TEXT: Psionics ExPandEd
  i
  ◆ unlimited possibilities ◆
  
  drEamscarrEd PrEss
  ii
  Lead Designers: Jeremy Smith, Andreas Rönnqvist
  Additional Design: Philip J. Leco, II
  Cover Artist: Rick Hershey
  Cover Design: Erik Nowak
  Interior Layout: Jeremy Smith
  Interior Artists: Angelo Del Castillo, Rick Hersey, Tsailanza Rayne
  Playtesting and Additional Design: Josh “Wynterknight” Harper, Austin Morgan, Cory Gilman, Brian Faller, 
  Michael “Drakanor Dream” Duffy, James Bailey, Dave “Lordmonkeysama” Bruno, Darrick Dahl, E.L. Green, 
  Stefan “Calain80” Pukallus, Doug Limmer, Kelvin Walker, Andi Smith, Dave Harris, Angel Harris, Aedon 
  Harris, John Meyer, Samuel Knipe (Xeridanus), Syonique (N. Langenfeld) and the playtesters at Silver Star, 
  Jordan “Hamburgers” Morrison, Tietar (Joshua F. Knowles), Roman Lajciak, Brian Reck a.k.a. Kryzbyn, 7 and 
  7 Campaign Group 4,  Andrew Bigwood (Biggy) and his playtesting group: Emma Bigwood, Stephen Black, 
  Nathan Jack, Trevor Williams
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Psionics Expanded requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.  
  See http://dreamscarredpress.com for more information on Psionics Unleashed.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Psionics Expanded is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  © 2011 Dreamscarred Press
  Psionics ExPandEd
  Unlimited Possibilities
  
  Psionics ExPandEd
  1
  introduction
  While Psionics Unleashed does a great job of 
  implementing psionics in the Pathfinder Roleplaying 
  Game, there were a lot of things that could have been 
  done for psionics that just did not make it into the 
  final version of Psionics Unleashed.
  That’s where Psionics Expanded comes in.  
  The goal of the Psionics Expanded project was to 
  implement all of those advanced psionics concepts 
  that we left out of Psionics Unleashed because of 
  time, space, or resource constraints.  Psionic healing, 
  new prestige classes, a true system for psionic 
  talents, a true psionic tank, and psionic versions of 
  options found in the Pathfinder® Roleplaying Game: 
  Advanced Player’s Guide are all included in Psionics 
  Expanded, as well as a host of new player options.
  Who is it for?
  Where Psionics Unleashed contained information 
  for both the player and the GM, Psionics Expanded 
  is aimed primarily for players.  With new classes, 
  feats, character options, powers, prestige classes, 
  and psionic items, everything in this book has been 
  developed with the player in mind. 
  Playtesting
  Like Psionics Unleashed, all of the material in 
  Psionics Expanded was playtested by you - the players.  
  Players across the world used this material in their 
  own games, giving sometimes harsh feedback about 
  the new mechanics.  It is our belief that by including 
  the psionic players in the development process, the 
  final product ends up being of higher quality, better 
  balanced, and simply more fun.  
  We truly appreciate all the time, effort, and 
  feedback that the psionic community has given for 
  this project.
  Serialized Releases
  Unlike Psionics Unleashed, Psionics Expanded is 
  being released as a series of smaller documents, 
  each of a certain theme.  This is being done because 
  it makes it easier to get the constituent parts of 
  Psionics Expanded available to you, the player, 
  while we work on the finished compiled book.  By 
  separating the book into six initial pieces, it becomes 
  significantly easier to manage.  
  This release focuses on the aegis base class, as 
  well as advanced rules such as 0th-level powers, 
  and new feats, powers, and items.  Each subsequent 
  release will focus on another aspect of the Psionics 
  Expanded project, until all six have been released 
  and we compile it all into a single book.
  Because this project is being released in several 
  parts, it is possible that material from one release is 
  referenced in another.  While attempts were made 
  to minimize this cross-referencing, major items like 
  new classes are not reprinted in each release.
  Definition of Terms
  Below are definitions of some of the common 
  terms used in this book.
  Augment: An optional cost in power points that 
  can be paid during manifestation to improve certain 
  powers. The total power point cost is equal to the 
  base power’s cost plus any power points spent on 
  augmentation; this total power cost cannot exceed 
  the character’s effective manifester level.
  Base Class: A class that progresses from level 
  1–20.
  Manifester Level: Generally equal to the number 
  of class levels (see below) in a manifesting class. 
  Some prestige classes add manifester levels to an 
  existing class.
  Character Level: The sum of a character’s class 
  levels.
  Class Level: The level of a character in a particular 
  class.
  Key Ability Modifier: The ability score modifier 
  for the character’s key ability score.  For psions, this 
  is Intelligence, for psychic warriors it is Wisdom, 
  and Charisma for wilders.
  Manifester Level: Generally equal to the number 
  of class levels in a given manifesting class. Some 
  prestige classes add manifester levels to an existing 
  class. Manifester levels from multiple base classes 
  do not stack (they are tracked individually, akin to 
  how sorcerer and wizard caster levels are tracked 
  individually). A character with psi-like abilities, but 
  no class levels in any manifesting class, does not 
  have a manifester level for most purposes, including 
  feat and prestige class requirements.
  Metamorphosis Powers: One of the powers 
  with metamorphosis in its name.  Specifically 
  minor 
  metamorphosis, 
  metamorphosis, 
  major 
  metamorphosis, and true metamorphosis.
  Power Point Reserve: A character’s personal 
  store of power points. A character with a power 
  point reserve gains the psionic subtype and can gain 
  psionic focus, even if the power point reserve has 
  been depleted.
  Psionic Class: Any class which requires or grants 
  psionic power points.
  Psionic Focus: A psionically-empowered state 
  of mind. Some abilities can only be used while a 
  character has psionic focus. Some abilities can only 
  be used by expending psionic focus; only one such 
  ability can be used when psionic focus is expended. 
  Gaining psionic focus is a full-round action that 
  provokes attacks of opportunity.
  
  drEamscarrEd PrEss
  2
  classEs
  Along with a brand new base class, the aegis, 
  presented in this section you will also find new 
  options for the core psionic base classes: a new 
  archetype for the soulknife and even a new concept 
  - the advanced discipline - for psions.
  nEw BasE class
  While 
  the 
  four 
  core 
  psionic 
  classes - the psion, psychic warrior, 
  soulknife, and wilder - can fill 
  many roles for the party, there 
  are still necessary positions 
  within an adventuring group 
  that 
  cannot 
  be 
  covered 
  solely by the core psionics 
  system.  Presented below 
  you will find the aegis class, 
  a psionic armor specialist, 
  capable 
  of 
  creating 
  customizable armor out 
  of ectoplasm.
  AegIS
  While the shaper 
  is 
  the 
  master 
  of 
  manipulating ectoplasm 
  and creating any manner of 
  item, the aegis has learned to 
  take ectoplasm and form it into 
  a suit to be worn around his body, 
  granting him a variety of benefits.
  The aegis can shape his astral suit 
  into several different forms and is 
  capable of altering its abilities to 
  suit his needs.
  Role: An aegis is a front-
  line combatant.  His astral suit 
  allows him significant flexibility in 
  handling combat and non-combat 
  situations, and his defensive abilities 
  are considerable.
  Alignment: Any.
  Hit Die:  d10
  Class Skills
  The aegis’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Autohypnosis (Wis), 
  Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), 
  Knowledge (Engineering) (Int), Knowledge (Psionics) 
  (Int), Profession (Wis), Spellcraft (Int), Swim (Str), 
  and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All the following are class features of the aegis.
  Weapon and Armor Proficiency: Aegii are 
  proficient with all simple and martial weapons. 
  Aegii are proficient with light armor and shields (but 
  not tower shields).  Armor does not interfere with 
  the aegis’s class features.
  Power Points/Day: An aegis’s 
  ability to manifest some of his 
  abilities is limited by the power 
  points he has available. 
  His base daily allotment 
  of 
  power 
  points 
  is 
  given on Table: The Aegis. 
  In addition, he receives 
  bonus 
  power 
  points 
  per day if he has a high 
  Intelligence 
  score 
  (see 
  Table: Ability Modifiers 
  and 
  Bonus 
  Power 
  Points), treating his 
  manifester 
  level 
  for the purposes of 
  bonus power points 
  as equal to his class 
  level. His race may 
  also provide bonus 
  power points per 
  day, as may certain 
  feats and items.
  Astral Repair (Ps): An 
  aegis is capable of repair-
  ing mundane items, re-
  storing 2 hit points of 
  damage to the touched 
  item as a standard action 
  usable at will.  If the ob-
  ject has the broken con-
  dition, this condition is 
  removed if the object is 
  restored to at least half 
  its original hit points. 
  All of the pieces of an object must be 
  present for this ability to function. 
  This ability has no effect on objects that have been 
  warped or otherwise transmuted, but it can still re-
  pair damage done to such items.
  Form Astral Suit (Su): Every aegis learns to draw 
  forth ectoplasm and form an astral suit around their 
  form.  The aegis can select from three different 
  types when forming his astral suit – skin, armor, 
  or juggernaut.  An aegis is always considered to be 
  proficient with his astral suit, even if he does not 
  have the appropriate armor proficiency. The amount 
  An aegis augments his 
  physical form with a 
  customized suit of ectoplasm
  
  Psionics ExPandEd
  3
  of time forming this astral suit takes depends on the 
  type of suit being formed. Different astral suit forms 
  grant different free customizations.  These free 
  customizations never count against the aegis’s total 
  number of customization points spent on his astral 
  suit, although customizations that have scaling 
  costs, such as the Brawn customization, do count 
  toward the customization point cost of subsequent 
  selections. For example, the Astral Skin form grants 
  the Nimble customization.  Should the aegis want 
  to select Nimble again, he would have to pay the 
  increased cost (4) instead of the initial cost (2).
  The aegis chooses the appearance of his astral suit, 
  although its shape must reflect the selections the 
  aegis has chosen: astral skin would cover the aegis 
  like a psychoactive skin, astral juggernaut would 
  appear to cover the aegis like plate armor, etc.
  An astral suit can be dismissed as a free action.
  An astral suit does not function in areas where 
  psionics do not work, such as a null psionics field. 
  Dismiss ectoplasm can be used against an astral suit; 
  treat the manifester level as the aegis’s class level, 
  although the aegis can simply form his astral suit 
  again on his next turn.
  Astral Suit Types
  There are three suit forms from which the aegis 
  can choose.  Additional forms may be made available 
  at your GM’s discretion.
  Astral Skin: When formed in this way, an astral 
  suit resembles a psychoactive skin.  Forming an 
  astral suit into this form takes a swift action.  The 
  aegis gains no armor bonus from his astral suit when 
  worn in this fashion, but he gains the following free 
  customizations: speed (2), nimble.  At 2nd level, 
  the aegis gains the evasion customization as a free 
  customization when the astral suit is in astral skin 
  form.  At 12th level, the aegis gains the improved 
  evasion customization as a free customization when 
  the astral suit is in astral skin form.  An astral suit in 
  this form does not count as any type of armor, but 
  does count as a psychoactive skin and follows all the 
  rules of a psychoactive skin.
  Astral Armor: When formed into astral armor, an 
  taBlE: thE aEgis
  Level
  Base 
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will 
  Save
  Special
  Customization 
  Points
  Power 
  Points/ Day
  1
  +1
  +2
  +0
  +2
  Astral repair, form astral suit 
  3
  1
  2
  +2
  +3
  +0
  +3
  Craftsman (+1), damage reduction 
  (2/-)
  4
  2
  3
  +3
  +3
  +1
  +3
  Reconfigure (1/day)
  5
  3
  4
  +4
  +4
  +1
  +4
  Augment suit (1)
  7
  5
  5
  +5
  +4
  +1
  +4
  Damage reduction (3/-), Master 
  Craftsman, reconfigure (2/day)
  8
  7
  6
  +6/+1
  +5
  +2
  +5
  Craftsman (+2)
  9
  9
  7
  +7/+2
  +5
  +2
  +5
  Reconfigure (3/day)
  10
  11
  8
  +8/+3
  +6
  +2
  +6
  Augment suit (2), damage reduction 
  (4/-)
  11
  14
  9
  +9/+4
  +6
  +3
  +6
  Reconfigure (4/day)
  13
  17
  10
  +10/+5
  +7
  +3
  +7
  Craftsman (+3)
  14
  20
  11
  +11/+6/+1
  +7
  +3
  +7
  Damage reduction (5/-), reconfigure 
  (5/day)
  15
  24
  12
  +12/+7/+2
  +8
  +4
  +8
  Augment suit (3), cannibalize suit
  16
  28
  13
  +13/+8/+3
  +8
  +4
  +8
  Reconfigure (6/day)
  17
  32
  14
  +14/+9/+4
  +9
  +4
  +9
  Craftsman (+4), damage reduction 
  (6/-)
  19
  37
  15
  +15/+10/+5
  +9
  +5
  +9
  Reconfigure (7/day)
  20
  42
  16
  +16/+11/+6/+1
  +10
  +5
  +10
  Augment suit (4)
  21
  47
  17
  +17/+12/+7/+2
  +10
  +5
  +10
  Damage reduction (7/-), reconfigure 
  (8/day)
  22
  52
  18
  +18/+13/+8/+3
  +11
  +6
  +11
  Craftsman (+5)
  23
  58
  19
  +19/+14/+9/+4
  +11
  +6
  +11
  Reconfigure (9/day)
  25
  64
  20
  +20/+15/+10/+5
  +12
  +6
  +12
  Augment suit (5), damage reduction 
  (8/-), perfect merger
  26
  70
  
  drEamscarrEd PrEss
  4
  astral suit resembles masterwork chainmail and is 
  treated as such for all mechanical purposes.  Should 
  the aegis be wearing armor when forming his astral 
  suit in this fashion, the astral suit encloses the armor 
  and the aegis gains the benefits of only his astral 
  suit and not that from his armor, even if his armor 
  would confer better benefits.  Forming an astral suit 
  into this form takes a move action.  The aegis gains 
  the following free customizations: brawn, improved 
  damage.  At 2nd level, the aegis gains the flexible 
  suit customization as a free customization when the 
  astral suit is in astral armor form.  At 8th level, the 
  astral suit resembles and is treated as a masterwork 
  breastplate for all mechanical purposes.
  Astral Juggernaut: When formed into astral 
  juggernaut, an astral suit resembles masterwork 
  half-plate and is treated as such for all mechanical 
  purposes.  Should the aegis be wearing armor when 
  forming his astral suit in this fashion, the astral suit 
  encloses the armor and the aegis gains the benefits of 
  only his astral suit and not that from his armor, even 
  if his armor would confer better benefits. Forming 
  an astral suit into this form takes a full-round action. 
  The aegis gains the following free customizations: 
  fortification, hardy. At 2nd level, the aegis gains 
  the stalwart customization as a free customization 
  when the astral suit is in astral juggernaut form.  At 
  7th level, the astral suit resembles and is treated as 
  masterwork full plate for all mechanical purposes.
  Customization Points: An aegis gains a pool 
  of points he can use to customize his astral 
  suit, molding it to suit his needs.  Modifying the 
  customization points spent on an astral suit requires 
  8 hours of concentration.  An aegis may choose to 
  leave customization points free when he sets his 
  customization choices, allowing him to customize his 
  suit on the fly.  If he does so, setting a customization 
  in this fashion takes one minute of concentration 
  and that customization cannot be changed until the 
  aegis spends another 8 hours modifying the astral 
  suit.
  Each astral suit provides certain free customiza-
  tions; these are provided on top of whatever custom-
  izations the aegis pays for with customization points, 
  and are not subject to the usual level prerequisites or 
  increased costs. If the aegis changes the type of his 
  astral suit and the free customizations would take 
  the suit over the maximum limit (such as switching 
  from an Astral Armor with 3 Nimble customizations 
  to Astral Skin, which grants an additional Nimble 
  customization), the excess customizations go inert 
  until the astral suit is changed to make the selections 
  valid (by reconfiguring the customization points via 
  8 hours of concentration or Reconfigure ability or 
  switching the astral suit type).
  Craftsman: Beginning at 2nd level, an aegis gains 
  a +1 bonus to any one Craft skill of his choice.  At 
  6th level and every four levels thereafter, this bonus 
  increases by 1.
  Damage Reduction: Starting at 2nd level, when 
  an aegis is wearing his astral suit, he gains damage 
  reduction 2/-, regardless of what type of astral suit 
  he is wearing.  At 5th level and every three levels 
  thereafter, this damage reduction improves by 1.
  Invigorating Suit (Su): An aegis of at least 3rd 
  level wearing his astral suit gains a +4 bonus on 
  the following checks and saves: Swim checks 
  made to resist nonlethal damage from exhaustion; 
  Constitution checks made to continue running; 
  Constitution checks made to avoid nonlethal 
  damage from a forced march; Constitution checks 
  made to hold breath; Constitution checks made to 
  avoid nonlethal damage from starvation or thirst; 
  Fortitude saves made to avoid nonlethal damage 
  from hot or cold environments; and Fortitude saves 
  made to resist damage from suffocation.
  Reconfigure: Starting at 3rd level, an aegis 
  can reconfigure up to his Intelligence modifier in 
  customization points on his astral suit once per day 
  as a standard action.  Every two levels thereafter, he 
  can use this ability an additional time per day.
  Augment Suit (Su): An aegis learns how to infuse 
  his astral suit with his psionic power, augmenting 
  the capacity of his suit. Beginning at 4th level, the 
  aegis may spend up to one power point per four 
  class levels to customize his Astral Suit, gaining one 
  temporary customization point for each power point 
  spent.
  This ability, activated as a standard action, lasts for 
  a number of rounds equal to the aegis’ Intelligence 
  modifier.
  Activating this ability again, while already in use, 
  immediately causes the previous duration to end.
  An aegis may end the duration as a free action at 
  any time.
  Master Craftsman: At 5th level, an aegis gains the 
  Master Craftsman feat as a bonus feat.  He must still 
  meet the prerequisites of the feat in order to gain its 
  benefits.
  Cannibalize Suit (Su): Starting at 12th level, 
  an aegis learns to convert the psionic energy used 
  to create his suit into healing power.  Once per 
  day as a standard action, he can dismiss his astral 
  suit and heal a number of hit points equal to his 
  customization pool.  The aegis cannot reform his suit 
  again for one minute after using this ability.  Every 
  two levels thereafter, the aegis can use this ability an 
  additional time per day.  Additional customization 
  points gained from Augment Suit are not counted for 
  this ability.
  
