesis; Level: Kineticist 2, tactician 2
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./level)
  Target: One worn suit of armor or clothing
  
  85
  Psionics augmented
  Duration: Concentration, up to 1 round/level
  Saving Throw: Reflex negates; Power Resistance: Yes
  Power Points: 3
  With furrowed brow, you remotely loosen straps, open 
  buckles, and otherwise disassemble an enemy’s armor.  
  When you manifest this power, if your target fails their 
  saving throw, you may start removing portions of their 
  armor, reducing the armor bonus to AC that it grants by 
  2.  Each round that you concentrate on this power, the 
  target must make an additional saving throw to resist its 
  effects.  Failure results in further reductions in armor 
  bonus, to a minimum of zero.
  As a standard action on their turn, your target may 
  refasten their armor, restoring their armor bonus by up 
  to 2, to a maximum of the normal armor bonus granted 
  by their armor.  Disassembly caused by wardrobe 
  malfunction remains after the power ends, and a creature 
  wearing such armor must spend actions to reassemble it.
  This power does not harm a suit of armor, even one 
  that appears to be one integral piece, such as in the case 
  of hide armor.  Such armor merely becomes improperly 
  seated on its wearer, and can be donned normally once 
  this power’s influence is ended.
  This power does not affect armor bonuses granted 
  from sources other than armor, such as that granted by 
  inertial armor or bracers of armor.
  Wardrobe malfunction can be similarly used upon 
  common clothing.  In this case, each round you may 
  designate a single article of clothing your target is 
  wearing.  If the target fails its saving throw that round, 
  the item slips off of them.
  Mythic Wardrobe Malfunction
  Once this power has reduced a suit of armor’s armor 
  bonus to 0, the manifester may start reducing the shield 
  bonus (if any) their target possesses.  Additionally, this 
  power may be used to reduce a creature’s natural armor 
  bonus by pulling and prying portions of protective 
  plating out of place, but only once the target’s armor and 
  shield bonuses to AC are reduced to 0.
  WINDTUNNEL
  Discipline: Psychokinesis; Level: Marksman 2
  Display: Audible and visual
  Manifesting Time: 1 standard action
  Range: Personal
  Effect: A short tunnel of fast-moving air that you can point
  Duration: 1 round/level
  Saving Throw: None; Power Resistance: No
  Power Points: 3
  The air before you swirls into a roiling tornado.  This 
  power provides you a tunnel through which you can fire 
  ranged attacks that use ammunition.  The tunnel causes 
  your shots to accelerate, which increases their range 
  increments by 10 ft.
  Augment: For every additional two power points you 
  spend, the range increments of your shots is extended an 
  additional 10 ft.
  Mythic Windtunnel
  You add your Wisdom modifier to the damage dealt by 
  each attack you make through your mythic windtunnel.
  
  86
  Psionics augmented
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and 
  product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of 
  this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 9. Updating the 
  License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Art of the Duel. Copyright 2008, Sinister Adventures; Author: Craig Shackleton
  Pathfinder Chronicles Campaign Setting Copyright 2008, Paizo Publishing; Author: 
  Stan!, Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, 
  Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, 
  Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, 
  David Schwartz, Leandra Christine Schneider, F. Wesley Schneider, Amber E. Scott, 
  Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, 
  JD Wiker.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, 
  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse 
  Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim 
  Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Linda Zayas-Palmer.
  Pathfinder Player Companion: Dirty Tactics Toolbox © 2015, Paizo Publishing, LLC;; 
  Authors: Alexander Augunas, Mikko Kallio, Anthony Li, Luis Loza, and Andrew Marlowe.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics
  Bastards & Bloodlines: A Guidebook to Half-Breeds © 2003, Green Ronin Publishing; 
  Author: Owen K.C. Stephens
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker
  Lords of the Night, © 2015, Dreamscarred Press.
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Path of War, © 2014, Dreamscarred Press.
  Path of War Expanded, ©2016, Dreamscarred Press
  Ultimate Psionics. © 2011, Dreamscarred Press; Authors: Jeremy Smith and Andreas 
  Rönnqvist.
  Akashic Mysteries, © 2014 Dreamscarred Press; Author: Michael Sayre
  Psionics Augmented: Seventh Path, © 2015, Dreamscarred Press; Authors: Adam 
  Boucher, Doug Haworth, Forrest Heck, Kevin Ryan.
  Psionics Augmented: Focused Disciplines, © 2015, Dreamscarred Press
  Psionics Augmented: Soulknives, © 2015, Dreamscarred Press; Author: Chris Bennet.
  Psionics Augmented: Soulknives II, © 2015, Dreamscarred Press; Author: Chris Bennet.
  Psionics Augmented: Soulknives III, © 2015, Dreamscarred Press; Author: Chris Bennet.
  Psionics Augmented: Highlord. © 2017, Dreamscarred Press; Authors: Michael Shih, 
  Forrest Heck
  Psionics Augmented: Highlord II. © 2017, Dreamscarred Press; Authors: Michael Shih, 
  Forrest Heck
  Psionics Augmented: Psychic Warrior, © 2017, Dreamscarred Press
  Psionics Augmented: Psychic Warrior II, © 2017, Dreamscarred Press
  Bloodforge © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade 
  Ripley, based on material by Owen K.C. Stephens.
  Psionics Augmented: Wilders, © 2015, Dreamscarred Press
  Psionics Augmented: Compilation II, © 2018, Dreamscarred Press; Authors: Chris 
  Bennet, Forrest Heck, Jade Ripley, Michael Shih, Sasha Hall
  
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at
  dreamscarred.com
  1
  Path of War Expanded
  By Chris Bennett and Jade Ripley
  OF
  ◆ Expanded ◆
  More martial support!
  3 New Base Classes
  New Martial Maneuvers
  New Disciplines
  Now Available at dreamscarred.com 
  Full-Color $34.99 
  Black & White $24.99 
  PDF $14.99 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/Psionics Augmented - Compilation 2.pdf