  Psionics ExPandEd
  5
  Perfect Merger (Su): An aegis of 20th level has 
  learned to become one with his suit.  His suit cannot 
  be dispelled or removed against his will by any 
  means, although his astral suit ability still does not 
  function within areas where psionics do not work, 
  such as a null psionics field.  
  In addition, the aegis can spend two daily uses of his 
  reconfigure ability, to alter all of the customizations 
  on his astral suit.
  Finally, once per day, the aegis can boost his 
  cannibalize suit ability, healing all of his hit point 
  damage, although he cannot reform his suit for 
  ten minutes after using this ability, rather than the 
  standard one minute.
  Customizations
  Customizations are grouped by their cost in 
  customization points.  An aegis only gains the benefits 
  of a customization when he is wearing his astral suit. 
  Unless specified otherwise, a customization may not 
  be selected multiple times.
  1-point Customizations
  The following customizations cost 1 point from the 
  aegis’s customization pool.
  Darkvision: The aegis gains darkvision out to a 
  range of 60 feet.
  Energy Resistance: The aegis gains resist 5 against 
  his active energy type. This resistance increases by 5 
  for every 5 levels the aegis possesses, to a maximum 
  of 15 at 10th level.  This customization can be selected 
  multiple times.  Each time beyond the first, the aegis 
  selects an energy type (cold, electricity, fire, or sonic) 
  to gain resistance to, in addition to his active energy 
  type.  If the aegis’s active energy type is the same as 
  one he has selected, the effects do not stack.
  Evasion: As long as the aegis is wearing the astral 
  suit, if the aegis is subjected to an attack that normally 
  allows a Reflex save for half damage, he takes no 
  damage if he makes a successful saving throw.   The 
  aegis must be at least 2nd level before selecting this 
  customization.
  Extra Arms, Lesser: The aegis’s astral suit has an 
  extra pair of arms with limited function.  Each arm 
  can hold, but not use, any one item that can normally 
  be held in one hand.  Items held in this way count 
  toward the aegis’s carrying capacity.  The aegis can 
  retrieve any item held by his extra arms as a swift 
  action.  The aegis does not gain any mechanical 
  benefit from items held by these arms, such as a 
  shield bonus to armor class.
  Flexible Suit: The aegis’s armor check penalty is 
  reduced by 1 (to a minimum of 0).  The aegis may also 
  sleep in his astral suit without becoming fatigued, if 
  he was not already able to do so (such as if in astral 
  skin form).
  Hardened Strikes: The aegis is considered to be 
  armed even when unarmed, does not provoke 
  attacks of opportunity when making unarmed 
  strikes, and his unarmed strikes deal lethal damage. 
  In addition, the aegis’s unarmed strikes can deal 
  slashing or piercing damage, chosen at the time the 
  customization is selected, instead of bludgeoning 
  damage.
  Harness Power Stone: The aegis can manifest a 
  single 1st-level power from a power stone stored 
  in his power stone repository as if it were a known 
  power, with an effective manifester level of 1. This 
  effective manifester level does not make an aegis 
  eligible for feats and prestige classes requiring a 
  manifester level, nor does it allow him to activate 
  other power stones without a Use Magic Device 
  check. The aegis may manifest the chosen power as 
  many times as his power point pool will allow, but 
  changing to a different power (either within the 
  same power stone, or within another power stone in 
  the repository) requires a move action and flushes 
  the old power from the power stone (so power stones 
  with multiple powers lose one power, but the rest are 
  unaffected; power stones with only a single power 
  are flushed and dissolved). If this customization is 
  lost or removed, any applicable attuned power is 
  flushed from the power stone.  The aegis must be at 
  least 3rd level and have the Power Stone Repository 
  customization to select this customization. This 
  customization may be selected a second time 
  beginning at 5th level; doing so allows the aegis to 
  manifest a second 1st-level power from a power 
  stone (either a second stone, or a second power in 
  an already-selected stone). The aegis may freely 
  alternate between these two powers (or any others 
  gained via Harness Power Stone customizations) 
  when manifesting, but trading out either power for 
  a new power flushes out the sacrificed power as 
  usual.
  Harness Shard: The aegis is able to place a single 
  shard into the astral suit as a move action.  By 
  spending one power point as a standard action, he 
  can gain one use of the shard without the shard 
  disintegrating.  This customization may be selected 
  multiple times.  Each time, it allows the aegis to store 
  an additional shard within the astral suit, although 
  each shard must be activated separately.
  activE EnErgy tyPE
  Although the aegis is not a true manifesting 
  class, he can still gain an active energy type (cold, 
  electricity, fire, or sonic) just like any other psionic 
  character when he gains psionic focus.
  
  drEamscarrEd PrEss
  6
  Improved Armor: The astral suit thickens and 
  strengthens, increasing the aegis’s Armor bonus by 
  +1. This customization can be taken once for every 
  five levels the aegis possesses and stacks with any 
  Armor bonus granted from the astral suit itself. The 
  aegis must be at least 5th level before selecting this 
  customization.
  Power Stone Repository: The aegis may absorb 
  power stones into his astral suit, causing them to 
  appear and disappear whenever the suit does. The 
  aegis may choose to have the absorbed power stones 
  visible (much like embedded gems), or may decide 
  to keep any or all of them concealed. The aegis may 
  store one power stone per class level in this fashion; 
  adding or removing a power stone takes 1 minute per 
  stone (any power stone that is completely flushed and 
  powerless dissolves immediately and is not counted 
  against the aegis’s limit). The aegis may activate any 
  power stone stored in his repository as if he were 
  holding it in hand; this follows all of the standard 
  rules for using power stones, except the aegis gets a 
  bonus equal to the number of stored power stones 
  to any Use Magic Device checks he makes for this 
  purpose. If the aegis loses this customization for 
  any reason, any power stones stored in the astral 
  suit are inert but unharmed until removed or this 
  customization is regained.
  Psionic Attacks: The aegis’s astral suit encompasses 
  his melee attacks.  All of the aegis’s melee attacks 
  are treated as if they were magic for the purpose 
  of overcoming damage reduction. In addition, any 
  melee weapons wielded by the aegis are treated as 
  masterwork if they are not already.
  Psionic Damage: The aegis’s melee attacks deal an 
  additional 1 point of damage.  The aegis must have 
  the psionic attacks customization and must be at 
  least 5th level to select this customization.
  Pull: The aegis’s astral suit envelopes his weapon 
  and grants him the ability to pull creatures closer 
  with a successful melee attack. Whenever the aegis 
  makes a successful melee attack, he can attempt 
  a free combat maneuver check. If successful, the 
  target of the attack is pulled 5 feet closer to the aegis. 
  This ability only works on creatures of a size equal 
  to or smaller than the aegis. Creatures pulled in 
  this way do not provoke attacks of opportunity. The 
  aegis must have a reach of 10 feet or more to select 
  this customization. If there is insufficient room for 
  the target to move closer to the aegis, the attempt 
  automatically fails.
  Push: The aegis gains the ability to push creatures 
  away with a successful attack.  Whenever the aegis 
  makes a successful melee attack, he can attempt a 
  free combat maneuver check. If successful, the target 
  of the attack is pushed 5 feet directly away from the 
  aegis. This ability only works on creatures of a size 
  equal to or smaller than the aegis. Creatures pushed 
  in this way do not provoke attacks of opportunity. If 
  there is insufficient room for the target to be pushed 
  away, the attempt automatically fails.
  Ranged Attack: The aegis gains the ability to propel 
  a non-psionic crystal, formed from the astral suit, at 
  a target as a ranged attack that deals 1d8 points of 
  piercing damage and has a range increment of 30 ft. 
  Retaliate: The aegis gains the ability as an 
  immediate action and by expending psionic focus 
  to make a melee attack against an enemy that has 
  successfully hit him with a melee attack.  This counts 
  as an attack of opportunity and the aegis must be 
  able to reach the enemy.  An aegis must be at least 
  8th level before selecting this customization.
  Speed: The aegis’s base land speed is increased by 
  5 feet.  This customization can be selected up to five 
  times.  Its effects stack.
  Spiked Carapace: The astral suit is covered in sharp 
  spikes as if equipped with armor spikes.
  Stalwart: As long as the aegis is wearing the 
  astral suit, if the aegis is subjected to an attack that 
  normally allows a Fortitude or Will save for a reduced 
  or partial effect, he ignores the effect if he makes a 
  successful saving throw. The aegis must be at least 
  2nd level before selecting this customization.
  Swim: The aegis gains a swim speed equal to his 
  base speed.
  Underwater Breath: The aegis can safely breathe 
  underwater as long as he is wearing his astral suit.
  2-point Customizations
  The following customizations cost 2 points from 
  the aegis’s customization pool.
  Adhesive Feet: The aegis gains a +4 bonus to CMD 
  against bull rush, trip, and any combat maneuvers 
  that attempt to move him from his current location.  
  He also gains a +4 circumstance bonus to Climb 
  checks.
  Augmented Weapon: The astral suit coats the 
  aegis’s weapon.  The weapon is treated as if it was 
  one size category larger for damage purposes.  The 
  aegis does not suffer any penalties for wielding the 
  weapon.  This ability does not stack with effects that 
  increase the aegis’s size category, such as expansion. 
  The aegis must be at least 6th level to select this 
  customization.
  Brawn: The aegis gains a +2 enhancement bonus 
  to Strength while he is wearing his astral suit. 
  This customization can be selected a second time 
  beginning at 5th level, and a third time starting at 
  10th level.  Each subsequent time it is taken, the 
  enhancement bonus to Strength is increased by +2.
  Chameleon: The aegis gains a +4 circumstance 
  bonus to Stealth checks.  The aegis must be at least 
  
  Psionics ExPandEd
  7
  5th level before selecting this customization and this 
  customization can be taken once for every five levels 
  the aegis possesses.
  Climb: The aegis gains a climb speed equal to 1/2 of 
  his base land speed. 
  Crystallized Weapon: The aegis’s astral suit 
  envelopes his melee weapon.  The weapon is treated 
  as if made from deep crystal.  This treats the weapon 
  as a masterwork weapon if it was not already 
  and the aegis can pay two power points to charge 
  the weapon with psionic energy which deals 2d6 
  additional points of damage on its next hit. 
  The weapon stays charged for 1 minute 
  or until it successfully hits, whichever 
  comes first.
  Energy Resistance, Improved: The 
  energy resistance gained from the 
  Energy 
  Resistance 
  customization 
  doubles.  The aegis must have the 
  Energy 
  Resistance 
  customization 
  and be at least 6th level to select this 
  customization.
  Extra Arms: The extra arms on the 
  aegis’s astral suit gain improved 
  functionality.  The aegis gains 
  a 
  +2 
  circumstance 
  bonus 
  to Climb checks and CMD 
  against grapple attempts 
  for each extra arm that 
  is not holding anything. 
  In addition, one of the 
  arms can wield and use 
  a light or one-handed weapon, 
  a shield, or any other item that 
  can be used with one hand. 
  Attacks made with this 
  additional arm suffer 
  a -2 penalty to attack 
  rolls in addition to any 
  penalties for using two 
  weapons.  These extra 
  arms do not grant any 
  additional attacks, only alternate arms with which 
  to make the standard attacks.  The aegis must be 
  at least 5th level and have the Lesser Extra Arms 
  customization before selecting this customization.  
  Flight: The aegis uses psychokinetic energy to 
  gain a fly speed equal to its base speed. The aegis’s 
  maneuverability depends on his size. Medium or 
  smaller aegii have good maneuverability. Large 
  aegii have average maneuverability, while Huge 
  aegii have poor maneuverability. For 2 additional 
  customization points, the aegis’s maneuverability 
  increases to perfect. The aegis’s fly speed can be 
  increased by spending additional customization 
  points, gaining a 20-foot increase to fly speed for 
  each additional point spent. The aegis must be at 
  least 5th level before selecting this customization.
  Fortification: The aegis gains 25% chance to negate 
  critical hits or sneak attacks (so damage is rolled 
  normally instead).  This does not stack with armor 
  with the same special ability.  This ability can be 
  selected again starting at 8th level and at 12th level, 
  increasing the chance to negate critical hits or sneak 
  attacks by an additional 25% for every additional 
  time it is taken.
  Hardy: The aegis gains a +2 enhancement bonus 
  to Constitution while he is wearing his astral suit. 
  This customization can be selected a second time 
  beginning at 5th level, and a third time starting at 
  10th level.  Each subsequent time it is taken, the 
  enhancement bonus to Strength is increased by 
  +2.
  Harness Power Stone, Improved: The aegis 
  is able to manifest a single 2nd level or 
  lower power from a power stone in his 
  repository as if it were a known power. 
  The aegis’s effective manifester 
  level when manifesting powers 
  from power stones in this 
  fashion is increased by 3 (this 
  stacks with the effective 
  manifester level gained 
  from 
  Harness 
  Power 
  stone as well as any 
  effective manifester 
  level 
  increases 
  granted by any of the 
  other Harness Power 
  Stone 
  customizations). 
  If this customization is 
  lost or removed, any 
  applicable 
  attuned 
  power 
  is 
  flushed 
  from 
  the 
  power 
  stone.  The aegis does 
  not need to have 
  taken any previous 
  Harness Power Stone customizations to take this 
  customization. The aegis must be at least 7th level 
  and have the Power Stone Repository customization 
  to take this customization. The aegis can take this 
  customization a second time at 9th level; doing so 
  does not increase his effective manifester level, but 
  allows him to manifest a second 2nd level power 
  from a power stone.
  Improved 
  Damage: 
  The 
  juggernaut’s 
  melee 
  attacks deal additional damage.  If wielding a two-
  handed weapon, the aegis deals 3 additional points 
  of damage on a successful hit.  If wielding a one-
  handed weapon, the aegis deals 2 additional points 
  of damage on a successful hit.  If wielding a light 
  The extra arms customization can make 
  an aegis quite intimidating
  
  drEamscarrEd PrEss
  8
  weapon, the aegis deals 1 additional point of damage 
  on a successful hit.  If dual-wielding, each weapon is 
  affected separately.
  Improved Damage Reduction: The aegis’s damage 
  reduction from his astral suit increases by 1. This 
  customization can be taken once for every five levels 
  the aegis possesses Its effects stack. The aegis must be 
  at least 5th level before selecting this customization.
  Increased Size: The astral suit grows in size and 
  the aegis and all of his equipment is treated as one 
  size category larger as if affected by expansion. 
  The aegis must be at least 9th level to select this 
  customization.
  Nimble: The aegis gains a +2 enhancement bonus 
  to Dexterity while he is wearing his astral suit. 
  This customization can be selected a second time 
  beginning at 5th level, and a third time starting at 
  10th level.  Each subsequent time it is taken, the 
  enhancement bonus to Strength is increased by +2.
  Power Resistance: The aegis gains power resistance 
  13.  This customization may be selected up to 3 times. 
  Each subsequent time increases the power resistance 
  gained by 3. This ability can be selected again starting 
  at 8th level and at 12th level, increasing the power 
  resistance by 3 for every additional time it is taken.
  Powerful Build: The aegis gains the powerful build 
  trait while wearing his astral suit.  Whenever the 
  aegis is subject to a size modifier or special size 
  modifier for a Combat Maneuver Bonus or Combat 
  Maneuver Defense (such as during grapple checks, 
  bull rush attempts, and trip attempts), the aegis is 
  treated as one size larger if doing so is advantageous 
  to him.  The aegis is also considered to be one size 
  larger when determining whether a creature’s 
  special attacks based on size (such as grab or swallow 
  whole) can affect him. The aegis can use weapons 
  designed for a creature one size larger without 
  penalty. However, his space and reach remain those 
  of a creature of his actual size. The benefits of this 
  trait stack with the effects of powers, abilities, and 
  spells that change the subject’s size category.  
  Ram: The astral suit forms a hardened shell over 
  the aegis’s head. If the aegis makes a bull rush or 
  overrun attempt, he gains a +2 bonus to his CMB. 
  Alternatively, he can make a single attack with 
  this shell as part of a charge and deal 2d6 points of 
  damage. This attack is treated as adamantine when 
  used to attack an object. This customization can be 
  taken once for every five levels the aegis possesses, 
  each additional selection increasing the bonus to 
  CMB by 1 and the damage on a charge by 1d6 points 
  of damage. The aegis must be at least 5th level before 
  selecting this customization.
  Retaliate, Improved: As the Retaliate customization, 
  except the triggering attack does not need to be 
  successful. The aegis must have the Retaliate 
  customization and be at least 16th level before 
  selecting this customization.
  Tremorsense: The aegis gains tremorsense out to 
  a range of 30 feet. This allows the aegis to pinpoint 
  the location of creatures that it cannot see without 
  having to make a Perception check as long as the 
  creature and the aegis are in contact with the ground, 
  but such creatures still have total concealment from 
  the aegis. Visibility still affects the aegis’s movement 
  and he is still denied his Dexterity bonus to Armor 
  Class against attacks from creatures he cannot see. 
  The aegis must be at least 7th level before selecting 
  this customization.
  Unlock Psionics: The astral suit is able to emit 
  energy that resonates with psionic items, helping the 
  aegis use them.  The aegis gains a +2 bonus to Use 
  Magic Device checks while wearing his astral suit. 
  If the aegis has 10 ranks in Use Magic Device, this 
  bonus increases to +4.
  3-point Customizations
  The following customizations cost 3 points from 
  the aegis’s customization pool.
  Blindsense: The astral suit augments the aegis’s 
  senses, giving him blindsense out to a range of 30 feet. 
  This ability allows the aegis to pinpoint the location 
  of creatures that he cannot see without having to 
  make a Perception check, but such creatures still 
  have total concealment from the aegis. Visibility still 
  affects the aegis’s movement and he is still denied 
  his Dexterity bonus to Armor Class against attacks 
  from creatures he cannot see. The aegis must be at 
  least 9th level before selecting this customization.
  Burrow: The aegis gains a burrow speed equal to 
  1/2 his base speed. He can use this speed to move 
  through dirt, clay, sand, and earth. He does not leave 
  a hole behind, nor is his passage marked on the 
  surface. The aegis must be at least 9th level before 
  selecting this customization.
  Diehard: When the aegis’s hit point total is below 
  0, but he is not dead, he automatically stabilizes. He 
  does not need to make a Constitution check each 
  round to avoid losing additional hit points. He may 
  choose to act as if disabled, rather than dying. He 
  must make this decision as soon as he is reduced to 
  negative hit points (even if it isn’t his turn). If he does 
  not choose to act as if disabled, he immediately falls 
  unconscious. When under this effect, the aegis is 
  staggered. He can take a move action without further 
  injuring himself, but if he performs any standard 
  action (or any other action deemed as strenuous, 
  including some swift actions, such as manifesting a 
  quickened power) he takes 1 point of damage after 
  
  Psionics ExPandEd
  9
  completing the act. If his negative hit points are 
  equal to or greater than his Constitution score, he 
  immediately dies.
  Extra Arms, Greater: The extra arms on the aegis’s 
  astral suit function at nearly the same capacity as his 
  normal arms.  Each arm can now wield or use a light 
  or one-handed weapon, shield, or any other item that 
  he could normally use.  Alternatively, the aegis can 
  use one or both arms when wielding a two-handed 
  weapon, possibly allowing him to wield a pair of two-
  handed weapons.  The circumstance bonus on Climb 
  checks and CMD against grapple attempts increases 
  to +3 per extra arm that is not holding anything.  The 
  aegis must be 8th level and have the Extra Arms and 
  Lesser Extra Arms customizations before selecting 
  this customization.
  Frightful Presence: The aegis makes his astral suit 
  unsettling to his foes, gaining the frightful presence 
  ability. The aegis can activate this ability as part 
  of an offensive action, such as a charge or attack. 
  Opponents within 30 feet of the aegis must make 
  a Will save or become shaken for 3d6 rounds. The 
  DC of this save is equal to 10 + 1/2 the aegis’s class 
  level + the aegis’s Charisma modifier. If the aegis 
  has at least 4 more Hit Dice than an opponent, that 
  opponent becomes frightened instead. Foes with 
  more HD than the aegis are immune to this effect. 
  The aegis must be at least 11th level before selecting 
  this customization. 
  Harness Power Stone, Greater: As Improved 
  Harness Power Stone, except the power is 3rd level 
  or lower, and the effective manifester level increase 
  is +5. The aegis must be at least 11th level and have 
  the Power Stone Repository customization to take 
  this customization, and be 13th level to take this 
  customization a second time.
  Quickened Attacks: When the aegis makes a full 
  attack, he gains one additional attack at his highest 
  attack bonus.  This customization does not stack 
  with other sources of extra attacks, such as haste. 
  The aegis must be at least 10th level before selecting 
  this customization.  
  Reach: The aegis’s reach increases by 5 feet.  The 
  aegis must be at least 7th level before selecting this 
  customization. 
  4-point Customizations
  The following customizations cost 4 points from 
  the aegis’s customization pool.
  Blindsight: The astral suit massively augments the 
  aegis’s senses, giving him blindsight out to a range 
  of 30 feet. The aegis can maneuver and attack as 
  normal, ignoring darkness, invisibility, and most 
  forms of concealment as long as he has line of effect 
  to the target. The aegis must possess the blindsense 
  customization to take this customization. The aegis 
  must be at least 11th level before selecting this 
  customization. 
  Energy Immunity: The aegis gains immunity to his 
  active energy type as long as he is wearing his astral 
  suit. The aegis must be at least 15th level before 
  selecting this customization. 
  Extra Passenger: The aegis can carry one creature 
  of the same size or smaller as the aegis’s base 
  size (powers and effects that increase the aegis’s 
  size do not allow him to carry larger creatures, 
  although Increased Size and Improved Increased 
  Size customizations do allow the aegis to carry 
  larger passengers).  The carried creature is treated 
  as if it has total concealment and he gains the 
  damage reduction of the astral suit, as well as any 
  environmental customization options, such as that 
  granted from the Energy Resistance or Underwater 
  Breath customization.  The creature carried using 
  this ability remains adjacent to the aegis and moves 
  with the aegis’s move actions.  A creature can be 
  loaded and unloaded into the astral suit as a free 
  action by the aegis, but the creature can take no 
  actions until its next turn. The aegis must be at least 
  11th level before selecting this customization.
  Harness Power Stone, Superior: As Improved 
  Harness Power Stone, except the power is 4th level 
  or lower, and the effective manifester level increase 
  is +7. The aegis must be at least 16th level and have 
  the Power Stone Repository customization to take 
  this customization, and be 18th level to take this 
  customization a second time.
  Improved Evasion: As long as the aegis is wearing 
  the astral suit, if the aegis is subjected to an attack 
  that normally allows a Reflex save for half damage, 
  he takes no damage if he makes a successful saving 
  throw and only half damage if the saving throw fails. 
  The aegis must be at least 12th level before selecting 
  this customization.
  Improved Stalwart: As long as the aegis is wearing 
  the astral suit, if the aegis is subjected to an attack 
  that normally allows a Fortitude or Will save for a 
  reduced or partial effect, he can expend his psionic 
  focus as an immediate action to ignore the effect if 
  he makes a successful saving throw and suffers the 
  reduced effect if the saving throw fails. The aegis 
  must be at least 16th level before selecting this 
  customization.
  Increased Size, Improved: The astral suit grows in 
  size and the aegis is treated as two size categories 
  larger as if affected by an augmented expansion.  The 
  aegis must be at least 15th level and have selected 
  the increased size customization to select this 
  customization.  This customization does not stack 
  with the increased size customization.
  
  drEamscarrEd PrEss
  10
  advancEd 
  corE Psionic classEs
  Presented below are a variety of new options for 
  the core psionic classes. These options are typically 
  only available to characters taking their first level in 
  the class, as that is when disciplines, warrior paths, 
  and wild surge options are chosen. 
  Psion advancEd disciPlinEs
  Psions of a particular discipline can chose to focus 
  their studies still further within that discipline. 
  Psions who choose an advanced discipline gain all the 
  normal benefits of their discipline, but the advanced 
  discipline changes one or more of the abilities 
  granted by their advanced discipline. A psion must 
  take all of the replacement abilities associated with 
  his advanced discipline. Once an advanced discipline 
  is chosen, it cannot be changed.
  Constructor Discipline
  Associated Discipline: Metacreativity
  Replacement Abilities: The following discipline 
  abilities replace the Ectoplasmic Protection and 
  Maestro of Ectoplasm abilities of the metacreativity 
  discipline.
  Improved Constructs: At 8th level, you gain 
  your choice of the Advanced Construct* or Boost 
  Construct feat as a bonus feat. If you already have 
  one of the feats, you gain the other instead. If you 
  already possess both feats, you gain a bonus psionic 
  feat of your choice. You must meet any applicable 
  prerequisites to select the feat.
  Maestro of Constructs: At 14th level, once per 
  day as a standard action, you can choose to create up 
  to half your psion level in astral constructs, divided 
  at your discretion (For example, for a 14th level 
  constructor, a 5th-level construct and a 2nd-level 
  construct, a single 7th-level construct, seven 1st-level 
  constructs, etc.), repair a damaged astral construct 
  for up to 30 hit points plus 1 hit point per psion level, 
  or summon two astral swarms plus one astral swarm 
  for each three levels beyond 14th, to a maximum of 
  4 at 20th level.
  astral swarm
  A shimmering mass swarms across the ground in a 
  deadly wave.
  Astral Swarm 
  CR 7
  XP 3,200
  N Diminutive construct (swarm)
  Init +4; Senses darkvision 60 ft., low-light vision, 
  Perception +0
  DEFENSE
  AC 20, touch 18, flat-footed 16 (+4 Dex, +2 natural, 
  +4 size)
  hp 77 (14d10)
  Fort +4, Ref +4, Will +4
  Defensive Abilities swarm traits, Immune weapon 
  damage
  OFFENSE
  Speed 30 ft.
  Melee swarm (4d6 plus ectoplasmic poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17), poison
  STATISTICS
  Str 1, Dex 18, Con -, Int -, Wis 11, Cha 10
  Base Attack +14; CMB -; CMD -
  ECOLOGY
  environment Any
  Organization solitary
  Treasure none
  Astral swarm
  
  Psionics ExPandEd
  11
  SPECIAL ABILITIES
  ectoplasmic Poison (ex) Swarm—injury; save Fort 
  DC 17; frequency 1/round for 2 rounds; effect 1d3 
  Dexterity drain; cure 1 save.
  Erudite Discipline
  Associated Discipline: Generalist
  Replacement Ability: The following discipline 
  abilities replace the discipline talents and bonus feat 
  abilities of the generalist discipline.
  Discipline Talents (Ps): When you meditate to 
  regain your power points for the day, choose two 
  powers from the following list: call to mind, catfall, 
  create sound, far hand, hammer, and telepathic 
  lash. As long as you maintain psionic focus, you 
  may manifest either of your chosen powers without 
  paying a power point cost, but the power may not 
  be augmented or affected by metapsionic feats. The 
  competence bonus from call to mind is reduced to 
  +2, the effect of catfall only treats your fall as 20 ft. 
  shorter than it is, the duration of create sound is one 
  round per two psion levels (minimum 1 round), and 
  the damage of hammer is reduced to 1d4.
  This ability replaces the Discipline Talents 
  normally gained by a generalist psion.
  Daily Powers: At 2nd level, each day, you may 
  choose one power from the Psion/Wilder list that 
  is not on your list of powers known and manifest 
  that power as if it was. You must have manifested 
  the power from a power stone at some point prior 
  to choosing it as a daily power and the power’s level 
  may not exceed your maximum power level.  You 
  may decide which power to manifest at the time 
  of manifesting. Once this choice has been made, 
  it cannot be changed until you have meditated to 
  regain your daily power points after resting. At 7th 
  level and every five psion levels thereafter, you may 
  choose one additional power per day to treat as if a 
  power known (2 at 7th level, 3 at 12th level, 4 at 17th 
  level).  These powers are in addition to your normal 
  powers known.
  This ability replaces the Bonus Feat normally 
  gained by a generalist psion and the powers known 
  gained at each level a daily power is gained, as 
  displayed on the table below.  
  soulknifE archEtyPEs
  Although the quintessential soulknife wields a 
  mind blade and is a master of melee combat, there 
  are others who have learned to harness psionic 
  energy into psionic weapons.  From those who focus 
  on ranged combat to those who have learned to 
  manifest psionic powers, these alternate soulknives 
  are just as deadly as their traditional counterparts.
  Presented below is a new archetype for the 
  soulknife, the gifted blade, which offers a manifesting 
  option for the soulknife class.
  Gifted Blade
  There are some soulknives who learn to manifest 
  powers, as well as to form mind blades.  
  Manifesting: At 3rd level, a gifted blade gains the 
  ability to manifest a small number of psionic powers, 
  which are drawn from the gifted blade power list.
  A gifted blade chooses his powers from the gifted 
  blade power list. At 3rd level, a gifted blade knows 
  one gifted blade power of your choice. He learns 
  new powers as indicated on Table: The Gifted 
  Blade. A gifted blade can manifest any power that 
  has a power point cost equal to or lower than his 
  manifester level. The total number of powers a 
  gifted blade can manifest per day is limited only by 
  his daily power points.
  A gifted blade never needs to prepare powers 
  ahead of time; he draws them from his mind when 
  needed. When a gifted blade recovers his daily 
  power points after resting, he may choose to rotate 
  one or more powers he knows for new ones. These 
  powers must always be chosen from the gifted blade 
  power list, and the maximum number of powers 
  taBlE: thE EruditE
  Level 
  Special 
  Powers 
  Known
  1st
  Bonus feat, detect psionics, 
  discipline, discipline talents
  3
  2nd
  Daily power
  3
  3rd
  —
  5
  4th
  —
  7
  5th
  Bonus feat
  9
  6th
  —
  11
  7th
  Daily power
  11
  8th
  Discipline ability
  13
  9th
  —
  15
  10th
  Bonus feat
  16
  11th
  —
  18
  12th
  Daily power
  18
  13th
  —
  19
  14th
  Discipline ability
  21
  15th
  Bonus feat
  23
  16th
  —
  24
  17th
  Daily power
  24
  18th
  —
  26
  19th
  —
  27
  20th
  Bonus feat, discipline ability
  29
  
  drEamscarrEd PrEss
  12
  the gifted blade may know at any one time in this 
  fashion is listed on Table: The Gifted Blade. If a 
  gifted blade learns a power through other means, 
  such as the Expanded Knowledge feat, the Mental 
  Power blade skill, or psychic chirurgery, this power 
  is known in addition to his normal powers. He may 
  never exchange it for another power from the gifted 
  blade list when he chooses his powers known, and it 
  doesn’t count against his limit of powers known at 
  any one time.
  The Difficulty Class for saving throws against 
  gifted blade powers is 10 + the power’s level + the 
  gifted blade’s Wisdom modifier.
  Through 2nd level, a gifted blade has no manifester 
  level.  At 3rd level and higher, a gifted blade’s 
  manifester level is equal to his soulknife level – 2.
  A gifted blade gains the ability to learn 1st-level 
  powers at 3rd level. Every four levels thereafter (7th, 
  11th, etc), a gifted blade gains the ability to master 
  more complex powers, up to 4th level powers at level 
  15.
  To learn or manifest a power, a gifted blade must 
  have a Wisdom score of at least 10 + the power’s 
  level.
  A gifted blade’s ability to manifest powers is limited 
  by the power points he has available. His base daily 
  allotment of power points is given on Table: Gifted 
  Blade. In addition, he receives bonus power points 
  per day if he has a high Wisdom score. His race may 
  also provide bonus power points per day, as may 
  certain feats and items. If a gifted blade has power 
  points from a different class, those points are pooled 
  together and usable to manifest powers from either 
  class. 
  This ability replaces the psychic strike class feature 
  normally gained by soulknives.  The gifted blade 
  never gains the psychic strike class feature.
  Blade Skills
  Presented below are several new blade skills for 
  use with the soulknife class.
  Focused Defense: When fighting defensively or 
  using Combat Expertise or the total defense action, 
  the soulknife adds her Wisdom modifier as a dodge 
  bonus to her AC so long as she maintains psionic 
  focus.  The soulknife must be at least 4th level in 
  order to select this blade skill.
  Focused Offense: As long as the soulknife maintains 
  psionic focus, she adds her Wisdom modifier to her 
  attack and damage rolls instead of her Strength 
  modifier. 
  Mental Power: The soulknife gains an additional 
  power known from the gifted blade power list, up 
  to the maximum power level she can manifest.  In 
  addition, the soulknife gains an additional 2 power 
  points.  This blade skill can be selected multiple 
  times.  Each time, the soulknife gains another power 
  known and 2 additional power points.  The soulknife 
  must have manifesting ability from her levels in 
  soulknife in order to select this blade skill.
  fEats
  Along with the new class options presented in this 
  book, a variety of new feats are detailed that expand 
  upon those that already exist in the Pathfinder 
  Roleplaying Game, as well as those that exist in 
  Psionics Unleashed.  Feats denoted by a * are new 
  feats presented here.
  TyPeS OF FeATS
  Many of the feats presented below are psionic 
  feats, although some purely combat-oriented feats 
  are also presented that are accessible to non-psionic 
  characters.  
  PSIONIC FEATS 
  Psionic feats are available only to characters and 
  creatures with the ability to manifest powers or with 
  a reservoir of psionic power. (In other words, they 
  either have a power point reserve or have psi-like 
  abilities.) 
  taBlE: thE giftEd BladE
  Soulknife 
  Level
  Power 
  Points/Day
  Powers 
  Known
  Maximum 
  Power Level 
  Known
  3
  0
  1
  1st
  4
  1
  1
  1st
  5
  2
  2
  1st
  6
  3
  2
  1st
  7
  5
  3
  2nd
  8
  7
  3
  2nd
  9
  9
  4
  2nd
  10
  11
  4
  2nd
  11
  14
  5
  3rd
  12
  17
  5
  3rd
  13
  20
  5
  3rd
  14
  24
  6
  3rd
  15
  28
  6
  4th
  16
  32
  6
  4th
  17
  37
  7
  4th
  18
  42
  7
  4th
  19
  47
  7
  4th
  20
  52
  7
  4th
  
  Psionics ExPandEd
  13
  Because psionic feats are supernatural abilities—a 
  departure from the general rule that feats do not grant 
  supernatural abilities—they cannot be disrupted 
  in combat (as powers can be) and generally do not 
  provoke attacks of opportunity (except as noted in 
  their descriptions). Supernatural abilities are not 
  subject to power resistance and cannot be dispelled; 
  however, they do not function in areas where 
  psionics is suppressed, such as a null psionics field. 
  Leaving such an area immediately allows psionic 
  feats to be used. 
  Many psionic feats can be used only when you are 
  psionically focused; others require you to expend 
  your psionic focus to gain their benefit. Expending 
  your psionic focus does not require an action; it is 
  part of another action (such as using a feat). When 
  you expend your psionic focus, it applies only to the 
  action for which you expended it. 
  METAPSIONIC FEATS 
  As a manifester’s knowledge of psionics grows, 
  he can learn to manifest powers in ways slightly 
  different from how the powers were originally 
  designed or learned. Of course, manifesting a power 
  while using a metapsionic feat is more expensive 
  than manifesting the power normally. 
  Manifesting Time: Powers manifested using 
  metapsionic feats take the same time as manifesting 
  the powers normally unless the feat description 
  specifically says otherwise. 
  Manifestation Cost: To use a metapsionic feat, 
  a psionic character must typically both expend 
  his psionic focus (see above) and pay an increased 
  power point cost as given in the feat description. 
  Limits on Use: As with all powers, you cannot 
  spend more power points on any power than your 
  manifester level. Metapsionic feats merely let you 
  manifest powers in different ways; they do not let 
  you violate this key rule. 
  effects of Metapsionic Feats on a Power: In all 
  ways, a metapsionic power operates at its original 
  power level, even though it costs additional power 
  points. The modifications to a power made by a 
  metapsionic feat have only their noted effect on the 
  power. A manifester can’t use a metapsionic feat to 
  alter a power being manifested from a power stone, 
  dorje, or other device. 
  Some metapsionic feats apply only to certain 
  powers, as described in each specific feat entry.
  FeAT DeSCRIPTIOnS
  The following format is used for all feat 
  descriptions.
  Feat name: The feat’s name also indicates what 
  subcategory, if any, the feat belongs to, and is followed 
  by a basic description of what the feat does.
  Prerequisite: A minimum ability score, another 
  feat or feats, a minimum base attack bonus, a 
  minimum number of ranks in one or more skills, or 
  anything else required in order to take the feat. This 
  entry is absent if a feat has no prerequisites. A feat 
  may have more than one prerequisite.
  Benefit: What a feat enables the character (“you” 
  in the feat description) to do. If a character has the 
  same feat more than once, its benefits do not stack 
  unless indicated otherwise in the description.
  normal: What a character who does not have 
  this feat is limited to or restricted from doing. If not 
  having the feat causes no particular drawback, this 
  entry is absent.
  Special: Additional unusual facts about the feat.
  ACCESS PSIONIC TALENT [PSIONIC]
  You are able to manifest minor psionic abilities.
  Prerequisite: Manifester level 1st or Unlocked 
  Talent*.
  Benefit: You gain five psionic talents (see Psionic 
  Powers, below).
  Special: This feat may be selected more than once. 
  Each time, you gain five additional psionic talents.
  ADVANCED CONSTRUCTS [PSIONICS]
  You are especially skilled at creating astral 
  constructs.
  Prerequisite: Able to manifest astral construct.
  Benefit: You gain additional menu options for 
  astral constructs, as detailed below.
  Menu A
  Armor Spikes (ex): The construct’s body is 
  covered in spikes, allowing the construct to deal an 
  extra 1d6 points of piercing damage with a successful 
  trample, constrict, bull rush, or grapple attack. The 
  construct also can make a regular melee attack with 
  the spikes, dealing 1d6 points of damage.
  Dodge (ex): The astral construct gains the Dodge 
  feat even if it does not meet the prerequisites.
  Might (ex): The astral construct’s melee attacks 
  deal an additional +1 point of damage. 
  Talons (ex): The astral construct replaces its slam 
  attacks with claw attacks that deal either slashing or 
  piercing damage, chosen at time of manifestation. 
  Utility (ex): Your construct can perform tasks 
  for you.  This can include such tasks as cleaning, 
  cooking, or setting up camp, or any other activity 
  that requires a DC 10 or lower skill check. An astral 
  construct with this option does not need to stay close 
  to the manifester and will continue following any 
  given order until given other instructions. You can 
  select this menu option multiple times.  Each time, 
  the DC of skill checks the construct can attempt 
  increases by 2.
  
  drEamscarrEd PrEss
  14
  Menu B
  great Cleave (ex): The astral construct gains 
  the Great Cleave feat even if it does not meet the 
  prerequisites.
  Improved Might (ex): The astral construct’s melee 
  attacks deal an additional +3 points of damage.  This 
  does not stack with the Might menu option.
  Reach (ex): The astral construct’s reach increases 
  by 5 feet.
  Stunning Fist (ex): The astral construct gains 
  the Stunning Fist feat even if it does not meet the 
  prerequisites.  The construct can use Stunning Fist 
  with its slam attack.
  Menu C
  greater Might (ex): The astral construct’s melee 
  attacks deal an additional +5 points of damage.  This 
  does not stack with the Improved Might or Might 
  menu option.
  Tail Slap (ex): The astral construct gains a tail, 
  giving it a tail slap secondary attack. A tail slap deals 
  2d8 points of damage.
  BURNING POWER [METAPSIONIC]
  You cause creatures to take extra damage when 
  you affect them with a power that has the acid or 
  fire descriptor.
  Benefit: To use this feat, you must expend your 
  psionic focus. The acid or fire effects of the affected 
  power adhere to the creature, causing more damage 
  the next round. When a creature takes acid or fire 
  damage from the affected power, that creature 
  takes damage equal to 2 × the power’s level at the 
  start of its next turn. The damage is acid or fire, as 
  determined by the power’s descriptor. If a burning 
  power has both the fire and acid descriptor, the 
  manifester chooses what kind of damage is dealt by 
  the burning power effect. Using this feat increases 
  the power point cost of the power by 2. The power’s 
  total cost cannot exceed your manifester level.
  Powers that do not deal fire or acid damage cannot 
  be used with this feat.
  CONCUSSIVE POWER [METAPSIONIC]
  You cause creatures to be disoriented when 
  you affect them with a power that has the sonic 
  descriptor.
  Benefit: To use this feat, you must expend your 
  psionic focus. With sonic damage comes a concussive 
  wave of energy that rattles creatures affected by the 
  power.
  A concussive power causes creatures that take 
  damage from a power that has the sonic descriptor to 
  take a –2 penalty on attack rolls, saving throws, skill 
  checks, and ability checks for a number of rounds 
  equal to the power level of the power. A concussive 
  power only affects powers with the sonic descriptor. 
  Using this feat increases the power point cost of the 
  power by 2. The power’s total cost cannot exceed 
  your manifester level.
  Powers that do not deal sonic damage cannot be 
  used with this feat.
  DAzING POWER [METAPSIONIC]
  You can daze a creature with the powers you 
  manifest.
  Benefit: To use this feat, you must expend your 
  psionic focus. You can modify a mind-affecting 
  power that targets only one creature to possibly daze 
  the creature. When a creature makes a successful 
  save against a dazing power, they must make an 
  additional saving throw or become dazed for a 
  number of rounds equal to the level of the power. 
  If the power does not allow a save, the target can 
  make a Will save to negate the daze effect. If the 
  power effect causes the creature to become dazed, 
  the duration of this metapsionic effect is added to 
  the duration of the power if the creature fails its 
  save.  This is considered a mind-affecting effect; 
  Burning power increases the damage caused by 
  fiery effects
  
  Psionics ExPandEd
  15
  if the subject fails the save for the daze effect, he 
  is unaware that he has been subjected to a mind-
  affecting power. Using this feat increases the power 
  point cost of the power by 2. The power’s total cost 
  cannot exceed your manifester level
  ECHOING POWER [METAPSIONIC]
  You have learned how to release most, but not all, 
  of a power’s potential when you manifest it.
  Benefit: To use this feat, you must expend your 
  psionic focus. When you manifest an echoing power 
  a portion of it remains in your power point pool, and 
  you can manifest it one additional time during that 
  day. This second manifesting does not expend any 
  additional power points. Using this feat increases 
  the power point cost of the power by 4. The power’s 
  total cost cannot exceed your manifester level.
  ECTOPLASMIC POWER [METAPSIONIC]
  Your psionic powers breach the gulf between 
  dimensions, sending ghostly emanations into the 
  ether.
  Benefit: To use this feat, you must expend your 
  psionic focus. An ectoplasmic power has full effect 
  against incorporeal or ethereal creatures. Using this 
  feat does not increase the power point cost of the 
  power.
  EXTRA CUSTOMIzATION [PSIONIC]
  Your 
  astral 
  suit 
  can 
  have 
  additional 
  customizations.
  Prerequisites: Astral suit class feature
  Benefit: You gain one additional customization 
  point.
  Special: You can gain this feat multiple times, but 
  only one additional time for every five aegis levels 
  you possess.
  EXTRA POWER KNOWN [PSIONIC]
  You know an additional psionic power.
  Prerequisite: Manifester level 1st.
  Benefit: Add one additional power known of any 
  level up to the highest-level power you can manifest 
  to your powers known. You can only choose the 
  power from your class power list.
  Special: You can gain this feat multiple times. 
  Each time, you learn one new power from your class 
  power list up to the highest-level power you can 
  manifest.
  EXTRA RECONFIGURATION [PSIONIC]
  You are able to modify your astral suit more 
  often.
  Prerequisites: Astral suit class ability, reconfigure 
  class ability
  Benefit: You gain one additional daily use of your 
  reconfigure class ability.
  FAST STEP [PSIONIC]
  You are able to teleport more easily.
  Prerequisite: Nomad’s Step class feature.
  Benefit: You may use Nomad’s Step as a move 
  action, instead of as a standard action.
  FAVORED ENERGY [PSIONIC]
  You prefer a certain energy type over all others.
  Prerequisite: Ability to manifest any power 
  that deals fire, cold, electricty, or sonic damage, 
  manifester level 3rd.
  Benefit: Choose one type of energy to become 
  your favored energy: cold, electricity, fire, or sonic. 
  Any time you manifest a power that deals damage of 
  your favored energy type, the damage is increased 
  by +1 per die.
  FLARING POWER [METAPSIONIC]
  You dazzle creatures when you affect them 
  with a power that has the fire, light, or electricity 
  descriptor.
  Benefit: To use this feat, you must expend your 
  psionic focus.  The electricity, fire, or light effects 
  of the affected power create a flaring that dazzles 
  creatures that take damage from the power. A 
  flare power causes a creature that takes fire, light, 
  or electricity damage from the affected power to 
  become dazzled for a number of rounds equal to 
  the level of the power. A flaring power only affects 
  powers with a fire, light, or electricity descriptor. 
  Using this feat does not increase the power point cost 
  of the power.
  Powers that do not deal fire, light, or electricity 
  damage cannot be used with this feat.
  FOCUSED POWER [METAPSIONIC]
  When you manifest a power that affects more than 
  one creature, one opponent finds it more difficult to 
  resist.
  Benefit: To use this feat, you must expend your 
  psionic focus. When manifesting a power that can 
  or does affect or target more than one creature, you 
  can choose one target or creature within the power 
  effect. That creature’s saving throw DC to resist the 
  power is increased by +2. You must choose which 
  target to focus the power on before manifesting the 
  power. Using this feat does not increase the power 
  point cost of the power.
  Powers that do not require a saving throw to resist 
  or lessen the power’s effect cannot be used with this 
  feat.
  
  drEamscarrEd PrEss
  16
  LINGERING POWER [METAPSIONIC]
  Your power clings to existence, slowly fading from 
  the world.
  Benefit: To use this feat, you must expend your 
  psionic focus. You may cause an instantaneous power 
  that affects an area to persist until the beginning 
  of your next turn. Those already in the area suffer 
  no additional harm, but other creatures or objects 
  entering the area are subject to its effects. A lingering 
  power with a visual manifestation obscures vision, 
  providing concealment (20% miss chance) beyond 5 
  feet and total concealment (50% miss chance) beyond 
  20 feet. Using this feat does not increase the power 
  point cost of the power.  Powers that do not affect an 
  area cannot be used with this feat.
  MALLEABLE POWER [METAPSIONIC]
  You are able to shape the effect of your power to 
  exclude targets.
  Prerequisites: Selective Power, Spellcraft 10 
  ranks.
  Benefit: To use this feat, you must spend your 
  psionic focus. Doing so lets you manifest a malleable 
  power. This power may exclude any number of 
  5-foot cubes (5’ long by 5’ wide by 5’ high). The cubes 
  you exclude do not otherwise hamper the power.
  For example, you may shoot an energy bolt from 
  your fingertips and exclude the first two cubes of the 
  power. The other 110’ of the energy bolt would be 
  manifest as normal.
  Manifesting a malleable power increases the 
  power point cost of the power by 2. The total cost 
  cannot exceed your manifester level.
  Powers that do not affect an area cannot be used 
  with this feat.
  MERCIFUL POWER [METAPSIONIC]
  Your damaging powers subdue rather than kill.
  Benefit: To use this feat, you must maintain 
  your psionic focus, rather than expend it. You can 
  alter powers that inflict hit point damage to inflict 
  nonlethal damage instead. Powers that inflict hit 
  point damage of a particular type (such as fire) inflict 
  nonlethal damage of that same type. Using this feat 
  does not increase the power point cost of the power.
  Powers that do not deal hit point damage cannot be 
  used with this feat.
  METAPSIONIC MASTERY [PSIONIC]
  You have mastered applying a metapsionic feat to 
  a particular power.
  Prerequisites: 
  Manifester 
  level 
  3rd, 
  one 
  metapsionic feat
  Benefit: Select one psionic power you can manifest. 
  You can manifest this power while applying any 
  number of metapsionic feats you possess without 
  having to expend your psionic focus, but for each 
  metapsionic feat you apply without expending your 
  psionic focus, the power’s cost is increased by 2 
  power points.  The power’s total cost cannot exceed 
  your manifester level.
  Special: You can select this feat multiple times. 
  Each time, it applies to a different psionic power.  
  PERSISTENT POWER [METAPSIONIC]
  You can modify a power to become more tenacious 
  when its targets resist its effect.
  Benefit: To use this feat, you must expend your 
  psionic focus. Whenever a creature targeted by a 
  persistent power or within its area succeeds on its 
  saving throw against the power, it must make another 
  saving throw against the effect. If a creature fails this 
  second saving throw, it suffers the full effects of the 
  power, as if it had failed its first saving throw. 
  Using this feat increases the power point cost of 
  the power by 2. The power’s total cost cannot exceed 
  your manifester level. 
  Powers that do not require a saving throw to resist 
  or lessen the power’s effect cannot be used with this 
  feat.
  PIERCING POWER [METAPSIONIC]
  Your studies have helped you develop methods to 
  overcome power resistance.
  Benefit: To use this feat, you must expend your 
  psionic focus. When you manifest a piercing power 
  against a target with power resistance, it treats 
  the power resistance of the target as 5 lower than 
  its actual PR. Using this feat does not increase the 
  power point cost of the power.
  REDIRECT POWER [METAPSIONIC]
  You can direct a failed power against a different 
  target.
  Benefit: To use this feat, you must expend your 
  psionic focus. Whenever a redirecting power 
  targeting a single creature has no effect on its 
  intended target (whether due to power resistance or 
  a successful saving throw) you may, as a swift action, 
  redirect it to target another eligible creature within 
  range. The redirected power behaves in all ways as if 
  its new target were the original target for the power. 
  Powers that affect a target in any way (including a 
  lesser effect from a successful saving throw) may not 
  be redirected in this manner. Using this feat does not 
  increase the power point cost of the power.
  RIME POWER [METAPSIONIC]
  Creatures damaged by your powers with the cold 
  descriptor become entangled.
  Benefit: To use this feat, you must expend your 
  psionic focus. The frost of your cold power clings to 
  
  Psionics ExPandEd
  17
  the target, impeding it for a short time. A rime power 
  causes creatures that take cold damage from the 
  power to become entangled for a number of rounds 
  equal to the original level of the power.
  This feat can only be used with powers that have 
  the cold descriptor and deal damage. Using this feat 
  does not increase the power point cost of the power.
  SELECTIVE POWER [METAPSIONIC]
  Your allies need not fear friendly fire.
  Prerequisite: Spellcraft 10 ranks.
  Benefit: To use this feat, you must expend your 
  psionic focus. When manifesting a selective power 
  with an area effect, you can choose a number of 
  targets in the area equal to your key ability modifier. 
  These targets are excluded from the effects of your 
  power. Using this feat increases the power point 
  cost of the power by 2. The power’s total cost cannot 
  exceed your manifester level. 
  Powers that do not have an area of effect cannot 
  be used with this feat. 
  SHARED POWER [METAPSIONIC]
  You have learned to extend the range of your 
  personal powers, granting their benefits to your 
  nearby allies.
  Benefit: To use this feat, you must expend your 
  psionic focus. You can manifest a power with a 
  range of personal at any distance up to 30 ft. as a 
  ray, gaining no benefit yourself, but granting it to a 
  willing target. You must succeed on a ranged touch 
  attack for the target to be affected by the power or 
  the power points are lost.
  Alternatively, the power is treated as having the 
  Network descriptor (see below), rather than making 
  a ranged touch attack.
  Using this feat increases the power point cost of 
  the power by 4. The power’s total cost cannot exceed 
  your manifester level.
  SICKENING POWER [METAPSIONIC]
  You can sicken creatures with your powers.
  Benefit: To use this feat, you must expend your 
  psionic focus. You can modify a power to sicken a 
  creature damaged by the power. When a creature 
  takes damage from this power, they become sickened 
  for a number of rounds equal to the level of the power. 
  If the power allows a saving throw, a successful save 
  negates the sickening effect. If the power does not 
  allow a save, the target can make a Fortitude save 
  to negate the sickening effect. If the power effect 
  also causes the creature to become sickened, the 
  duration of this metapsionic effect is added on to the 
  duration of the power. Using this feat increases the 
  power point cost of the power by 2. The power’s total 
  cost cannot exceed your manifester level. 
  Powers that do not inflict damage cannot be used 
  with this feat.
  THUNDERING POWER [METAPSIONIC]
  You can conjure your powers into existence 
  with blaring thunder or fearful shrieks, deafening 
  creatures damaged by their effects.
  Benefit: To use this feat, you must expend your 
  psionic focus. You can modify a power to deafen a 
  creature damaged by the power. When a creature 
  takes damage from this power, it becomes deafened 
  for a number of rounds equal to the level of the power. 
  If the power allows a saving throw, a successful save 
  negates the deafening effect. If the power does not 
  allow a save, the target can make a Fortitude save 
  to negate the deafening effect. If the power effect 
  also causes the creature to become deafened, the 
  duration of this metapsionic effect is added to the 
  duration of the power. Using this feat increases the 
  power point cost of the power by 2. The power’s total 
  cost cannot exceed your manifester level. 
  Powers that do not inflict damage cannot be used 
  with this feat.
  TOPPLING POWER [METAPSIONIC]
  Your powers with the force descriptor knock the 
  affected creatures prone.
  Benefit: To use this feat, you must expend your 
  psionic focus. The impact of your force power is 
  strong enough to knock the target prone. If the 
  target takes damage, fails its saving throw, or is 
  moved by your force power, make a trip check 
  against the target, using your manifester level plus 
  your manifesting ability score bonus (Wisdom for 
  psychic warriors, Intelligence for psions, and so on). 
  This does not provoke an attack of opportunity. If the 
  check fails, the target cannot attempt to trip you or 
  the force effect in response.
  A toppling power only affects powers with the 
  force descriptor. Using this feat does not increase the 
  power point cost of the power.
  UNLOCKED TALENT
  You have discovered your psionic ability, granting 
  you limited manifesting ability.
  Prerequisite: Wild Talent.
  high Psionics gamEs
  In campaigns where psionics is more common-
  place, such as the Third Dawn Campaign Setting, it 
  is recommended to remove the prerequisite of Wild 
  Talent from Unlocked Talent and substitute the 
  Unlocked Talent feat for Wild Talent to represent 
  how the ability to manifest powers is common 
  within the world.
  
  drEamscarrEd PrEss
  18
  Benefit: You gain 2 power points.  In addition, when 
  you take this feat, select any one 1st level power. You 
  treat this power as a power known and can manifest 
  this power with a manifester level of 1 as long as 
  you have a Charisma score of at least 11.  Use your 
  Charisma modifier to determine any applicable save 
  DCs.   If you have manifester levels from a psionic 
  class, you may instead use the manifester level 
  from that class when manifesting the power gained 
  from this feat, as well as the appropriate key ability 
  modifier.
  Special: The manifester level when manifesting 
  the power granted from this feat is not a true 
  manifester level and does not count as a manifester 
  level for purposes such as bonus power points, feat, 
  item creation, or prestige class prerequisites.
  Psionic PowErs
  As well as the rules for 0th-level powers (talents), 
  presented below are new psionic powers for 
  manifesters. These new powers are detailed below.
  Powers denoted by a * are new powers presented 
  here.  An A appearing at the end of a power’s name in 
  the power lists denotes an augmentable power. 
  The remainder of the chapter contains power 
  descriptions in alphabetical order by power name. 
  With the introduction of 0th-level powers (talents), 
  many existing 1st-level powers have been listed 
  below with the changes noted to use them as a 0th-
  level power, to more easily incorporate them into 
  your existing games.
  Power Chains: Some powers reference other 
  powers that they are based upon. Only information 
  in a power later in the power chain that is different 
  from the base power is covered in the power being 
  described. Header entries and other information that 
  are the same as the base power are not repeated. 
  Order of Presentation: In the power lists and the 
  power descriptions that follow them, the powers are 
  presented in alphabetical order by name—except 
  for those belonging to certain power chains. When a 
  power’s name begins with “lesser,” “greater,” “mass,” 
  or a similar kind of qualifier, the power description 
  is alphabetized under the second word of the power 
  description instead. 
  Manifester Level: A power’s effect often depends 
  on the manifester level, which for most manifesting 
  characters is equal to your psionic class level. A 
  creature with no classes has a manifester level equal 
  to its Hit Dice unless otherwise specified. The word 
  “level” in the power lists always refers to manifester 
  level.
  Creatures and Characters: “Creatures” and 
  “characters” are used synonymously in the power 
  descriptions.
  Augment: 
  Many 
  powers 
  vary 
  in 
  strength 
  depending on how many power points you put into 
  them. The more power points you spend, the more 
  powerful the manifestation. However, you can spend 
  only a total number of points on a power equal to 
  your manifester level.
  Many powers can be augmented in more than one 
  way. When the Augment section contains numbered 
  paragraphs, you need to spend power points 
  separately for each of the numbered options. When 
  a paragraph in the Augment section begins with “In 
  addition,” you gain the indicated benefit according 
  to how many power points you have already decided 
  to spend on manifesting the power.
  TALenTS
  Talents are 0th-level psionic powers that are 
  powered by psionic focus, rather than power points. 
  These abilities give manifesters minor abilities that 
  can be used at-will, but typically have very limited 
  functionality or use.  Talents are typically used as 
  a way to train manifesters to avoid depleting the 
  power point reserve.
  A manifester may manifest any talent that he 
  knows without paying power points as long as he 
  maintains psionic focus.  However, if the talent has 
  a duration longer than instantaneous, he can only 
  have one such talent active at a time; manifesting 
  another talent without paying power points in this 
  manner causes the original talent to immediately 
  expire. 
  A manifester may also manifest a talent by paying 
  one power point, regardless of whether psionic 
  focus is held; these do not cause any other active 
  talents to lapse and may be augmented if the power 
  description indicates such.  
  Talents can only be augmented if the manifester 
  spends 1 power point on the manifestation in 
  addition to any power points spent augmenting the 
  power. 
  Manifesters select talents from their class’s power 
  list (see below).
  Implementing Talents
  Unlike the spellcasting classes, manifesters did not 
  receive 0-level powers with the release of Psionics 
  Unleashed.  To implement these abilities into your 
  game, you can mix or match from the options below 
  or devise your own system to introduce talents.  
  Automatic: Manifesting classes automatically gain 
  talents, similar to how spellcasters automatically 
  gain cantrips or orisons.  In this option, manifesters 
  should receive talents at 1st level according to the 
  list below. 
  Marksman: One talent
  
  Psionics ExPandEd
  19
  Psion: Three talents (replaces Discipline Talents)
  Psychic Warrior: Two talents
  Vitalist: Three talents (replaces Knacks)
  Wilder: One talent
  For any other manifesting classes, use the list 
  above as a guideline to determine how many talents 
  they should receive.
  Linked 
  Talents: 
  Certain 
  1st 
  level 
  powers 
  automatically grant an associated talent (see below). 
  Some talents are associated to multiple powers.  If a 
  character selects a power with an associated talent 
  he already knows, he may select a different talent 
  to gain.
  Retroactive Talents: Manifesters may already 
  know powers now available as talents.  These 
  characters may select four additional talents in 
  addition to keeping the talents they already have.  
  Swap With Power Known: When a manifester 
  picks a power known, he may opt instead to select 
  five psionic talents.  Using this option, the manifester 
  will know one fewer psionic power.
  taBlE: linkEd talEnts
  1st Level Power
  Linked Talent
  Astral Traveler
  Know Direction and 
  Location 
  Attraction
  Distract 
  Astral Construct
  Ectoplasmic Trinket 
  Bolt
  Ectoplasmic Trinket 
  Burst
  Float 
  Call to Mind
  Detect Psionics 
  Catfall
  Float 
  Control Flames
  Crystal Light 
  Control Light
  Crystal Light 
  Control Object
  Far Hand 
  Crystal Shard
  Crystal Light 
  Deceleration
  Float 
  Déjà Vu
  Telepathic Lash 
  Demoralize
  Distract 
  Destiny Dissonance
  Telepathic Lash 
  Detect Teleportation
  Know Direction and 
  Location 
  Disable
  Telepathic Lash 
  Dissipating Touch
  Telekinetic Punch 
  Ecto Protection
  Ectoplasmic Trinket 
  Ectoplasmic Creation 
  Ectoplasmic Trinket 
  Ectoplasmic Sheen
  Ectoplasmic Trinket 
  Empathic Connection
  Empathy 
  Empty Mind
  Conceal Thoughts 
  Energy Ray
  Energy Splash 
  Entangling Ectoplasm
  Ectoplasmic Trinket 
  Force Screen
  Far Hand 
  Hammer
  Telekinetic Punch 
  Inertial Armor
  Far Hand 
  Matter Agitation
  Crystal Light 
  Mind Thrust
  Telepathic Lash 
  Mindlink
  Missive 
  Precognition
  Detect Psionics 
  Precognition, Defensive
  Detect Psionics 
  Precognitionion, Offen-
  sive
  Detect Psionics 
  Prescience, Offensive
  Detect Psionics 
  Sense Link
  Empathy 
  Skate
  Float 
  Synesthete
  My Light 
  Telempathic Projection
  Empathy 
  Thicken Skin
  Vim 
  Vigor
  Vim 
  neW DeSCRIPTOR: [network]
  The Network descriptor relates to powers that 
  draw in some way on the psychic connections 
  between creatures. While anyone with specialized 
  training (Expanded Knowledge feats) can learn and 
  use these powers, manifesters such as the tactician 
  and vitalist have special options when manifesting 
  them, and can achieve results far beyond any other 
  manifester with them. 
  Like most descriptors, the Network descriptor does 
  not provide any specific ability. Rather, certain class 
  features only work when dealing with a Network 
  power. For mechanical information, see the spirit of 
  many and efficient network features of the vitalist 
  class in Psionics Expanded: Mind Over Body. 
  Retroactive Additions: The dimension swap, 
  empathic transfer, and sense link powers are 
  considered to have the Network descriptor. 
  giftEd BladE PowEr list 
  1ST-LEVEL GIFTED BLADE POWERS 
  Astral Traveler: Enable yourself or another to join 
  an astral caravan-enabled trip.
  BiofeedbackA: Gain DR 2/–.
  BurstA: Gain +10ft. to speed this round.
  Call WeaponryA: Create temporary weapon.
  ChameleonA: Gain +10 enhancement bonus on 
  Stealth checks.
  Conceal Thoughts: You conceal your motives.
  
  drEamscarrEd PrEss
  20
  Deaden Attack*: Your attacks with weapons deal 
  non-lethal damage. 
  Detect Psionics: You detect the presence of psion-
  ics.
  DistractA: Subject gets –4 on Perception and Sense 
  Motive checks.
  elfsight: Gain low-light vision, +2 bonus on Percep-
  tion checks, and notice secret doors.
  empty MindA: Gain +2 on Will saves until your next 
  action.
  expansionA: Become one size category larger. 
  FloatA: Buoy yourself in water or other liquid.
  Force ScreenA: Invisible disc provides +4 shield 
  bonus to AC.
  FortifyA: You gain a +2 resistance bonus on saves.
  grip of IronA: Your iron grip gives +4 bonus on 
  grapple checks.
  Inertial ArmorA: Tangible field of force provides 
  you with +4 armor bonus to AC.
  Metaphysical WeaponA: Weapon gains +1 bonus.
  My LightA: Your eyes emit 40-ft. cone of light.
  Precognition, DefensiveA: Gain +1 insight bonus to 
  AC and saving throws.
  Precognition, OffensiveA: Gain +1 insight bonus on 
  your attack rolls.
  Prescience, OffensiveA: Gain +2 insight bonus on 
  your damage rolls.
  Prevenom WeaponA: Your weapon is mildly ven-
  omous.
  SkateA: Subject slides skillfully along the ground.
  Synesthete: You receive one kind of sense when 
  another sense is stimulated.
  Thicken SkinA: Gain +1 enhancement bonus to 
  your AC for 10 min./level.
  VigorA: Gain 5 temporary hit points.
  2ND-LEVEL GIFTED BLADE POWERS 
  Body AdjustmentA: Heal 1d12 damage.
  Body equilibrium: You can walk on nonsolid sur-
  faces.
  Body PurificationA: Restore 2 points of ability dam-
  age.
  Cloud MindA: You erase knowledge of your pres-
  ence from target’s mind. 
  Concealing AmorphaA: Quasi-real membrane 
  grants you concealment.
  Defy gravity: You move up and down, forward and 
  back, via mental support. 
  Detect Hostile Intent: You can detect hostile crea-
  tures within 30 ft. of you.
  Dimension SwapA: You and an ally switch posi-
  tions.
  Dissolving WeaponA: Your weapon deals 4d6 acid 
  damage.
  endorphin SurgeA*: You incite a rush of endor-
  phins, augmenting your physical form.
  energy Adaptation, SpecifiedA: Gain resistance 10 
  to one energy type.
  Feat LeechA: Borrow another’s psionic or metap-
  sionic feats.
  Heightened Vision: See 60 ft. in total darkness.
  Prowess: Instantly gain another attack of opportu-
  nity.
  Psionic Scent: Gain the scent ability.
  Sustenance: You can go without food and water for 
  one day.
  Thought ShieldA: Gain PR 13 against mind-affecting 
  powers.
  Wall Walker: Grants ability to walk on walls and 
  ceilings.
  3RD-LEVEL GIFTED BLADE POWERS 
  Concealing Amorpha, greater: Quasi-real mem-
  brane grants you total concealment.
  Dimension SlideA: Teleports you very short dis-
  tance.
  empathic FeedbackA: When you are hit in melee, 
  your attacker takes damage.
  escape Detection: You become difficult to detect 
  with clairsentience powers.
  evade BurstA: You take no damage from a burst on 
  a successful Reflex save.
  graft Armor *: Your armor becomes an extension 
  of your body. 
  graft Weapon: Your hand is replaced seamlessly 
  by your weapon.
  Hustle: Instantly gain a move action. 
  Mental BarrierA: Gain +4 deflection bonus to AC 
  until your next action. 
  Physical AccelerationA: You move faster, gain +1 
  on attack rolls, AC, and Reflex saves. 
  Psionic Lion’s ChargeA: You can make full attack in 
  same round you charge.
  Sharpened edge: Doubles normal weapon’s threat 
  range.
  Ubiquitous Vision: You have all-around vision. 
  Vampiric Blade: You heal half of your base weapon 
  damage.
  4TH-LEVEL GIFTED BLADE POWERS 
  energy AdaptationA: Your body converts energy to 
  harmless light.
  Fold SpaceA: Teleports you short distance. 
  Immovability: You are almost impossible to move 
  and gain DR 15/–.
  Inertial Barrier: Gain DR 5/–.
  Psychic ReformationA: Subject can choose skills, 
  feats, and powers anew for previous levels. 
  Slip the Bonds: You cannot be held or otherwise 
  rendered immobile.
  Steadfast Perception: Gain immunity to illusory 
  effects, +6 bonus on Perception checks.
  
  Psionics ExPandEd
  21
  Truevenom Weapon: Your weapon is horribly 
  poisonous. 
  Weapon of energy: Weapon deals additional en-
  ergy damage.
  marksman PowEr list 
  0TH-LEVEL MARKSMAN POWERS 
  (TALENTS) 
  Conceal Thoughts: You conceal your motives. 
  Detect Psionics: You detect the presence of psion-
  ics. 
  Distract: Target gets –4 bonus on Perception and 
  Sense Motive checks. 
  ectoplasmic Trinket: Create a small, fragile, tem-
  porary object. 
  FloatA: You buoy yourself in water or other liquid. 
  My LightA: Your eyes emit 20-ft. cone of light. 
  Telekinetic Punch: Deal 1 force damage to target. 
  Trick Shot: Your ranged attacks defy the laws of 
  physics.
  Psion/wildEr PowEr list 
  0TH-LEVEL PSION/WILDER POWERS 
  (TALENTS) 
  Conceal Thoughts: You conceal your motives. 
  Create Sound: Create the sound you desire. 
  Crystal Light: Cause a crystal to glow. 
  Detect Psionics: You detect the presence of psion-
  ics. 
  Distract: Target gets –4 bonus on Perception and 
  Sense Motive checks. 
  ectoplasmic Trinket: Create a small, fragile, tem-
  porary object. 
  empathyA: You know the subject’s surface emo-
  tions. 
  energy Splash: Deal energy (2 cold, 1 electricity (+3 
  to hit metal), 2 fire, or 1 sonic) damage. 
  Far HandA: Move small objects at a limited dis-
  tance. 
  FloatA: You buoy yourself in water or other liquid. 
  MissiveA: Send a one-way telepathic message to 
  subject. 
  My LightA: Your eyes emit 20-ft. cone of light. 
  Telekinetic Punch: Deal 1 force damage to target. 
  Telepathic LashA: Humanoid creature of 4 HD or 
  less loses next action. 
  Vim: Gain 1 temporary hit point. 
  Psychic warrior
  PowEr list 
  0TH-LEVEL PSYCHIC WARRIOR 
  POWERS (TALENTS) 
  Conceal Thoughts: You conceal your motives. 
  Detect Psionics: You detect the presence of psion-
  ics. 
  Distract: Target gets –4 bonus on Perception and 
  Sense Motive checks. 
  ectoplasmic Trinket: Create a small, fragile, tem-
  porary object. 
  FloatA: You buoy yourself in water or other liquid. 
  My LightA: Your eyes emit 20-ft. cone of light. 
  Telekinetic Punch: Deal 1 force damage to target. 
  Vim: Gain 1 temporary hit point. 
  Power Descriptions
  The powers presented below are in alphabetical 
  order, with the exception of those whose names 
  begin with a qualifier (see Order of Presentation, 
  above).
  Conceal Thoughts 
  Level: Psion/wilder 0, psychic warrior 0 
  Duration: 1 hour/level (D) 
  Power Points: Psionic focus or 1
  As the 1st level power, except as noted above.
  Create Sound 
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1
  As the 1st level power, except as noted above.
  Crystal Light 
  Discipline: Psychokinesis [Light] 
  Level: Psion/wilder 0 
  Display: Visual and material 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One crystalline creature or object 
  Duration: 1 min./level (D) or Instantaneous; see text
  Saving Throw: Will negates (object) or Fortitude 
  negates; see text 
  Power Resistance: Yes 
  Power Points: Psionic focus or 1 
  Upon manifesting this power, you cause one 
  crystalline creature or object (glass, crystal, gem, 
  psicrystal, astral construct, etc.) to glow in one of 
  two ways. You can cause it to glow with a steady light 
  
  drEamscarrEd PrEss
  22
  equivalent to a torch, in which case the duration 
  lasts up to 1 minute per manifester level. Alternately, 
  you can cause it to flash brightly once, causing one 
  creature of your choice in that square or immediately 
  adjacent to be dazzled for 1 minute unless it makes 
  a successful Fortitude save. Crystalline creatures 
  or objects which are targeted to glow are allowed a 
  Will save to negate the power completely; if such is 
  also the target of a dazzling flash, the creature being 
  dazzled is also allowed a Fortitude save to avoid 
  being dazzled. 
  Crystalline Bonds
  Discipline: Metacreativity (Creation)
  Level: Shaper 4
  Display: Mental and visual
  Manifesting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One Medium or smaller creature
  Duration: 1 round/level (D)
  Saving Throw: Reflex negates
  Power Resistance: No
  Power points: 7
  You create rope-like coils of crystal that encircle 
  your foe, gagging and immobilizing him, dealing 3d6 
  points of damage and 1d6 points of damage every 
  round thereafter, as the crystal tightens against the 
  target.
  A creature caught by the crystal can attempt purely 
  mental actions, but must make a concentration 
  check (DC 20 + half the continuous damage dealt) 
  to manifest powers.  The creature can attempt to 
  break free by spending 1 round and making a DC 
  20 Strength or Escape Artist check.  The bond can 
  alternatively be cut to break the target free.  The 
  crystal has AC 5, hardness 12, and 30 hit points.
  Augment: This power can be augmented in one or 
  more of the following ways.
  1. For every 2 additional power points spent, 
  this power can affect a target of one size category 
  larger.
  2. For every 2 additional power points spent, 
  the continuous damage increases by 1d6 points of 
  damage.
  In addition, for every 2 additional power points 
  spent on either of the above options, the power’s 
  save DC and the DCs to break free increase by 1.
  Deaden Attack
  Discipline: Metacreativity
  Level: Marksman 1, psychic warrior 1
  Display: Material
  Manifesting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Power Resistance: Yes; see text
  Power Points: 1
  You coat a single manufactured weapon within 
  range in a sheen of springy ectoplasm. The 
  manufactured weapon deals nonlethal damage 
  instead of lethal damage for the duration of the effect. 
  Ranged weapons transmit this effect to ammunition 
  fired.
  If you attempt to manifest this power on an 
  attended weapon not in your possession, the owner 
  may attempt a Will save to resist the effect.
  Detect Psionics 
  Level: Psion/wilder 0, psychic warrior 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted.
  Augment: If you spend 2 additional power 
  points, the duration changes to 3 rounds/level (D) 
  (no concentration required) and it also gives you a 
  +10 enhancement bonus on Spellcraft checks made 
  to identify the properties and command words of 
  Crystalline bonds disable an enemy
  
  Psionics ExPandEd
  23
  magic items in your possession. This power does not 
  allow you to identify artifacts. 
  Distract 
  Level: Psion/wilder 0, psychic warrior 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Ectoplasmic Trinket 
  Discipline: Metacreativity (Creation) 
  Level: Psion/wilder 0, psychic warrior 0
  Display: Material 
  Manifesting Time: 1 standard action 
  Range: 0 ft. 
  effect: Unattended, nonpsionic, nonmagical object 
  of nonliving matter, up to 1 cu. ft. 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Power Resistance: No 
  Power Points: Psionic focus or 1 
  You shape raw ectoplasm into a nonmagical, 
  unattended object of nonliving matter. The item 
  created cannot exceed 1 cubic foot in volume or 1 
  gp in value. You must succeed on an appropriate 
  Craft skill check to make a complex item. Coins and 
  other objects of rare and precious materials (such as 
  adamantine, cold iron, silver, etc.) cannot be created. 
  Objects created in this manner may be used as tools, 
  but have 1 hp and 0 hardness; they are too fragile to 
  be used as weapons except for arrows, bolts, bullets, 
  darts, and shuriken (manifesting this power will 
  create up to three of such at once). Attempting to 
  use any created object as a material component for 
  spells causes the spell to fail. 
  Empathy 
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Endorphin Surge
  Discipline: Psychometabolism
  Level: Gifted blade 2, psion/wilder 3, psychic war-
  rior 2, vitalist 3
  Display: Visual
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round / level (D)
  Power Points: Gifted blade 3, psion/wilder 5, psy-
  chic warrior 3, vitalist 5
  The glands of your body emit massive quantities 
  of endorphins, augmenting your natural abilities. 
  While this power is active, you are treated as if in 
  a barbarian rage, giving you a +2 morale bonus to 
  your Constitution and Strength, a +1 morale bonus 
  on Will saves, and a -2 penalty to your Armor Class. 
  The effect is otherwise identical with a barbarian’s 
  rage except you aren’t fatigued at the end of the 
  rage.
  Augment: If you spend 6 additional power points, 
  the morale bonus to your Constitution and Strength 
  is increased by 2, and the morale bonus on Will saves 
  is increased by 1.
  Energy Splash 
  Discipline: Psychokinesis [see text] 
  Level: Psion/wilder 0 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  effect: Ray 
  Duration: Instantaneous 
  Saving Throw: None 
  Power Resistance: Yes 
  Power Points: Psionic focus or 1 
  You create a ray of your active energy type (cold, 
  electricity, fire, or sonic) that shoots forth from your 
  fingertip and strikes a target within range, dealing 
  damage if you succeed on a ranged touch attack with 
  the ray. 
  Cold: A ray of this energy type deals 2 points of 
  damage. Alternately, the manifester can choose to 
  deal no damage but instead chill up to 1 pound of 
  non-living material (such as cooling a drink). 
  Electricity: A ray of this energy type deals 1 point 
  of damage. Manifesting a ray of this energy type 
  provides 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. Alternately, the manifester can choose 
  to deal no damage but instead cause a relatively 
  harmless static shock.  This shock  is painful enough 
  to wake someone sleeping, but is not painful to 
  interrupt concentration or spellcasting. 
  Fire: A ray of this energy type deals 2 points of 
  damage. Alternately, the manifester can choose to 
  deal no damage but instead light a readily flammable 
  object such as a lantern or torch, or warm up to 1 
  pound of nonliving material (such as heating food). 
  Sonic: A ray of this energy type deals 1 point of 
  damage and ignores an object’s hardness. Alternately, 
  the manifester can choose to deal no damage but 
  instead cause a loud bang at the target location (DC 
  10 Perception check to hear it). 
  
  drEamscarrEd PrEss
  24
  Physical acceleration speeds up a xeph
  This power’s subtype is the same as the type of 
  energy you manifest. 
  Far Hand
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Float 
  Discipline: Psychoportation 
  Level: Psion/wilder 0, psychic warrior 0 
  Display: Auditory 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  Power Points: Psionic focus or 1 
  You mentally support yourself in water or similar 
  liquid. You can swim at a speed of 5 feet using the 
  power alone, or, if you already have a swim speed, 
  this power boosts your swim speed by 5 feet. 
  Augment: For every additional power point you 
  spend, your swim speed and bonus to swim speed 
  increases by +5 feet. 
  Graft Armor
  Discipline: Psychometabolism
  Level: Gifted blade 3, psychic warrior 3
  Display: Olfactory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 24 hours (D)
  Power Points: 5
  Any armor you are wearing becomes a natural 
  extension of your body, and blends seamlessly 
  with your form. Now that the armor and you are 
  one, your Maximum Dexterity Bonus increases by 
  1, the armor’s Armor Check Penalty is reduced by 
  1 (to a minimum of 0), any arcane spell failure is 
  reduced by 10%, and the armor is treated as 
  one step lighter for all purposes except armor 
  proficiency (light armor is still considered light 
  armor).
  When this power’s duration expires, the 
  armor 
  detaches 
  normally 
  and 
  remains 
  equipped.
  Missive
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  My Light
  Level: Psion/wilder 0, psychic warrior 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted.
  If my light is used in conjunction with control light, 
  the cone of light extends out to 60 feet instead of 20 
  feet. 
  Physical Acceleration
  Discipline: Psychometabolism
  Level: Egoist 3, gifted blade 3, marksman 3, psychic 
  warrior 3, vitalist 4
  Display: Auditory
  Manifesting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  Power Points: Egoist 5, gifted blade 5, marksman 5, 
  psychic warrior 5, vitalist 7
  You move and act more quickly than normal. This 
  extra speed has several effects.
  When making a full attack action, you gain one 
  additional attack. The attack is made using your full 
  
  Psionics ExPandEd
  25
  base attack bonus, plus any modifiers appropriate 
  to the situation. (This effect is not cumulative with 
  similar effects, such as that provided by a speed 
  weapon, nor does it actually grant an extra action, 
  so you can’t use it to manifest a second power or 
  otherwise take an extra action in the round.)
  You gain a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that 
  makes you lose your Dexterity bonus to Armor Class 
  (if any) also makes you lose dodge bonuses.
  All of your modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase 
  by 30 feet, to a maximum of twice your normal 
  speed using that form of movement. This increase 
  counts as an enhancement bonus, and it affects your 
  jumping distance as normal for increased speed. 
  Multiple physical acceleration effects don’t stack, 
  nor does it stack with haste. Physical acceleration 
  negates slow.
  Augment: If you spend an additional 6 power 
  points, you can manifest this power as a swift 
  action.
  Telekinetic Punch 
  Discipline: Psychokinesis [Force] 
  Level: Psion/wilder 0, psychic warrior 0 
  Display: Visual 
  Manifesting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature or unattended object
  Duration: Instantaneous 
  Saving Throw: Will negates (object) 
  Power Resistance: Yes (object) 
  Power Points: Psionic focus or 1 
  You can mentally punch a creature or object from 
  a distance. This power deals 1 point of force damage; 
  creatures and objects in their possession are allowed 
  a Will save to negate the effect. You cannot push 
  anything into another square using this power. 
  Telepathic Lash
  Level: Psion/wilder 0 
  Power Points: Psionic focus or 1 
  As the 1st level power, except as noted above.
  Trick Shot
  Discipline: Psychoportation
  Level: Marksman 0
  Display: Mental
  Manifesting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One Tiny or smaller object in motion
  Duration: 1 round or until discharged
  Power Points: Psionic focus or 1 
  By altering the levels of probability surrounding 
  a small object in motion, you can ‘trick’ it into 
  performing seemingly impossible maneuvers. While 
  this ability has no direct influence on an attack roll, 
  it can nevertheless make a certain outcome possible 
  in the first place. 
  Until the beginning of your next turn, you may 
  make one Tiny or smaller moving object perform a 
  ‘trick shot’ -- a stunt that you describe -- so long as it 
  is not moving under its own power (thrown objects 
  or fired projectiles are not moving under their own 
  power, while an insect or a flying psicrystal are). 
  So long as the stunt can be succinctly described in 
  ten words or less, it occurs, no matter how unlikely 
  this is. This trick shot has no influence on attack or 
  damage rolls, although the effect itself may allow an 
  attack to occur. 
  Example trick shots include the following (which 
  are descriptive and of varying complexity; the 
  sentences used in manifesting are shorter):
  - Shooting an arrow through the sockets of twelve 
  axe heads between you and your target
  - Bouncing a billiard ball off of nine different 
  fixtures (including your friend’s breastplate) before 
  sinking in a pocket
  - Having a crossbow bolt “loop the loop” before 
  impacting normally
  - Forcing a tossed coin to land, perfectly stable, on 
  its edge
  - Getting a javelin to slalom around trees between 
  you and your target
  - Directing the tiny bead of an undetonated fireball 
  to fly a “figure eight” around its target’s feet
  - Allowing a dagger, despite being pointy, to 
  bounce off of the ground between a creature’s legs 
  and continue unhindered to its actual target behind 
  him
  Additional trick shots beyond this list are 
  possible.
  From a combat perspective, the most powerful 
  use of this power would be to shoot around corners, 
  but doing so is treated as shooting blind. It is more 
  frequently used, however, to show off outside of 
  combat.
  Augment: You may augment this power in one or 
  more of the following ways.
  1. Each additional power point spent allows you to 
  affect one additional object before the power ends, 
  although this cannot allow you to make more attacks 
  in a standard attack or full attack than normal.
  2. For every 2 additional power points you spend, 
  the size of an object you can affect with this power 
  increases one step.
  3. For every additional power point you spend, the 
  power’s duration extends 1 round. The number of 
  objects you can alter this way remains unchanged, 
  
  drEamscarrEd PrEss
  26
  and the power still ends when these run out.
  Additionally, every additional power point spent 
  to achieve any of these effects allows for your trick 
  shots to be described in sentences of up to one word 
  longer.
  Vim 
  Discipline: Psychometabolism 
  Level: Psion/wilder 0, psychic warrior 0 
  Display: Material and olfactory 
  Manifesting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
  Power Points: Psionic focus or 1 
  You suffuse yourself with power, gaining 1 
  temporary hit point. This temporary hit point 
  overlaps (does not stack) with temporary hit points 
  from any source, including previous manifestations 
  of this power. 
  Shrapnel Burst
  Discipline: Metacreativity
  Level: Psion/wilder 5, psychic warrior 4
  Display: Mental, Visual
  Manifesting Time: 1 standard action
  Area: 40 ft. burst
  Duration: Instantaneous
  Saving Throw: Reflex half
  Power Resistance: No
  Power Points: Psion/wilder 9, psychic warrior 7
  You emit a burst of crystalline shrapnel, dealing 
  9d6 points of piercing damage to all creatures within 
  a 40 ft. burst centered on you.
  Augment: For every additional power point you 
  spend, the power deals an additional 1d6 points of 
  damage.  For every two additional dice of damage, 
  the save DC is increased by 1.
  advancEd rulEs
  The Advanced Player’s Guide implemented a variety 
  of new rules to give new options to your game. 
  Psionics Expanded does the same.  In this section, 
  you will find alternate racial traits for the psionic 
  races, alternate favored class options for the psionic 
  classes and the psionic races, and psionic traits.
  Racial Traits
  Unlike psionic traits, detailed later, alternate 
  racial traits replace one of the standard abilities of 
  a race with a new trait that represents a segment 
  of that race’s population.  This trait might be due 
  to geographic location, the attitude of a specific 
  population, or even the result of an accident.
  Racial Favored Classes
  Each race’s entry also contains a section detailing 
  favored class options. This section describes 
  alternative benefits for members of the different 
  races taking certain classes as a favored class. The 
  normal benefit of having a favored class is simple 
  and effective: your character gains one extra hit 
  point or one extra skill rank each time she gains a 
  level in that class (or a power point in the case of the 
  psionic races). The alternate favored class abilities 
  listed here may not have as broad an appeal as 
  the standard choices. They are designed to reflect 
  flavorful options that might be less useful in general 
  but prove handy in the right situations or for a 
  character with the right focus. Most of them play 
  off racial archetypes, like a half-orc’s toughness and 
  proclivity for breaking things or elven grace and 
  finesse.
  In most cases, these benefits are gained on a level-
  by-level basis—your character gains the specified 
  incremental benefit each time she gains a level. 
  Unless otherwise noted, these benefits always stack 
  with themselves. For example, a human with paladin 
  as a favored class may choose to gain 1 point of energy 
  resistance each time she gains a level; choosing this 
  benefit twice increases this resistance bonus to 2, 10 
  times raises it to 10, and so on.
  In some cases this benefit may eventually hit a 
  fixed numerical limit, after which selecting that 
  favored class benefit has no effect. Of course, you can 
  still select the bonus hit point or skill rank as your 
  favored class benefit, so there is always a reward for 
  sticking with a favored class.
  Finally, some of these alternate favored class 
  benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll 
  (rather than +1) each time the benefit is selected; 
  when applying this result to the die roll, round down 
  (minimum 0). For example, a dwarf with rogue as 
  his favored class adds +1/2 to his trap sense ability 
  regarding stone traps each time he selects the 
  alternate rogue favored class benefit; though this 
  means the net effect is +0 after selecting it once 
  (because +1/2 rounds down to +0), after 20 levels this 
  benefit gives the dwarf a +10 bonus to his trap sense 
  (in addition to the base value from being a 20th-level 
  rogue).
  As in the previous section, what is presented here 
  is a set of alternative benefits that characters of each 
  race may choose instead of the normal benefits for 
  their favored class. Thus, rather than taking an extra 
  hit point or an extra skill rank, players may choose 
  for their characters to gain the benefit listed here. 
  
  Psionics ExPandEd
  27
  This is not a permanent or irrevocable choice; just 
  as characters could alternate between taking skill 
  ranks and hit points when they gain levels in their 
  favored class, these benefits provide a third option, 
  and characters may freely alternate between them.
  As with any alternate or optional rule, consult with 
  your GM to determine whether exchanging normal 
  favored class benefits for those in this chapter will 
  be allowed.
  Blue
  Monstrous in appearance, but exceptionally 
  intelligent, blues are known for their natural psionic 
  ability.  While most blues develop manifesting ability, 
  some focus on combat skills, seeking to protect 
  themselves from the harsh world, or stealth, using 
  their natural agility to avoid predators and instead 
  seek out prey.
  Some blues are naturally skilled at altering the 
  opinions of others, whether it is through natural 
  charm and personality, or through the ability to 
  bend the thoughts of others to their will.  Other blues 
  are simply born with an innate ability to manifest 
  powers.  These blues represent the various tribes 
  of blues, particularly as they seek to infiltrate and 
  supplant the goblins within a given tribe.
  Alternate Racial Traits
  The following racial traits replace existing blue 
  racial traits. Consult your GM before selecting any of 
  these new options.
  goblinoid Camouflage (Su): Some blues have 
  learned to make subtle, but long-lasting, psionic 
  changes to their body structure - the most notable 
  being the change of skin color from their eponymous 
  blue to a more common goblin color, typically green. 
  They also get into the habit of eating regularly so as 
  to avoid suspicion. By spending 1 power point as a 
  swift action, a blue with this trait gains a +10 bonus 
  on Disguise checks to appear as a normal goblin 
  rather than a blue; this bonus lasts for 24 hours and 
  is dismissable as a free action. This trait replaces the 
  Repletion trait.
  Kinslayer: Outcast blues must fight their own kind 
  to survive.  Blues with this trait gain a +1 racial bonus 
  on attack rolls against goblinoids.  This replaces the 
  Repletion racial trait.
  Leadership: Some blues naturally take on 
  leadership roles, either directly controlling a tribe, 
  or as an important advisor to a leader.  A blue with 
  this trait gains a +2 racial bonus to Diplomacy checks.  
  This trait replaces the Keen Senses trait.
  Mindbender: The rare blue is able to tap into 
  the minds of others to impose its will.  Blues with 
  this trait gain a +1 racial bonus to the saving throw 
  DCs of compulsion powers they manifest.  This trait 
  replaces the Stealthy trait.
  Psionic Prodigy: It is not uncommon for blues to 
  natively have the ability to manifest powers.  Blues 
  with this trait gain the Unlocked Talent* feat as a 
  bonus feat.  This trait replaces the Repletion and 
  Stealthy traits.
  Self Reliant: Blues outcast from their kin learn 
  to survive on their own, but often lack in social 
  graces.  A blue with this trait gains a +3 racial bonus 
  to Survival checks, but suffers a -1 penalty to all 
  Diplomacy checks.  This trait replaces the Pariah 
  trait.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  blues have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all blues who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Aegis: Add 1 to the hit points restored using astral 
  repair.
  Marksman: Add 1 to the number of times per 
  day the marksman can use the Wind Reader class 
  feature.
  Psion: Add +1/3 to the psion’s saving throws versus 
  mind-affecting effects.
  Psychic Warrior: Add +1 to the psychic warrior’s 
  CMD when resisting a grapple or trip.
  Ranger: Add +1/3 dodge bonus to Armor Class 
  against the blue’s favored enemies.
  Rogue: Add +1/2 to Bluff checks to feint and to 
  Stealth checks.
  Dromite
  Insectile 
  and 
  genderless, 
  dromites 
  are 
  an 
  interesting paradox of a race, where the individual 
  is celebrated, yet the community is given extreme 
  importance and castes are still used.  Skilled and 
  quick, many dromites take up crafting.
  Dromites who choose to leave the hive and explore 
  the world have been known to merge the defensive 
  abilities of the aegis with their own chitin.  Others 
  seek to bind creatures into a greater consciousness 
  using the abilities of the tactician or vitalist.
  Alternate Racial Traits
  The following racial traits replace existing dromite 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Atavistic Link (Su): Some dromites still have 
  traces of their ancestral hive-mind link, making 
  them more receptive to telepathic communication. 
  Although a dromite with this trait cannot directly 
  
  drEamscarrEd PrEss
  28
  initiate telepathic contact via this trait (it still may 
  normally via any other telepathic powers or abilities), 
  it is easier for another to telepathically communicate 
  with the dromite. Any use of a mind-affecting power 
  by someone else which targets only the dromite costs 
  1 power point less for the manifester (to a minimum 
  of 0). This reduction in cost applies even to hostile 
  mind-affecting powers targeting the dromite. The 
  dromite may also be added to a Collective without 
  counting against the Collective’s membership limit. 
  This trait replaces the Dromite Psionics trait.
  Crafter: Natural excavators, some dromites excel 
  at turning the raw materials they remove from the 
  earth into finished goods.  Dromites with this trait 
  gain a +2 racial bonus on any one Craft skill.  This 
  bonus improves to +4 if the dromite has at least 
  10 ranks in the Craft skill.  This trait replaces the 
  Dromite Psionics trait.
  excavator: As a caste-based society, some dromites 
  are bred to remove the rubble and debris as tunnels 
  are dug.  Dromites with this trait treat their Strength 
  as 4 higher for the purposes of carrying capacity and 
  gain the Slow and Steady speed (as the dwarf racial 
  ability).  This trait replaces the Dromite Psionics 
  trait.
  gendered: Some dromites have a gender, allowing 
  them to become a Hive Queen or Consort.  Dromites 
  with this racial trait gain a +3 bonus to Diplomacy 
  checks on dromites.  This trait replaces the Dromite 
  Psionics trait.
  Hive Mind: Dromite hive living can result in a 
  mental link among the members.  A dromite with 
  this trait gains mindlink as a psi-like ability usable 
  at will.  This trait replaces the Dromite Psionics and 
  Scent traits.
  Hive Soldier: There are many predators within 
  the bowels of the earth.  A dromite with this trait 
  has chitin with sharpened edges instead of being 
  hardened, granting two claw attacks.  These are 
  primary natural attacks that deal 1d3 points points 
  of slashing damage.  This trait replaces the Chitin 
  trait.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, dromites have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all dromites who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Aegis: Add +1/4 to the dromite’s armor bonus from 
  his astral suit.
  Psion: Add +1 to the dromite’s energy resistance 
  from its chitin racial ability to a maximum +10, after 
  which the dromite may choose a different energy 
  type to gain the +1 energy resistance.
  Vitalist: Add +1/2 to the vitalist’s class level for the 
  purposes of the collective class feature.
  Wilder: Add +1/3 to the wilder’s saving throws 
  against effects with a type matching the wilder’s 
  energy resistance gained from the chitin racial trait.
  Duergar
  Considered by most to be mentally warped 
  or insane, the psionic breed of duergar are a 
  misunderstood lot.  According to them, their actions 
  are done to protect the world from a sinister presence 
  deep within the earth.  This has led to some within 
  the race developing odd sleeping habits or unusual 
  behaviors.
  While most duergar become psychic warriors, 
  fighters, or rogues, some develop their manifesting 
  ability to a greater extent.
  Alternate Racial Traits
  The following racial traits replace existing duergar 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Ancestral Voice: Duergars have a connection to 
  their ancestors through the crystals they harvest 
  deep beneath the earth.  In some, their ancestors are 
  able to speak to them directly. A duergar with this 
  trait gains a +4 racial bonus to Intimidate and a +2 
  bonus to a Knowledge skill.  This trait replaces the 
  Stability trait.
  echoes of the Abyss: Some duergar are more 
  deeply touched by their experiences underground 
  than their fellows. A duergar with this trait is treated 
  as an aberration rather than a humanoid whenever 
  it would be beneficial (for example, harmful spells 
  which target only humanoids such as Charm Person 
  or Hold Person will automatically fail unless the 
  duergar specifically chooses otherwise; rangers 
  will not be able to use Favored Enemy against him 
  unless they have both humanoids (dwarves) and 
  aberrations as favored enemies, in which case the 
  duergar suffers the lesser bonus of the two). This 
  trait replaces the Hardy trait.
  Method to the Madness: While you might appear 
  to be mad, there is a mental order to your actions. 
  You gain a +2 racial bonus to Will saves and gain 
  call to mind as a psi-like ability usable once per day 
  with a manifester level equal to your character level.  
  This trait replaces the Hardy trait.
  Reborn Ancestor: While most duergar are 
  influenced by the spirits of their ancestors, some are 
  the spirits of their ancestors reborn. The insights and 
  experience of their previous life allows a duergar 
  with this trait to re-roll any d20 roll made once per 
  day. This trait replaces the Hardy trait.
  
  Psionics ExPandEd
  29
  Waking Dreamer: You have adapted to always 
  humming to keep That Which Sleeps Beneath from 
  waking. You do not need to sleep at all and can 
  meditate, fully awake and aware, for 4 hours to gain 
  all the benefits of sleep, including regaining power 
  points.  This trait replaces the Duergar Psionics 
  trait.
  Whispers of Insanity: Some duergar hum 
  insane lullabies mentally, rather than vocally, in a 
  subconscious attempt to keep That Which Sleeps 
  Beneath asleep, while they themselves suffer from 
  insomnia. Duergar with this trait gain a +2 bonus on 
  Perception and Stealth checks, and the DC to make 
  Perception checks while sleeping is only +5 (rather 
  than +10). This trait replaces the Duergar Psionics 
  trait.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, duergar have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all duergar who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Aegis: Increase the astral suit’s damage reduction 
  by +1/4.
  Fighter: Add +1/3 to attack rolls to confirm critical 
  hits.
  Psychic Warrior: Gain 1/3 additional daily usage 
  of the duergar’s daily expansion psi-like ability.
  Rogue: Add a +1/2 bonus on Bluff checks to feint 
  and Intimidate checks.
  Psion: Add a +1 bonus to one Craft skill of the 
  psion’s choice.
  Vitalist: Treat the vitalist’s level as +1/2 higher 
  when using the Transfer Wounds ability.
  elan
  With bodies built by and infused with psionic 
  energy, elans are most commonly found as 
  manifesters of psionic power.  Due to their efforts to 
  remain unknown to other races, some elans become 
  better at stealth and avoiding detection, while others 
  strive to fit in better and hide in plain sight.
  Because elans are created by a psionic process, a 
  rare few suffer from inconsistencies or failures with 
  this process, while others discover they are more 
  adept at healing their body, rather than protecting 
  themselves from damage.
  Alternate Racial Traits
  The following racial traits replace existing elan 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Failed Transformation: It is incredibly rare, but 
  sometimes, the transformation into an elan does not 
  complete as expected.  Elans with this trait gain the 
  following benefit based upon their original race:
  Blue: The elan gains the Darkvision and Small 
  traits of the blue, but retains the Normal speed of 
  the elan.
  Dromite: The elan gains the Chitin trait of the 
  dromite.
  Duergar: The elan gains the Darkvision and Slow 
  and Steady traits of the duergar.
  Dwarf: The elan gains the Darkvision and Slow 
  and Steady traits of the dwarf.
  Elf: The elan gains the Low-Light Vision and Elven 
  Immunities traits of the elf.
  Gnomes: The elan gains the Low-Light Vision and 
  Keen Senses traits of the gnome.
  Half-Elf: The elan gains the Adaptability and Low-
  Light Vision traits of the half-elf.
  Half-Giant: The elan gains the Fire Acclimated and 
  Low-Light Vision traits of the half-giant.
  Half-Orc: The elan gains the Darkvision and 
  Ferocity traits of the half-orc.
  Halfling: The elan gains the Halfling Luck and 
  Keen Senses traits of the halfling.
  Human: The elan gains the Skilled trait of the 
  human.
  Maenad:The elan gains the Sonic Affinity and 
  Outburst traits of the maenad.
  Ophiduan: The elan gains the Scaled Hide and 
  Poison Resistant traits of the ophiduan.
  Xeph: The elan gains the Darkvision and Burst 
  traits of the xeph, but may only use Burst once per 
  day.
  In addition, the elan suffers a -2 penalty to 
  Charisma-based skills and checks against elans 
  due to the failed transformation.  Regardless of the 
  original race, the elan loses the Repletion, Resilience, 
  and Resistance traits.  
  Haughty: As intentionally crafted, psionically-
  endowed beings, some elans consider themselves 
  better than non-elans.  This arrogance grants them 
  a toughened will that resists attacks. An elan with 
  this trait gains a +2 racial bonus to saves against 
  mind-affecting effects, but suffers a -2 penalty to 
  Charisma-based skill checks when dealing with non-
  elans.  This trait replaces the Aberrant Nature and 
  Resistance traits.
  Reconstruction (Su): Some elans are more adept 
  at psionically rebuilding bodies than preserving 
  them in the first place. You may spend 1 or more 
  pp as a swift action to gain Fast Healing 2 for a 
  number of rounds equal to the number of pp spent; 
  you may use this ability even when unconscious. 
  You also gain +1 to your effective manifester level 
  when manifesting Psychometabolism powers of the 
  
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  30
  Healing subdiscipline. This replaces Resistance and 
  Resilience.
  Smooth Talker: Elans seek to hide their nature 
  from others.  Some may have been created for 
  the purpose of hiding their nature and achieving 
  positions of power or trust.  Elans with this trait gain 
  a +2 racial bonus to Charisma-based skill checks 
  against non-mindless creatures.  This trait replaces 
  the Aberrant Nature and Repletion traits.
  Strong Blooded: Some elans have a small portion 
  of their original racial characteristics survive the 
  transformation process.   Elans with this racial trait 
  gain the following benefit based upon their original 
  race:
  Blue: The elan can spend one power point as a 
  swift action to gain a +2 bonus on Stealth checks for 
  one round.
  Dromite: The elan can spend one power point as 
  a swift action to gain energy resistance 5 against his 
  active energy type for one round.
  Duergar: The elan can spend one power point as 
  a swift action to gain a +2 bonus to his CMD when 
  resisting a bull rush or trip attempt while standing 
  on the ground.
  Dwarf: The elan can spend one power point as 
  a swift action to gain the Stonecunning trait of the 
  dwarf for one minute.
  Elf: The elan can spend one power point as a swift 
  action to gain low-light vision for one minute.
  Gnomes: The elan can spend one power point as 
  a swift action to a +2 bonus against illusions for one 
  minute.
  Half-Elf: The elan can spend one power point as a 
  swift action to gain a +2 bonus on Perception checks 
  for one round.
  Half-Giant: The elan can spend one power point as 
  a swift action to be treated as having the Powerful 
  Build trait for one round.
  Half-Orc: The elan can spend one power point as 
  a swift action to gain a +2 racial bonus to Intimidate 
  checks made in the same round.
  Halfling: The elan can spend one power point as a 
  swift action to gain a +2 racial bonus on Acrobatics 
  checks made for one round.
  Human: The elan can spend one power point as a 
  swift action to gain a +1 bonus on any one skill check 
  made in the same round.
  Maenad: The elan can spend one power point as 
  a swift action to enter a maenad outburst, gaining 
  a +2 bonus to Strength and suffering a -2 penalty to 
  Intelligence and Wisdom for one round.
  Ophiduan: The elan can spend one power point as 
  a swift action to gain a +1 natural armor bonus to his 
  armor class for one round.
  Xeph: The elan can spend one power point as a 
  swift action to increase his base speed by 10 feet for 
  one round.
  Regardless of the original race, the elan loses the 
  Resilience trait.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  elans have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all elans who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Alchemist: Gain energy resistance 1 against acid, 
  cold, electricity, or fire. Each time the alchemist 
  selects this reward, increase her resistance to one of 
  these energy types by 1 (maximum 10 for any one 
  type).
  Psion: Add a +1/2 bonus on concentration checks 
  when manifesting psion powers.
  Rogue: Add a +1 bonus on Disguise checks to 
  appear as a human (or their original race if they 
  have the Failed Transformation or Strong Blooded 
  trait), and a +1/2 bonus on Stealth checks.
  Soulknife: Add a +1/2 circumstance bonus on 
  critical hit confirmation rolls with the mind blade. 
  This bonus does not stack with Critical Focus.
  Wilder: Add 1/4 power known from the wilder 
  power list. This power must be at least one level below 
  the highest power level the wilder can manifest.
  Wizard: Gain a +1/3 bonus to saving throws against 
  spells of the transmutation school.
  Half-giant
  Known mostly for their impressive physical 
  presence, half-giants have a tendency to become 
  psychic warriors or other melee-oriented combatants. 
  Yet there are some who channel their emotions 
  through the wild surge of the wilder.  Although most 
  half-giants are from hot climates, some tribes have 
  instead adapted to colder regions.
  Alternate Racial Traits
  The following racial traits replace existing half-
  giant racial traits. Consult your GM before selecting 
  any of these new options.
  Cold Acclimated: Although most half-giants reside 
  in desert regions, some have grown toughened 
  against colder extremes. Half-giants with this trait 
  receive a +2 racial bonus on saving throws against 
  all cold spells, powers and effects. This replaces the 
  fire acclimated trait.
  Flame of Freedom: Half-giants have an affinity 
  for heat and fire.  Half-giants with this trait gain a 
  +1 racial bonus to their manifester level on powers 
  with the Fire descriptor. This trait replaces the Half-
  giant Psionics trait.
  
  Psionics ExPandEd
  31
  Juggernaut: Physically imposing, some half-giants 
  are especially gifted at manhandling opponents in 
  combat.  Half-giants with this trait gain a +1 racial 
  bonus to their CMB on Bull Rush, Overrun, and Trip 
  attempts. This trait replaces the Half-Giant Psionics 
  and Survivor traits.
  Liberty or Death: The history of the half-giants 
  speaks of them once being an enslaved race.  Some 
  half-giants have a built-in defense against being 
  subjugated against their will.  Half-giants with this 
  bonus gain a +2 racial bonus on saving throws 
  against mind-affecting effects. This trait replaces the 
  Fire Acclimated trait.
  Psionic Resonance: Although considered by the 
  uninformed to be violent and primitive as a race, 
  many half-giants have a natural affinity to handling 
  psionic items.  Half-giants with this trait gain a +2 
  racial bonus to Use Magic Device checks to activate 
  an item or to use a power stone.  This trait replaces 
  the Survivor trait.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, half-giants have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all half-giants who have the listed favored class, 
  and unless otherwise stated, the bonus applies each 
  time you select the listed favored class reward.
  Aegis: Add +1 to the aegis’s CMD when resisting a 
  bull rush or grapple.
  Barbarian: Add 1 to the half giant’s total number 
  of rage rounds per day.
  Psychic Warrior: Add +1/2 to the psychic warrior’s 
  manifester level when manifesting a path power.
  Soulknife: Add +1/2 to the soulknife’s CMB when 
  attempting a sunder or overrun.
  Wilder: The wilder gains 1 psionic talent.
  Maenad
  Tempestuous in emotions, yet cold in demeanor, 
  maenads most often find the calling of the barbarian 
  or wilder as the most fitting.  Some, however, seek to 
  use their abilities to control their demeanor and hide 
  their emotions to become leaders or perfomers.
  Alternate Racial Traits
  The following racial traits replace existing maenad 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Born to Lead: As a seafaring race, some maenads 
  seem to be simply bred to be a captain or admiral. 
  Maenads with this trait gain a +2 racial bonus to 
  Diplomacy and Knowledge (Nobility) checks. In 
  addition, he gains proficiency with the rapier and 
  whip, weapons used by the leaders of the maenad 
  fleets. This trait replaces the Natural Sailor, Sonic 
  Affinity, and Weapon Familiarity traits.
  Crystal Resonance: Some maenads are able to 
  arrange the crystals embedded in their skin to form 
  resonating frameworks for their psionic circuits. A 
  maenad with this trait gains a +1 racial bonus to the 
  effective manifester level of any psionic tattoo he 
  activates. He may also apply the bonus from Sonic 
  Affinity to any psionic tattoo he uses which has the 
  Sonic descriptor. This trait replaces the Maenad 
  Psionics trait.
  Crystallized Skin:  There are the rare maenads 
  who have skin where the crystalline flecks are more 
  advanced than others of their race.  A maenad with 
  this trait gains a +1 natural armor bonus to his Armor 
  Class.  This trait replaces the Outburst trait.
  Shore-Bound: While most maenads are natural 
  sailors, some maenads are more at ease on solid 
  ground.  Maenads with this trait gain a +2 bonus to 
  
  drEamscarrEd PrEss
  32
  Acrobatics checks as long as he is standing on the 
  ground.  This ability replaces Natural Sailor.
  Tempestuous Temper: Some maenads are less 
  disciplined than their brethren, constantly losing 
  control of their emotions and suffering frequent 
  mood swings. Whenever a maenad with this trait 
  maintains psionic focus (including via such means 
  as Psicrystal Containment), he is treated as Lawful 
  for the purposes of any spells, magic items, etc. that 
  he may be using or that may affect him; whenever 
  he does not have psionic focus, he is treated as 
  Chaotic for such purposes. In addition, the maenad 
  may expend psionic focus as a swift action to gain 
  a +2 bonus to Strength, but suffer a -2 penalty to 
  Intelligence and Wisdom, until the end of his turn. 
  This replaces Outburst and Inner Rage.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, maenads have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all maenads who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Barbarian: Add 1 to the maenad’s total number of 
  rage rounds per day.
  Bard: Add 1 to the maenad’s total number of bardic 
  performance rounds per day.
  Fighter: Add +1/3 to the maenad’s saving throws 
  against powers with the sonic descriptor.
  Soulknife: Add +1 to the soulknife’s CMD against 
  disarm or trip attempts.
  Wilder: Add +1/4 round to the duration of the 
  wilder’s surging euphoria.
  Ophiduan
  The serpentine race of the ophiduans strives 
  to perfect their forms, both through training and 
  through experimentation.  Many prefer the role 
  of the psychic warrior, where they can blend their 
  physical prowess and mental ability to become deadly 
  combatants, yet some choose to focus on developing 
  the mind, while others focus on developing only the 
  body.  In rare instances, deformities can result from 
  this drive to perfect the physical form.
  Alternate Racial Traits
  The following racial traits replace existing 
  ophiduan racial traits. Consult your GM before 
  selecting any of these new options.
  Deformed: Part of the ophiduan history 
  involved experimenting on their physical 
  form to create a superior caste.  Unfortunate 
  bloodlines of ophiduans are instead twisted 
  versions of the race, when the improvement caused 
  an unexpected side-effect.  Ophiduans with this trait 
  have the Slow and Steady speed (as the dwarf racial 
  ability) and gain a +2 natural armor bonus to AC, but 
  suffer a -2 penalty on all Diplomacy checks.  This 
  racial trait replaces the Normal Speed and Scaled 
  Hide traits.
  Metabolist: Ophiduans are ever seeking to 
  improve their form.  Ophiduans with this racial trait 
  are treated as one level higher when manifesting 
  powers of the psychometabolism discipline with 
  a range of personal.  This racial trait replaces the 
  serpent’s bite and poison resistant racial traits.
  Poisonous Flesh: While most ophiduans are 
  resistant to poison, some are also capable of 
  excreting a poison from their skin.  Ophiduans with 
  this racial trait gain the ability to use prevenom or 
  prevenom weapon as a psi-like ability once per day 
  with a manifester level equal to your character level.  
  This trait replaces the serpent’s bite racial trait.
  Scholar: All ophiduans seek to better themselves; 
  some choose to do so by studying.  Ophiduans with 
  this racial trait gain a +2 bonus on any one Knowledge 
  
  Psionics ExPandEd
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  skill and this Knowledge skill is always considered a 
  class skill. This racial trait replaces the serpent’s bite 
  racial trait.
  Slippery Hide: Some ophiduans have sleeker, 
  more flexible scales than their brethren. Ophiduans 
  with this racial trait gain a +2 racial bonus his CMD 
  to against grapple attempts, to Escape Artist checks, 
  and to escape a grapple. This racial trait replaces the 
  scaly hide racial trait.
  Favored Class Options
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, ophiduans have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored classes. The following options are available 
  to all ophiduans who have the listed favored class, 
  and unless otherwise stated, the bonus applies each 
  time you select the listed favored class reward.
  Aegis: Add +1/4 to the maximum dexterity bonus 
  of the aegis’s astral suit.
  Psion: Add +1/4 on manifester level checks to 
  overcome power resistance.
  Psychic Warrior: Add 1/2 round to the duration of 
  any psychometabolism powers the psychic warrior 
  manifests with a range of Personal and a target of 
  You with a normal duration of 1 round / level.
  Soulknife: Add +1 to the soulknife’s CMD when 
  resisting a grapple or trip.
  Xeph
  Perhaps the most likely race to choose the path of 
  the soulknife, there are many xephs who use their 
  natural psionic talent to become manifesters.  Quick 
  in body as well as mind, it is not uncommon for 
  xephs to be natural explorers and crafters.
  Alternate Racial Traits
  The following racial traits replace existing xeph 
  racial traits. Consult your GM before selecting any of 
  these new options.
  Bladeborn: Although most xephs are quick on 
  their feet, some are lightning fast with their hands. 
  A xeph with this racial trait gains the Quick Draw 
  and Weapon Proficiency (Xephyr Knife) feats as 
  bonus feats.  This trait replaces the Burst trait.
  Call Blade: Xephs are perhaps the race that most 
  commonly chooses the path of the soulknife.  Some 
  xephs have an innate tie to summoning a weapon 
  from thin air.  A xeph with this racial trait gains the 
  ability to use call weaponry as a psi-like ability once 
  per day with a manifester level equal to the xeph’s 
  character level.  This trait replaces one daily use of 
  the Burst trait and can be taken multiple times.  Each 
  time, it replaces one daily use of the Burst trait and 
  increases the daily uses of the call weaponry psi-like 
  ability by one.
  explorer: Many xephs prefer to travel the world 
  rather than to settle down.  Xephs with this racial trait 
  receive a +2 bonus on Knowledge (geography) and 
  Survival checks. When manifesting psychoportation 
  powers that only effect willing creatures or have a 
  range of personal, xephs treat their manifester level 
  as +1 higher than normal. This racial trait replaces 
  one daily use of the Burst trait and the Innate 
  Resistance racial traits.
  Quick Craftsman (ex): Some xephs are swifter 
  with their hands than their feet. A xeph with this 
  trait reduces the time required for all item creation 
  (whether via skill or feat) by half. This trait replaces 
  two daily uses of the Burst trait.
  Troubadour: Most xephs are charismatic and 
  natural entertainers.  Xephs with this racial trait 
  gain a +1 racial bonus on Diplomacy and Perform 
  checks and, if they fail a Diplomacy check to change 
  a creature’s attitude by less than 5, they can try 
  to influence the creature a second time even if 24 
  hours have not passed.  This trait replaces the Innate 
  Resistance trait.
  Windweaver: Fleet of foot and nimble, some 
  xephs are more adept at avoiding physical dangers 
  rather than psionic ones.  A xeph with this racial 
  trait gains a +1 dodge bonus to his armor class. This 
  trait replaces the Innate Resistance trait.
  Favored Class Options
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  xephs have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all xephs who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  xEPhyr knifE
  This specialized dagger is used by xephs to 
  protect themselves while traveling in more 
  dangerous areas.  Its hooked blade is capable of 
  causing deadly wounds, and the weapon is slightly 
  larger than a standard dagger.  
  A xephyr dagger functions as a normal dagger, 
  except it is an exotic weapon, deals 1d6 damage if 
  Medium-sized, and threatenes a critical on 18-20. 
  A xephyr knife costs 15 gp.
  
  drEamscarrEd PrEss
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  Barbarian: Add +1 to the xeph’s base speed.
  Bard: Add 1 to the xeph’s total number of bardic 
  performance rounds per day.
  Monk: Add +1 to the xeph’s base speed.
  Psion: Add +1/2 to the xeph’s saving throw against 
  psychoportation powers or effects.
  Soulknife: Add +1 to the xeph’s base speed.
  Vitalist: Add a +1/2 bonus on concentration checks 
  when manifesting vitalist powers.
  Core Races
  Although most of the material presented in this 
  section is aimed at the psionic races, there are some 
  options for the core races as well.  Presented below 
  are alternate favored class options for the seven core 
  races.
  Dwarf
  Instead of receiving an additional skill rank or hit 
  point whenever he gains a level in a favored class, a 
  dwarf has the option of choosing from a number of 
  other bonuses, depending upon his favored class. The 
  following options are available to all dwarves who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Psychic Warrior: Add +1 to the psychic warrior’s 
  CMD when resisting a bull rush or trip.
  Vitalist: Treat the vitalist’s level as +1/2 higher 
  when using the Transfer Wounds ability.
  elf
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  elves have the option of choosing from a number of 
  other bonuses, depending upon their favored classes. 
  The following options are available to all elves who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  listed favored class reward.
  Marksman: The marksman gains 1 psionic talent. 
  Psion: Choose one discipline talent gained at 1st 
  level. Add 1/3 to the number of power points that 
  power is treated as being augmented by. This is an 
  exception to the rule that discipline talents cannot 
  be augmented.
  Soulknife: Add +1 to the elf’s CMD when resisting 
  a disarm or sunder attempt.
  Vitalist: Gain +1/2 additional daily use of transfer 
  wounds.
  gnome
  Instead of receiving an additional skill rank or 
  hit point whenever she gains a level in a favored 
  class, gnomes have the option of choosing from a 
  number of other bonuses, depending upon their 
  favored class. The following options are available 
  to all gnomes who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Aegis: Gain +1/2 to Damage Reduction / cold iron.
  Psion: Choose one discipline talent gained at 1st 
  level. Add 1/3 to the number of power points that 
  power is treated as being augmented by. This is an 
  exception to the rule that discipline talents cannot 
  be augmented.
  Vitalist: Treat the gnome’s vitalist level as +1/2 for 
  the purposes of Vitalist’s Touch.
  Half-elf
  Instead of receiving an additional skill rank or 
  hit point whenever she gains a level in a favored 
  class, half-elves have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored class. The following options are available to 
  all half-elves who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  you select the listed favored class reward.
  Aegis: Add +1/4 to the aegis’s customization 
  points.
  Psychic Warrior: Add +1/3 to the psychic warrior’s 
  manifester level when manifesting a path power.
  Soulknife: Add +1 to the soulknife’s CMD against 
  disarm or overrun attempts.
  Wilder: The wilder gains 1 psionic talent. 
  Half-orc
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  half-orcs have the option of choosing from a number 
  of other bonuses, depending upon their favored 
  class. The following options are available to all half-
  orcs who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you 
  select the listed favored class reward.
  Psychic Warrior: Add 1 to the half-orc’s power 
  points per day.
  Soulknife: Add +1/2 to the soulknife’s psychic 
  strike damage.
  Wilder: The wilder gains 1 psionic talent. 
  Halfling
  Instead of receiving an additional skill rank or 
  hit point whenever they gain a level in a favored 
  class, halflings have the option of choosing from 
  a number of other bonuses, depending upon their 
  favored class.  The following options are available to 
  all halflings who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time 
  
  Psionics ExPandEd
  35
  you select the listed favored class reward.
  Soulknife: Add +1 to the soulknife’s CMD when 
  resisting a grapple or trip.
  Vitalist: The vitalist gains 1 psionic talent. 
  Human
  Instead of receiving an additional skill rank or hit 
  point whenever they gain a level in a favored class, 
  humans have the option of choosing from a number 
  of other bonuses, depending upon their favored 
  class. The following options are available to 
  all humans who have the listed favored 
  class, and unless otherwise stated, the 
  bonus applies each time you select the 
  listed favored class reward.
  Aegis: Add +1/4 to the aegis’s 
  customization points.
  Marksman: Add +1/3 to damage 
  rolls made with ranged or thrown 
  weapons when expending focus 
  on Psionic Shot.
  Psion: Add 1/2 power known 
  from the psion power list. This 
  power must be at least one level 
  below the highest power level 
  the psion can manifest.
  Psychic Warrior: Add 1/3 
  power known from the psychic 
  warrior 
  power 
  list. 
  This 
  power must be at least 
  one level below the 
  highest power level 
  the psychic warrior 
  can manifest.
  Soulknife: 
  The 
  soulknife gains +1/6 of a 
  new blade skill. 
  Vitalist: Add 1/3 power known 
  from the vitalist power list. This power 
  must be at least one level below the highest power 
  level the vitalist can manifest and may not be 
  changed when the vitalist regains his daily power 
  points.
  Wilder: Add 1/4 power known from the wilder 
  power list. This power must be at least one level 
  below the highest power level the wilder can 
  manifest.
  charactEr traits
  The Pathfinder Roleplaying Game introduced the 
  concept of character traits as extra features that 
  add a little depth and flavor to characters. Existing 
  character traits come in several flavors: Basic 
  (separated into Combat, Faith, Magic, and Social), 
  Campaign, Racial, Regional, and Religion. Presented 
  below are two other categories for the psionic 
  campaign: Psionic traits and Dream traits. Psionic 
  traits are separate from Magic traits, but should a 
  Psionic trait and Magic trait have the same effect, 
  the effects do not stack. Dream traits are campaign 
  traits recommended for use in campaigns that focus 
  on dreams or dreaming.
  Psionic traits
  These traits are associated with the powers of 
  the mind. You do not have to be psionic to take 
  these traits, but many of the benefits require you 
  to have the psionic subtype.
  Clairsentient Talent: If you have psionic 
  focus, you can be treated as having detect 
  psionics active, but only effective in the space 
  you occupy. This is a psi-like ability, and you 
  must concentrate on it for a round to glean 
  any more meaningful information than 
  a ‘hunch’. This talent grants no benefit 
  if you do not have the ability to gain 
  psionic focus.
  Mental 
  Discipline: 
  You 
  have 
  had some basic training in mental 
  control. Autohypnosis is always 
  considered a class skill for you, 
  and you get a +1 trait bonus to 
  Autohypnosis checks.
  Metacreative 
  Talent: 
  While 
  you 
  maintain 
  psionic focus you can 
  manifest 
  shards 
  of 
  crystal as a swift action 
  that last for one round. These 
  blades can be used as thrown 
  weapons if you use them immediately 
  (you are proficient in their use; 1d2 slashing 
  damage, 20/x2 crit, range increment 10 feet). This 
  talent grants no benefit if you do not have the ability 
  to gain psionic focus.
  Perceptive Talent: While maintaining psionic 
  focus you are more aware on a subliminal level of 
  the thoughts and intentions of those around you. 
  You gain a +1 trait bonus on initiative and on Sense 
  Motive checks while you are psionically focused. 
  This talent grants no benefit if you do not have the 
  ability to gain psionic focus.
  Psigifted: You have an affinity for one particular 
  power chosen from ones that you know, and your 
  effective manifester level for that psionic power 
  increases by 1. Once this power is selected it cannot 
  be changed.  
  Psionic Item Familiarity: You are very familiar 
  with psionic and magic items. Use Magic Device 
  is now a class skill for you, and you gain a +1 trait 
  
  drEamscarrEd PrEss
  36
  bonus to Use Magic Device checks. This trait may not 
  be stacked with the Dangerously Curious trait.
  Psionic Knack: You are naturally psionically gifted, 
  even if you dabble in other studies. Pick a class with 
  a manifester level when you gain this trait—your 
  manifester level in that class gains a +2 trait bonus 
  as long as this bonus doesn’t raise your manifester 
  level above your current Hit Dice.  You must have a 
  level in the class chosen to gain this benefit.
  Psionic Monster Familiarity: You’ve either seen or 
  read about a great number of psionic creatures. You 
  gain a +2 trait bonus to Knowledge (Psionics) checks 
  to identify psionic creatures and their abilities.
  Psionic Power Focus: Pick a first level power you 
  know with an ability you can use while psionically 
  focused. You are always treated as being psionically 
  focused for this purpose, even if you are not.
  Psionic Theory: You have studied psionics deeply, 
  gaining a +2 trait bonus to Spellcraft checks when 
  analyzing psionic powers or items.
  Psychokinetic Talent: You can expend your 
  psionic focus as a swift action to manifest far hand 
  as a psi-like ability.  It has a duration of one round, a 
  range of ten feet, and allows you to move a maximum 
  weight of 1 lb. If you have psionic power points, 
  you may expend one to extend the duration of this 
  psi-like ability by one round. This talent grants no 
  benefit if you do not have the ability to gain psionic 
  focus.
  Psychoportive Talent: You can expend your 
  psionic focus as an immediate action to make a five-
  foot step. You may do this even if you have already 
  moved in the round in question, although not if you 
  have already taken a five-foot step, and doing so 
  does not prevent further movement in this round. 
  This talent grants no benefit if you do not have the 
  ability to gain psionic focus.
  Telepathic Talent: You can expend your psionic 
  focus to gain a +2 trait bonus to your saves against 
  mind-affecting powers and psi-like abilities.  This 
  talent grants no benefit if you do not have the ability 
  to gain psionic focus.
  drEam traits
  These traits are associated with the realm of 
  dreams. Not all games will interact with this 
  eerie domain, and the number of traits here is 
  correspondingly few.
  Dream 
  Seared: 
  Some 
  powerful 
  psychic 
  phenomenon has damaged your dream circle, and 
  although it has since recovered, it has taken on a 
  slightly warped and toughened form. You gain a +1 
  trait bonus on all saves against effects that affect 
  your sleeping mind (any spell, power, or ability that 
  requires you to be sleeping).
  Dreamless Sleep: You rarely seem to dream at all, 
  and your dreams have little effect on your waking 
  life. You gain a +1 trait bonus on saves against dream-
  related effects whether awake or asleep. However, 
  any effects of this nature you use take a -1 to their 
  DC to resist.
  Lucid Dreaming: You have the ability to recall 
  dreams vividly, and can always recall things you 
  may have done in your sleep.  In addition, you are 
  aware of when you are dreaming and have access 
  to your power point pool and powers known while 
  in the dream.  When you awaken, any power points 
  spent while dreaming are depleted from your power 
  point reserve.
  Psionic racE traits
  Psionic races, like conventional ones, have their 
  traits. Like other racial traits they are available only 
  to members of that race.
  BluE racE traits
  Only blues may select these racial traits.
  Playing Dumb: You have learned to hide your true 
  worth to protect yourself. You gain a +2 trait bonus 
  on Bluff checks to play down your value or threat 
  and to appear as less then you are.
  Psionic Lineage: Pick one power when you pick 
  this trait. Metapsionic feats applied to that power 
  cost 1 pp less.
  dromitE racE traits
  Only dromites may select these racial traits.
  Psychoenergetic Talent: Your natural ability to 
  create rays of energy is heightened, allowing you to 
  fire a weakened version of energy ray as a standard 
  action as long as you maintain psionic focus.  This 
  energy ray instead deals 1d3 points of damage of the 
  energy type of your caste.  Your manifester level for 
  this ability is always 1.
  Sensitive nose: You gain a +1 trait bonus on 
  your Perception or Survival checks related to smell. 
  However, you also take a -1 penalty on saves that 
  involve resisting smells, such as stench.
  duErgar racE traits
  Only duergar may select these racial traits.
  Psychic Buffer: Years of living near creatures that 
  attack your mind has sharpened your defenses; you 
  are skilled at repelling mental assaults, and gain a +1 
  trait bonus to Will saves against Telepathy powers.
  Sense Dissonance: Your psionic abilities help 
  you tell if a person is under the psychic control of 
  another, by sensing psionic dissonance around 
  them. You gain a +2 trait bonus to Sense Motive for 
  the “sense enchantment” and “hunch” functions.
  
  Psionics ExPandEd
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  Elan racE traits
  Only elans may select these racial traits.
  Fight Through the Pain: You can tap into the 
  psionic energy that permeates your body to keep 
  going despite certain injuries. You gain a +2 bonus 
  to Autohypnosis checks in order to resist caltrop 
  wounds, stabilize yourself, or resist the secondary 
  effect of poisons.
  Memories: You have fleeting memories of your 
  past life before becoming what you now are. Your 
  Charisma-based penalty does not apply against 
  individuals you knew prior to becoming an elan.
  half-giant racE traits
  Only half-giants may select these racial traits.
  Impressive Physique: Your size and stature are 
  imposing. Your natural physique gives you a +2 trait 
  bonus to Intimidate checks due to your size.
  Hot-Foot: Your Fire-based powers give your 
  enemies a “hot-foot”. Any creature that takes damage 
  from a fire-based power you manifest takes 1 point 
  of fire damage on their next turn.
  maEnad racE traits
  Only maenads may select these racial traits.
  Inner Peace: You have studied philosophy and 
  theology as a way to handle the mental turmoil of 
  your race. Knowledge (Religion) and Knowledge 
  (Psionics) are both class skills for you. If either or 
  both are already class skills, you gain a +1 trait bonus 
  to them.
  Surge Protection: You are more skilled at resisting 
  psychic enervation, and take 1 less HP or PP damage 
  whenever you enervate (to a minimum of 1).
  oPhiduan racE traits
  Only ophiduans may select these racial traits.
  Beguiling nature: Your telepathic abilities are 
  even more entrancing than normal. You gain a +1 
  trait bonus to all Charisma-based checks against 
  creatures affected by one of your Telepathy powers.
  Infiltrator: You have had extensive dealings with 
  other humanoid races, and have learned to mimic 
  their mannerisms and body language to ease their 
  fears of your kind. You gain a +1 trait bonus to 
  Bluff and Diplomacy checks against non-ophiduan 
  humanoids, and Sense Motive is always a class skill 
  for you.
  xEPh racE traits
  Only xephs may select these racial traits.
  Fancy Footwork: In any round in which you 
  employ your burst ability, you gain a +1 dodge bonus 
  to your AC.
  Resist Dampening: Your powers and other psychic 
  abilities are not easily dampened. You gain a +1 trait 
  bonus to manifester level checks to bypass power 
  resistance. If you can create a mind blade, you gain a 
  +2 trait bonus to create it while inside a null psionics 
  field.
  PrEstigE classEs
  Prestige classes, unlike base classes, are for 
  specialized individuals who study a narrow range of 
  abilities and techniques.  These individuals thereby 
  gain special abilities that most characters could only 
  hope to poorly mimic.  Detailed below are two new 
  psionic prestige classes: the metaforge, which blends 
  the defensive power of the aegis with the offensive 
  power of the soulknife, and the psicrystal imprinter, 
  which gives manifesters new ways to utilize their 
  psicrystals.
  Aegii and Prestige Classes
  Like soulknives, sometimes, an aegis may qualify 
  for a prestige class with “+1 level of existing 
  manifesting class” as a class feature. This increased 
  psionic training helps those who follow the path of 
  the astral suit as well as the path of the manifester. 
  At each level where a manifester level would 
  increase by one, treat the aegis as if he had gained a 
  level of aegis for the purposes of damage reduction 
  and customization points.  The aegis does not gain 
  any other benefits from an increased level (bonus 
  customizations, daily uses of reconfigure, etc.).
  It’s less common, but sometimes a multiclass 
  aegis enters one of these prestige classes with a bit 
  of manifesting talent.   In high psionics games, for 
  this special case, each indicated level of the prestige 
  class advances both the aegis’s damage reduction 
  and customization points, as above, and his existing 
  manifester level by one level.  In games that are not 
  high psionics, choose one or the other to increase, 
  but not both.
  MeTAFORge
  Forming and creating items from thin air is a 
  skill honed by many who practice the psionic arts. 
  Some, like the soulknife, form a weapon out of 
  psionic energy.  Others, like the aegis, form armor 
  out of ectoplasm.  A rare breed of psionic individual 
  is capable of combining the abilities of the two, 
  using the different techniques in a complementary 
  fashion, where the whole is greater than the sum of 
  its parts.
  Role: Combining the abilities of two frontline 
  combatants, a metaforge is most at home in the thick 
  of battle, using his astral suit to ward off attacks, 
  while he decimates enemies with his mind blade.
  
  drEamscarrEd PrEss
  38
  Alignment: Any.
  Hit Die: d10.
  Requirements
  To qualify to become a metaforge, a character 
  must fulfill all the following criteria.
  Skills: Craft (any) 3 ranks.
  Psionics: Enhanced Mind Blade class feature, 
  Invigorating Suit class feature
  Class Skills
  The metaforge’s class skills are Autohypnosis, 
  Climb, Fly, Intimidate, and Knowledge (psionics).
  Skill Ranks at each Level: 4 + Int modifier. 
  Class Features
  All the following are class features of the metaforge 
  prestige class. 
  Weapon and Armor Proficiency: Metaforges gain 
  no proficiency with any weapon or armor. 
  Astral Suit: At each level, treat the metaforge as 
  if he had gained a level of aegis for the purposes of 
  damage reduction and customization points.  The 
  metaforge does not gain any other benefits from an 
  increased level (bonus customizations, daily uses of 
  reconfigure, power points, etc.).  This does, however, 
  allow the metaforge to qualify for customizations 
  dependant on his aegis level, such as the Reach 
  customization.
  Mind Blade: At each level, treat the metaforge as if 
  he had gained a level of soulknife for the purposes of 
  Enhanced Mind Blade. The metaforge does not gain 
  any other benefits from an increased level (blade 
  skills, etc.).
  Crystallized Mind Blade (Su): A metaforge is able 
  to combine the ectoplasm he uses to form his astral 
  suit and the psionic energy he uses to shape his mind 
  blade into a crystallized form of his mind blade. 
  Creating a crystallized mind blade works the same as 
  forming a mind blade, and the weapon functions in 
  all ways mechanically as the metaforge’s mind blade, 
  except as follows.  The weapon’s hardness and hit 
  points are increased by 1 for each level the metaforge 
  taBlE: thE mEtaforgE
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Mind Blade / Astral Suit
  1st 
  +1
  +0 
  +0 
  +1 
  Crystallized mind blade (+1)
  +1 level of existing class
  2nd 
  +2 
  +1 
  +1 
  +1 
  Transfer enhancement (+1)
  +1 level of existing class
  3rd 
  +3 
  +1 
  +1 
  +2 
  Dual summon
  +1 level of existing class
  4th 
  +4 
  +1 
  +1 
  +2 
  Transfer enhancement (+2)
  +1 level of existing class
  5th 
  +5 
  +2 
  +2 
  +3 
  Crystallized mind blade (+2)
  +1 level of existing class
  6th 
  +6 
  +2 
  +2 
  +3 
  Transfer enhancement (+3)
  +1 level of existing class
  7th 
  +7 
  +2 
  +2 
  +4 
  -
  +1 level of existing class
  8th 
  +8 
  +3 
  +3 
  +4 
  Transfer enhancement (+4)
  +1 level of existing class
  9th 
  +9
  +3 
  +3 
  +5 
  Crystallized mind blade (+3)
  +1 level of existing class
  10th 
  +10 
  +3 
  +3 
  +5 
  Shift form, transfer enhancement (+5)
  +1 level of existing class
  A metaforge is a self-sufficient combatant
  
  Psionics ExPandEd
  39
  has.  In addition, the weapon can be charged with 1 
  power point, increasing its enhancement bonus by 
  1.  
  At 5th level, the weapon can instead be charged 
  with 2 power points, increasing its enhancement 
  bonus by 2.  
  At 9th level, the weapon can instead be charged 
  with 3 power points, increasing its enhancement 
  bonus by 3.
  Transfer enhancement (Su): Starting at 2nd level, 
  a metaforge can spend one minute in concentration 
  to reduce his mind blade’s enhancement bonus or 
  weapon special abilities by 1 (or a +1 equivalent 
  ability) and gain an armor special ability of equal 
  value added to the astral suit.  This transfer lasts 
  until the metaforge spends another minute to either 
  revert his mind blade to its full power or to alter the 
  armor special ability granted to his astral suit.
  A metaforge may only have one such transfer 
  in effect at any given time and may not reduce his 
  mind blade to a +0 enhancement bonus.   Every 
  two levels thereafter, the enhancement bonus that 
  the metaforge can transfer is increased by 1, to a 
  maximum of +5 at 10th level.
  Dual Summon (Su): Upon achieving 3rd level, the 
  metaforge has learned to bring about his weapon 
  and armor at the same time.  While maintaining his 
  psionic focus, the metaforge can form both mind 
  blade and astral suit at the same time.  The action 
  needed to do this is whichever action takes the 
  longer between the two abilities.  
  For example, for a soulknife with the Quick Draw 
  feat and using Astral Juggernaut form, using this 
  ability requires a full-round action, as that is how 
  long it takes to form an astral suit in Astral Juggernaut 
  form.  For Astral Skin form, it would instead take a 
  swift action.
  The metaforge may alternatively expend his 
  psionic focus to summon both his mind blade and his 
  astral suit.  The action needed to do this is whichever 
  action takes the shorter between the two abilities.
  Swift Transfer (Su): At 10th level the metaforge 
  can use his transfer enhancement ability as a 
  standard action, rather that requiring one minute in 
  concentration.
  PSICRySTAL IMPRInTeR
  The psicrystal imprinter has learned to harness 
  crystals, power stones, and his psicrystal better than 
  a normal psion is able. By using gems to store psionic 
  powers and power points, the psicrystal imprinter 
  learns to store powers in his psicrystal similar to 
  how a power stone works, only without flushing 
  the power. In time, these advancements transform 
  the psicrystal into more than a mere shard of its 
  master’s personality, and most psicrystal imprinters 
  look on their gems as a parent would a child.
  Role: With abilities focusing primarily around 
  manifesting psionic powers and harnessing the 
  energy of his crystals, the psicrystal imprinter is 
  not intended to be a front-line fighter.  His talents 
  revolve around flexibility in utilizing his psionic 
  powers and providing support from a safe distance.
  Alignment: Any
  Hit Die: d6
  Requirements
  To qualify to become a psicrystal imprinter, a 
  character must fulfill the following criteria.
  Skills: Knowledge (psionics) 1 ranks, Spellcraft 5 
  ranks
  Feats: Craft Cognizance Crystal, Scribe Scroll
  Class Skills
  The 
  psicrystal 
  imprinter’s 
  class 
  skills 
  are 
  Knowledge (psionics) and Spellcraft. 
  Skill Points at Each Level: 2 + Int modifier
  Class Features
  All of the following are class features of the 
  psicrystal imprinter.
  Weapons and Armor Proficiency: Psicrystal 
  imprinters gain no weapon or armor proficiencies.
  Manifesting: At every level indicated on the table, 
  the psicrystal imprinter gains additional power 
  points per day and access to new powers as if he 
  had also gained a level in whatever manifesting 
  class he belonged to before he added the prestige 
  class. He does not, however, gain any other benefit 
  a character of that class would have gained (bonus 
  feats, metapsionic or item creation feats, and so 
  on). This essentially means that he adds the level 
  of psicrystal imprinter to the level of whatever 
  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 psicrystal imprinter, he must decide to which class 
  he adds the new level of psicrystal imprinter for 
  the purpose of determining power points per day, 
  powers known, and manifester level.
  Psicrystal Bond (ex): If the psicrystal imprinter 
  does not have a psicrystal, he gains Psicrystal Affinity 
  as a bonus feat. If he already has Psicrystal Affinity, 
  he instead gains the Improved Psicrystal feat as a 
  bonus feat.
  Psicrystal Receptacle (ex): Starting at 1st level, 
  the psicrystal imprinter can store powers in his or 
  her psicrystal, similar to storing powers in a power 
  stone (but see below). The psicrystal imprinter can 
  store up to his class level + his key ability modifier in 
  
  drEamscarrEd PrEss
  40
  power levels. For example, Lieden is a 5th level psion 
  / 3rd level psicrystal imprinter with an Intelligence 
  score of 22. He can therefore store up to 9 levels of 
  powers, such as 2 3rd level powers, 1 2nd level power 
  and 1st level power, or 9 1st level powers.
  * Storing a power: Storing a power in a psicrystal 
  costs the standard monetary cost of creating a 
  power stone of the appropriate level. The psicrystal 
  imprinter can store any power he knows or otherwise 
  has access to (through power stones or other psionic 
  characters, for instance, although drawing from 
  a power stone flushes the power from the stone). 
  Storing a power takes half the normal time to create 
  a power stone (4 hours for every 1000 GP value of 
  a comparable power stone instead of 8 hours). For 
  example, Lieden has a power stone of defy gravity, 
  and wants to store it in his psicrystal. By making a 
  DC 17 Spellcraft check, Lieden successfully addresses 
  the stone to access the power locked within. After 
  a second DC 17 Spellcraft check, Lieden is able 
  to understand the power, and with a final DC 17 
  Spellcraft check, he is able to use the power inside. 
  He then pays 75 gp and spends 4 hours in work (the 
  normal cost and half the time of creating a 2nd level 
  power stone), and has successfully stored defy gravity 
  in his psicrystal. Storing a power requires use of the 
  Scribe Scroll feat. If the psicrystal imprinter loses 
  access to this feat for any reason, he can no longer 
  store any powers in his psicrystal until he regains 
  use of the feat.
  * Utilizing a stored power: Manifesting a power 
  stored in the psicrystal is treated exactly as if 
  manifesting a known power, except that the psicrystal 
  imprinter must be in contact with his psicrystal, and 
  the power costs an additional 2 pp to manifest. The 
  total cost for this manifestation, as normal, cannot 
  exceed the psicrystal imprinter’s manifester level. 
  Unlike a normal power stone, manifesting the powers 
  stored in a psicrystal does not flush the power.
  * Changing stored powers: If the psicrystal 
  imprinter so chooses, he can manifest any power 
  stored in the psicrystal in the same fashion as a 
  power stone and without spending any power 
  points; the power’s manifester level is treated as the 
  minimum to manifest the power when manifested 
  in this fashion. Doing this flushes that power from 
  the psicrystal and frees the levels it occupied for a 
  new power to be stored. If the psicrystal imprinter 
  chooses, he can harmlessly flush out powers stored 
  without actually manifesting the power.
  Skilled Crafter (ex): Once a psicrystal imprinter 
  has achieved 2nd level, he has unlocked techniques 
  to help him in his crafting.  He gains a bonus 
  equal to half his class level (rounded down) on 
  Spellcraft checks when crafting items using the Craft 
  Cognizance Crystal or Scribe Scroll feats.
  Psicrystal Resonance (Su): Beginning at 3rd level, 
  the psicrystal imprinter is able to channel known 
  powers through his psicrystal, provided it is within 
  5 feet of him. By doing this, the psicrystal’s inherent 
  psionic power enhances the power in different ways. 
  The psicrystal imprinter increases the manifesting 
  time of any power he manifests directly this way to 
  a full-round action if it took a standard action or less 
  or adds a full-round action to the manifesting time 
  of any power with a manifesting time of a full-round 
  action or longer (much as a sorcerer extends casting 
  time when adding metamagic feats to a spell); he 
  may not use this ability on powers manifested from 
  his psicrystal. The psicrystal imprinter unlocks 
  resonating abilities as he advances in class levels. He 
  may choose only one effect when manifesting any 
  single power, but may choose a different effect on 
  the next manifestation.
  taBlE: thE Psicrystal imPrintEr
  Level 
  Base 
  Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Manifesting
  1st 
  +0
  +0 
  +0 
  +1 
  Psicrystal bond, psicrystal receptacle
  -
  2nd 
  +1
  +1 
  +1 
  +1 
  Skilled crafter (+1)
  +1 level of existing class
  3rd 
  +1
  +1 
  +1 
  +2 
  Psicrystal resonance (augment)
  +1 level of existing class
  4th 
  +2
  +1 
  +1 
  +2 
  Improved Psicrystal, skilled crafter +2
  +1 level of existing class
  5th 
  +2
  +2 
  +2 
  +3 
  Efficient receptacle, psicrystal resonance 
  (empower)
  +1 level of existing class
  6th 
  +3
  +2 
  +2 
  +3 
  Skilled crafter (+3)
  +1 level of existing class
  7th 
  +3
  +2 
  +2 
  +4 
  Improved Psicrystal, psicrystal resonance 
  (extend)
  +1 level of existing class
  8th 
  +4
  +3 
  +3 
  +4 
  Skilled crafter (+4)
  +1 level of existing class
  9th 
  +4
  +3 
  +3 
  +5 
  Essence crystal, psicrystal resonance (twin)
  +1 level of existing class
  10th 
  +5
  +3 
  +3 
  +5 
  Crystalline infusion, efficient receptacle, 
  Improved Psicrystal, skilled crafter (+5)
  +1 level of existing class
  
  Psionics ExPandEd
  41
  * 3rd Level: The power is treated as if the 
  psicrystal imprinter had spent one more power point 
  augmenting it than he actually did. The additional 
  point from this ability may raise the cost of the power 
  above the psicrystal imprinter’s manifester level.
  * 5th Level: The power is treated as if affected 
  by the Empower Power feat. This ability does 
  not cost additional power points, nor does it 
  require expending psionic focus.
  * 7th Level: The power is treated as if 
  affected by the Extend Power feat. This 
  ability does not cost additional power 
  points, nor does it require expending 
  psionic focus.
   * 9th Level: The power is treated as 
  if affected by the Twin Power feat. 
  This ability does not cost additional 
  power points, nor does it require 
  expending psionic focus, but the 
  manifesting time is increased by one 
  full-round action.
  Improved Psicrystal: At 4th level and 
  every 3 levels thereafter, the 
  psicrystal imprinter gains the 
  Improved Psicrystal feat as 
  a bonus feat.
  efficient 
  Receptacle 
  (ex): At 5th level, the 
  additional power point 
  cost to manifest a power 
  from 
  the 
  psicrystal 
  imprinter’s psicrystal (see 
  psicrystal 
  receptacle, 
  above) decreases from 
  +2 to +1. At 10th 
  level it decreases to 
  0.
  essence Crystal (Su): 
  Once per week, a 9th level 
  psicrystal imprinter can 
  attune his crystal to his 
  psyche – a process that takes 1 hour. Should the 
  psicrystal imprinter later perish, his mind and soul 
  (as they existed when he last attuned his crystal) 
  immediately transfer to his psicrystal instead of 
  passing on. Treat this in all regards as the astral 
  seed power, substituting the psicrystal imprinter’s 
  psicrystal for the storage crystal, except as noted 
  here. All powers stored in the psicrystal remain 
  untouched and can still be accessed as if the 
  psicrystal imprinter were in contact with his 
  psicrystal. 
  Crystalline 
  Infusion 
  (ex): 
  At 10th level, the psicrystal 
  imprinter’s 
  psicrystal 
  has 
  become so advanced that its 
  lattice-like 
  structure 
  closely 
  resembles 
  the 
  complexity 
  of the psicrystal imprinter’s 
  brain. The psicrystal gains the 
  ability to store power points 
  for its master as if it were a 
  cognizance crystal (with a 
  maximum capacity equal to 
  its Intelligence score).
  Furthermore, so long as 
  it has at least one power 
  point stored within it, the 
  psicrystal gains the 
  psionic 
  subtype 
  and may attempt 
  to 
  psionically 
  focus itself. If the 
  psicrystal imprinter is touching his 
  psicrystal, he may expend this focus 
  instead of his own on any effect 
  relating to manifesting a power 
  from his psicrystal. This focus is 
  independent from that provided 
  by abilities such as the Psicrystal 
  Containment feat.
  Finally, the psicrystal gains any 
  one psionic feat that it meets the 
  prerequisites for as a bonus feat. 
  If the feat requires the user to 
  maintain or expend psionic focus, 
  the psicrystal uses its own ability to 
  focus (from its master’s crystalline 
  infusion) for that feat.
  Psicrystal imprinters learn 
  unique ways to interact with 
  crystals
  
  drEamscarrEd PrEss
  42
  Psionic itEms
  Not only do psionic individuals need to select the 
  right character options, but they need the right tools 
  to get the job done.  Presented below are several new 
  psionic items for use.
  univErsal itEms
  Comparable to wondrous magical items, the 
  universal items category holds a wide assortment of 
  different psionic items.  Presented below are a few 
  new universal items for use in your games.
  BOOTS OF THe nOMAD
  Aura moderate psychoportation discipline ML 10th
  Slot feet; Price 10,000 gp; Weight 1 lb.
  DeSCRIPTIOn
  These black leather boots seem to shimmer when 
  looked at, as if they are constantly moving. When 
  this item is worn by a character with the nomad’s 
  step ability, the character’s nomad level is treated 
  as four higher for the purposes of the nomad’s step 
  ability. If the character is not a nomad, they gain the 
  nomad’s step ability as if a 4th-level nomad.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, dimension 
  slide or nomad’s step ability, Cost 5,000 gp
  CIRCLeT OF THe SHeLTeReD MInD
  Aura moderate telepathy ML 8th
  Slot head; Price 7,500 gp; Weight 2 lb.
  DeSCRIPTIOn
  This iron circlet has prongs that are shaped such 
  that it seems to cup the entire skull. When this item 
  is worn by a character with the wild surge ability, the 
  character’s chance of psychic enervation is reduced 
  by 5% (to a minimum of 0).
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, wild surge 
  ability, Cost 3,750 gp
  IOUn STOne, gReen AnD WHITe
  Aura moderate psychometabolism ML 12th
  Slot -; Price 12,000 gp; Weight -
  DeSCRIPTIOn
  This ioun stone is green and white in color and 
  has a prism shape.  When used by a creature with 
  manifesting ability, it grants one additional power 
  known.  The power known granted is set at time of 
  creation.  A creature may only have one such ioun 
  stone active at any time.  The owner manifests the 
  power just like any other power known, so if the 
  power granted is of a level higher than those the 
  owner can manifest, it gains no benefit.  The power 
  known granted must be on the owner’s class list or 
  the owner gains no benefit.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, creator must 
  be 12th level, Cost 6,000 gp
  STUDenT’S ROBeS
  Aura moderate psychometabolism ML 10th
  Slot body; Price 13,000 gp; Weight 1 lb.
  DeSCRIPTIOn
  This light garment is worn over normal clothing or 
  armor and improves the wearer’s mental abilities. 
  Most such robes are beige in color, with adornments 
  of eyes or hands on a head. When this item is worn 
  by a psion, the character’s psion level is treated as 
  five higher for the purposes of determining his 
  discipline abilities and the effects allowed by his 
  discipline abilities.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, discipline 
  class feature, Cost 6,500 gp
  WARRIOR’S BRACeR
  Aura moderate psychometabolism ML 12th
  Slot wrist; Price 15,000 gp; Weight -
  DeSCRIPTIOn
  These leather bands grants the wearer access to 
  a specific warrior path, as long as the wearer has 
  the warrior’s path class feature.  If the wearer has 
  already chosen the warrior path of the bracers, his 
  psychic warrior level is treated as four higher for the 
  purposes of the path’s trance and maneuver.
  If the wearer has not chosen the path of the 
  bracers, three times per day for one minute per use, 
  the character is is treated as if having the warrior 
  path granted by the bracers for the purposes of the 
  path’s trance and maneuver. The wearer may still 
  only have one warrior path active at any time unless 
  using the Pathweaving class feature.
  If the character does not have the Warrior’s Path 
  class feature, he gains no benefit.
  COnSTRUCTIOn
  Requirements Craft Wondrous Item, warrior’s path 
  class feature, Cost 7,500 gp
  
  Psionics ExPandEd
  43
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn 
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: 
  Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 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 Copyright 2004, Wizards of the Coast, Inc.; Authors Andy 
  Collins, Jesse Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press; 
  Author Ari Marmell
  Hyperconscious: Explorations in Psionics Copyright 2004 Bruce R Cordell.  All 
  rights reserved.
  If Thoughts Could Kill Copyright 2001–2004 Bruce R. Cordell. All rights 
  reserved.
  Mindscapes Copyright 2003–2004 Bruce R. Cordell. All rights reserved.
  Unearthed Arcana Copyright 2004 Wizards of the Coast.
  Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
  Swords of Our Fathers Copyright 2003, The Game Mechanics.
  Modern System Reference Document Copyright 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
  Psionics Unleashed.  Copyright 2010, Dreamscarred Press.
  Psionics Expanded.  Copyright 2011, Dreamscarred Press.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/DRP2103.pdf